Reviewed-by: Timothy Arceri <tarc...@itsqueeze.com>

On 09/08/18 23:43, Alejandro Piñeiro wrote:
So they are not exposed through the introspection API.

It is worth to note that the number of hidden uniforms of GLSL linking
vs SPIR-V linking would be somewhat different due the differen order
of the nir lowerings/optimizations.

For example: gl_FbWposYTransform. This is introduced as part of
nir_lower_wpos_ytransform. On GLSL that is executed after the IR-based
linking. So that means that on GLSL the UniformStorage will not
include this uniform. With the SPIR-V linking, that uniform is already
present, but marked as hidden. So it will be included on the
UniformStorage, but as hidden.

One alternative would create a special how_declared for that case, but
seemed an overkill. Using hidden should be ok as far as it is used
properly.
---
  src/compiler/glsl/gl_nir_link_uniforms.c | 5 ++++-
  src/compiler/glsl/gl_nir_linker.c        | 4 ++++
  2 files changed, 8 insertions(+), 1 deletion(-)

diff --git a/src/compiler/glsl/gl_nir_link_uniforms.c 
b/src/compiler/glsl/gl_nir_link_uniforms.c
index f729fa988e2..1573e30c41e 100644
--- a/src/compiler/glsl/gl_nir_link_uniforms.c
+++ b/src/compiler/glsl/gl_nir_link_uniforms.c
@@ -365,6 +365,10 @@ nir_link_uniform(struct gl_context *ctx,
           uniform->remap_location = UNMAPPED_UNIFORM_LOC;
        }
+ uniform->hidden = state->current_var->data.how_declared == nir_var_hidden;
+      if (uniform->hidden)
+         state->num_hidden_uniforms++;
+
        /* @FIXME: the initialization of the following will be done as we
         * implement support for their specific features, like SSBO, atomics,
         * etc.
@@ -374,7 +378,6 @@ nir_link_uniform(struct gl_context *ctx,
        uniform->matrix_stride = -1;
        uniform->array_stride = -1;
        uniform->row_major = false;
-      uniform->hidden = false;
        uniform->builtin = false;
        uniform->is_shader_storage = false;
        uniform->atomic_buffer_index = -1;
diff --git a/src/compiler/glsl/gl_nir_linker.c 
b/src/compiler/glsl/gl_nir_linker.c
index d09a2c0a6c5..547549bc4e0 100644
--- a/src/compiler/glsl/gl_nir_linker.c
+++ b/src/compiler/glsl/gl_nir_linker.c
@@ -56,6 +56,10 @@ nir_build_program_resource_list(struct gl_context *ctx,
     for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
        struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];
+ /* Do not add uniforms internally used by Mesa. */
+      if (uniform->hidden)
+         continue;
+
        if (!link_util_add_program_resource(prog, resource_set, GL_UNIFORM, 
uniform,
                                            uniform->active_shader_mask)) {
           return;

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