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nir: Always create UBO variable when lowering uniforms to ubo
Zink needs to know the sizes of UBOs, and for normal UBOs we get this from the nir_var_mem_ubo variables. This allows us to treat all of these the same way. We're about to need the same information for the in-progress D3D12 driver, so let's do this in a central location instead of in the driver. This version is also a bit more careful than the Zink version. In particular, for two reasons: 1. We increase the variable bindings when we adjust the pre-existing UBOs. 2. We increase shader->info.num_ubos when we insert a new UBO variable. Reviewed-by: Alyssa Rosenzweig <alyssa@collabora.com> Reviewed-by: Eric Anholt <eric@anholt.net> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4734>
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1 changed files with 27 additions and 2 deletions
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@ -103,8 +103,33 @@ nir_lower_uniforms_to_ubo(nir_shader *shader, int multiplier)
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}
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}
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}
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}
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if (progress) {
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if (!shader->info.first_ubo_is_default_ubo) {
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nir_foreach_variable(var, &shader->uniforms) {
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if (var->data.mode == nir_var_mem_ubo)
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var->data.binding++;
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}
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}
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if (shader->num_uniforms > 0) {
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const struct glsl_type *type = glsl_array_type(glsl_vec4_type(),
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shader->num_uniforms, 0);
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nir_variable *ubo = nir_variable_create(shader, nir_var_mem_ubo, type,
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"uniform_0");
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ubo->data.binding = 0;
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struct glsl_struct_field field = {
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.type = type,
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.name = "data",
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.location = -1,
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};
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ubo->interface_type =
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glsl_interface_type(&field, 1, GLSL_INTERFACE_PACKING_STD430,
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false, "__ubo0_interface");
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shader->info.num_ubos++;
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}
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}
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shader->info.first_ubo_is_default_ubo = true;
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shader->info.first_ubo_is_default_ubo = true;
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return progress;
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return progress;
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}
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}
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