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i965: Ignore uniform storage for samplers or images, use binding info
gl_nir_lower_samplers_as_deref creates new top level sampler and image
uniforms which have been split from structure uniforms. i965 assumed
that it could walk through gl_uniform_storage slots by starting at
var->data.location and walking forward based on a simple slot count.
This assumed that structure types were walked in a particular order.
With samplers and images split out of structures, it becomes impossible
to assign meaningful locations. Consider:
struct S {
sampler2D a;
sampler2D b;
} s[2];
The gl_uniform_storage locations for these follow this map:
0 => a[0], 1 => b[0], 2 => a[0], 3 => b[0].
But the new split variables look like:
sampler2D lowered_a[2];
sampler2D lowered_b[2];
and there is no way to know that there's effectively a stride to get to
the location for successive elements of a[] or b[]. So, working with
location becomes effectively impossible.
Ultimately, the point of looking at uniform storage was to pull out the
bindings from the opaque index fields. gl_nir_lower_samplers_as_derefs
can obtain this information while doing the splitting, however, and sets
up var->data.binding to have the desired values.
We move gl_nir_lower_samplers before brw_nir_lower_image_load_store so
gl_nir_lower_samplers_as_derefs has the opportunity to set proper image
bindings. Then, we make the uniform handling code skip sampler(-array)
variables, and handle image param setup based on var->data.binding.
Fixes Piglit tests/spec/glsl-1.10/execution/samplers/uniform-struct,
this time without regressing dEQP-GLES2.functional.uniform_api.random.3.
Fixes: f003859f97 nir: Make gl_nir_lower_samplers use gl_nir_lower_samplers_as_deref
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This commit is contained in:
parent
47303b466c
commit
6981069fc8
3 changed files with 28 additions and 18 deletions
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@ -323,9 +323,6 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
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brw_shader_gather_info(prog->nir, prog);
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NIR_PASS_V(prog->nir, gl_nir_lower_samplers, shProg);
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prog->info.textures_used = prog->nir->info.textures_used;
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prog->info.textures_used_by_txf = prog->nir->info.textures_used_by_txf;
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NIR_PASS_V(prog->nir, gl_nir_lower_atomics, shProg, false);
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NIR_PASS_V(prog->nir, nir_lower_atomics_to_ssbo,
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prog->nir->info.num_abos);
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@ -80,15 +80,15 @@ setup_vec4_image_param(uint32_t *params, uint32_t idx,
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}
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static void
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brw_setup_image_uniform_values(gl_shader_stage stage,
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struct brw_stage_prog_data *stage_prog_data,
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unsigned param_start_index,
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const gl_uniform_storage *storage)
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brw_setup_image_uniform_values(nir_variable *var,
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struct brw_stage_prog_data *prog_data)
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{
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uint32_t *param = &stage_prog_data->param[param_start_index];
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unsigned param_start_index = var->data.driver_location / 4;
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uint32_t *param = &prog_data->param[param_start_index];
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unsigned num_images = MAX2(1, var->type->arrays_of_arrays_size());
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for (unsigned i = 0; i < MAX2(storage->array_elements, 1); i++) {
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const unsigned image_idx = storage->opaque[stage].index + i;
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for (unsigned i = 0; i < num_images; i++) {
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const unsigned image_idx = var->data.binding + i;
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/* Upload the brw_image_param structure. The order is expected to match
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* the BRW_IMAGE_PARAM_*_OFFSET defines.
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@ -150,6 +150,14 @@ brw_nir_setup_glsl_uniform(gl_shader_stage stage, nir_variable *var,
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struct brw_stage_prog_data *stage_prog_data,
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bool is_scalar)
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{
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if (var->type->without_array()->is_sampler())
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return;
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if (var->type->without_array()->is_image()) {
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brw_setup_image_uniform_values(var, stage_prog_data);
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return;
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}
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/* The data for our (non-builtin) uniforms is stored in a series of
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* gl_uniform_storage structs for each subcomponent that
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* glGetUniformLocation() could name. We know it's been set up in the same
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@ -162,15 +170,17 @@ brw_nir_setup_glsl_uniform(gl_shader_stage stage, nir_variable *var,
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struct gl_uniform_storage *storage =
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&prog->sh.data->UniformStorage[var->data.location + u];
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if (storage->builtin || storage->type->is_sampler())
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/* We already handled samplers and images via the separate top-level
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* variables created by gl_nir_lower_samplers_as_deref(), but they're
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* still part of the structure's storage, and so we'll see them while
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* walking it to set up the other regular fields. Just skip over them.
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*/
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if (storage->builtin ||
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storage->type->is_sampler() ||
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storage->type->is_image())
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continue;
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if (storage->type->is_image()) {
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brw_setup_image_uniform_values(stage, stage_prog_data,
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uniform_index, storage);
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uniform_index +=
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BRW_IMAGE_PARAM_SIZE * MAX2(storage->array_elements, 1);
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} else {
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{
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gl_constant_value *components = storage->storage;
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unsigned vector_count = (MAX2(storage->array_elements, 1) *
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storage->type->matrix_columns);
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@ -105,7 +105,6 @@ brw_create_nir(struct brw_context *brw,
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} else {
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nir = prog_to_nir(prog, options);
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NIR_PASS_V(nir, nir_lower_regs_to_ssa); /* turn registers into SSA */
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NIR_PASS_V(nir, gl_nir_lower_samplers, NULL);
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}
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nir_validate_shader(nir, "before brw_preprocess_nir");
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@ -120,6 +119,10 @@ brw_create_nir(struct brw_context *brw,
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nir = brw_preprocess_nir(brw->screen->compiler, nir, softfp64);
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NIR_PASS_V(nir, gl_nir_lower_samplers, shader_prog);
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prog->info.textures_used = nir->info.textures_used;
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prog->info.textures_used_by_txf = nir->info.textures_used_by_txf;
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NIR_PASS_V(nir, brw_nir_lower_image_load_store, devinfo);
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NIR_PASS_V(nir, gl_nir_lower_buffers, shader_prog);
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