vc4: Ignore samplers for finding uniform offsets.

Fixes:
dEQP-GLES2.shaders.struct.uniform.sampler_array_fragment
dEQP-GLES2.shaders.struct.uniform.sampler_array_vertex
dEQP-GLES2.shaders.struct.uniform.sampler_nested_fragment
dEQP-GLES2.shaders.struct.uniform.sampler_nested_vertex

Cc: mesa-stable@lists.freedesktop.org
This commit is contained in:
Eric Anholt 2018-08-07 13:47:08 -07:00
parent e24a8e5232
commit 69158c452b

View file

@ -38,6 +38,7 @@
#include "vc4_context.h"
#include "vc4_qpu.h"
#include "vc4_qir.h"
#include "mesa/state_tracker/st_glsl_types.h"
static struct qreg
ntq_get_src(struct vc4_compile *c, nir_src src, int i);
@ -50,6 +51,12 @@ type_size(const struct glsl_type *type)
return glsl_count_attribute_slots(type, false);
}
static int
uniforms_type_size(const struct glsl_type *type)
{
return st_glsl_storage_type_size(type, false);
}
static void
resize_qreg_array(struct vc4_compile *c,
struct qreg **regs,
@ -1685,7 +1692,7 @@ static void
ntq_setup_uniforms(struct vc4_compile *c)
{
nir_foreach_variable(var, &c->s->uniforms) {
uint32_t vec4_count = type_size(var->type);
uint32_t vec4_count = uniforms_type_size(var->type);
unsigned vec4_size = 4 * sizeof(float);
declare_uniform_range(c, var->data.driver_location * vec4_size,
@ -2469,9 +2476,13 @@ vc4_shader_state_create(struct pipe_context *pctx,
*/
s = cso->ir.nir;
NIR_PASS_V(s, nir_lower_io, nir_var_all, type_size,
NIR_PASS_V(s, nir_lower_io, nir_var_all & ~nir_var_uniform,
type_size,
(nir_lower_io_options)0);
} else {
NIR_PASS_V(s, nir_lower_io, nir_var_uniform,
uniforms_type_size,
(nir_lower_io_options)0);
} else {
assert(cso->type == PIPE_SHADER_IR_TGSI);
if (vc4_debug & VC4_DEBUG_TGSI) {