From: Timothy Arceri Date: Thu, 30 Jan 2020 01:05:14 +0000 (+1100) Subject: glsl: add subroutine support to nir linker X-Git-Tag: upstream/20.1.8~2728 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=1da6b7f8a3b13f44e8d9cc101034319c0b732f08;p=platform%2Fupstream%2Fmesa.git glsl: add subroutine support to nir linker Reviewed-by: Alejandro PiƱeiro Tested-by: Marge Bot Part-of: --- diff --git a/src/compiler/glsl/gl_nir_link_uniforms.c b/src/compiler/glsl/gl_nir_link_uniforms.c index f57d2e9..1f28a5e 100644 --- a/src/compiler/glsl/gl_nir_link_uniforms.c +++ b/src/compiler/glsl/gl_nir_link_uniforms.c @@ -70,6 +70,10 @@ nir_setup_uniform_remap_tables(struct gl_context *ctx, for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) { struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i]; + if (uniform->is_shader_storage || + glsl_get_base_type(uniform->type) == GLSL_TYPE_SUBROUTINE) + continue; + if (prog->data->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC) continue; @@ -94,7 +98,8 @@ nir_setup_uniform_remap_tables(struct gl_context *ctx, for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) { struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i]; - if (uniform->is_shader_storage) + if (uniform->is_shader_storage || + glsl_get_base_type(uniform->type) == GLSL_TYPE_SUBROUTINE) continue; /* Built-in uniforms should not get any location. */ @@ -144,6 +149,86 @@ nir_setup_uniform_remap_tables(struct gl_context *ctx, data_pos += num_slots; } } + + /* Reserve all the explicit locations of the active subroutine uniforms. */ + for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) { + struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i]; + + if (glsl_get_base_type(uniform->type) != GLSL_TYPE_SUBROUTINE) + continue; + + if (prog->data->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC) + continue; + + /* How many new entries for this uniform? */ + const unsigned entries = + MAX2(1, prog->data->UniformStorage[i].array_elements); + + uniform->storage = &data[data_pos]; + + unsigned num_slots = glsl_get_component_slots(uniform->type); + unsigned mask = prog->data->linked_stages; + while (mask) { + const int j = u_bit_scan(&mask); + struct gl_program *p = prog->_LinkedShaders[j]->Program; + + if (!prog->data->UniformStorage[i].opaque[j].active) + continue; + + /* Set remap table entries point to correct gl_uniform_storage. */ + for (unsigned k = 0; k < entries; k++) { + unsigned element_loc = + prog->data->UniformStorage[i].remap_location + k; + p->sh.SubroutineUniformRemapTable[element_loc] = + &prog->data->UniformStorage[i]; + + data_pos += num_slots; + } + } + } + + /* reserve subroutine locations */ + for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) { + struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i]; + + if (glsl_get_base_type(uniform->type) != GLSL_TYPE_SUBROUTINE) + continue; + + if (prog->data->UniformStorage[i].remap_location != + UNMAPPED_UNIFORM_LOC) + continue; + + const unsigned entries = + MAX2(1, prog->data->UniformStorage[i].array_elements); + + uniform->storage = &data[data_pos]; + + unsigned num_slots = glsl_get_component_slots(uniform->type); + unsigned mask = prog->data->linked_stages; + while (mask) { + const int j = u_bit_scan(&mask); + struct gl_program *p = prog->_LinkedShaders[j]->Program; + + if (!prog->data->UniformStorage[i].opaque[j].active) + continue; + + p->sh.SubroutineUniformRemapTable = + reralloc(p, + p->sh.SubroutineUniformRemapTable, + struct gl_uniform_storage *, + p->sh.NumSubroutineUniformRemapTable + entries); + + for (unsigned k = 0; k < entries; k++) { + p->sh.SubroutineUniformRemapTable[p->sh.NumSubroutineUniformRemapTable + k] = + &prog->data->UniformStorage[i]; + + data_pos += num_slots; + } + prog->data->UniformStorage[i].remap_location = + p->sh.NumSubroutineUniformRemapTable; + p->sh.NumSubroutineUniformRemapTable += entries; + } + } } static void @@ -179,6 +264,7 @@ struct nir_link_uniforms_state { unsigned num_hidden_uniforms; unsigned num_values; unsigned max_uniform_location; + unsigned next_subroutine; /* per-shader stage */ unsigned next_image_index; @@ -941,6 +1027,18 @@ nir_link_uniform(struct gl_context *ctx, state->num_values += values; } } else { + if (glsl_get_base_type(type_no_array) == GLSL_TYPE_SUBROUTINE) { + uniform->opaque[stage].index = state->next_subroutine; + uniform->opaque[stage].active = true; + + prog->_LinkedShaders[stage]->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 && !is_gl_identifier(uniform->name)) { state->num_shader_uniform_components += values; state->num_values += values;