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>
This commit is contained in:
Louis-Francis Ratté-Boulianne 2020-02-14 02:14:07 -05:00 committed by Marge Bot
parent 354474b9e5
commit 4777ee1a62

View file

@ -103,8 +103,33 @@ nir_lower_uniforms_to_ubo(nir_shader *shader, int multiplier)
} }
} }
if (progress) {
if (!shader->info.first_ubo_is_default_ubo) {
nir_foreach_variable(var, &shader->uniforms) {
if (var->data.mode == nir_var_mem_ubo)
var->data.binding++;
}
}
if (shader->num_uniforms > 0) {
const struct glsl_type *type = glsl_array_type(glsl_vec4_type(),
shader->num_uniforms, 0);
nir_variable *ubo = nir_variable_create(shader, nir_var_mem_ubo, type,
"uniform_0");
ubo->data.binding = 0;
struct glsl_struct_field field = {
.type = type,
.name = "data",
.location = -1,
};
ubo->interface_type =
glsl_interface_type(&field, 1, GLSL_INTERFACE_PACKING_STD430,
false, "__ubo0_interface");
shader->info.num_ubos++;
}
}
shader->info.first_ubo_is_default_ubo = true; shader->info.first_ubo_is_default_ubo = true;
return progress; return progress;
} }