glsl: some nir uniform linker fixes

This fixes find_and_update_named_uniform_storage() for subroutines
and also updates num_shader_uniform_components for non opaque
uniforms.

The following patch will ensure this type of bug won't happen again.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4721>
This commit is contained in:
Timothy Arceri
2020-04-23 15:55:14 +10:00
committed by Marge Bot
parent 9df1d92bbd
commit ffbec55072

View File

@@ -466,13 +466,13 @@ struct nir_link_uniforms_state {
unsigned num_hidden_uniforms;
unsigned num_values;
unsigned max_uniform_location;
unsigned next_subroutine;
/* per-shader stage */
unsigned next_bindless_image_index;
unsigned next_bindless_sampler_index;
unsigned next_image_index;
unsigned next_sampler_index;
unsigned next_subroutine;
unsigned num_shader_samplers;
unsigned num_shader_images;
unsigned num_shader_uniform_components;
@@ -770,6 +770,23 @@ find_and_update_named_uniform_storage(struct gl_context *ctx,
if (!uniform->is_shader_storage)
state->num_shader_uniform_components += values;
} else {
if (glsl_get_base_type(type_no_array) == GLSL_TYPE_SUBROUTINE) {
struct gl_linked_shader *sh = prog->_LinkedShaders[stage];
uniform->opaque[stage].index = state->next_subroutine;
uniform->opaque[stage].active = true;
sh->Program->sh.NumSubroutineUniforms++;
/* Increment the subroutine index by 1 for non-arrays and by the
* number of array elements for arrays.
*/
state->next_subroutine += MAX2(1, uniform->array_elements);
}
if (!state->var_is_in_block)
state->num_shader_uniform_components += values;
}
struct hash_entry *entry =