This will allow us to access the uniform later on without resorting to building a name string and looking it up in UniformHash.
V3: remove line wrap change from this patch V2: store slot number for all non-UBO uniforms to make code more consitent, renamed explicit_binding to explicit_location and added comment about what it does. Store the location at every shader stage. Updated data.location comments in ir/nir.h. Reviewed-by: Jason Ekstrand <jason.ekstr...@intel.com> --- src/glsl/ir.h | 2 ++ src/glsl/link_uniforms.cpp | 24 +++++++++++++++++++++--- src/glsl/nir/nir.h | 1 + 3 files changed, 24 insertions(+), 3 deletions(-) diff --git a/src/glsl/ir.h b/src/glsl/ir.h index bb7fa0e..37d8eb3 100644 --- a/src/glsl/ir.h +++ b/src/glsl/ir.h @@ -819,6 +819,8 @@ public: * - Fragment shader output: one of the values from \c gl_frag_result. * - Uniforms: Per-stage uniform slot number for default uniform block. * - Uniforms: Index within the uniform block definition for UBO members. + * - Non-UBO Uniforms: explicit binding until linking then reused to + * store uniform slot number. * - Other: This field is not currently used. * * If the variable is a uniform, shader input, or shader output, and the diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp index 9dc2a37..201c088 100644 --- a/src/glsl/link_uniforms.cpp +++ b/src/glsl/link_uniforms.cpp @@ -527,7 +527,13 @@ public: var->get_interface_type()->name); else process(var); - } else + } else { + /* Store any explicit location and reset data location so we can + * reuse this variable for storing the uniform slot number. + */ + this->explicit_location = current_var->data.location; + current_var->data.location = -1; + process(var); } delete this->record_next_sampler; @@ -707,6 +713,13 @@ private: handle_images(base_type, &this->uniforms[id]); handle_subroutines(base_type, &this->uniforms[id]); + /* For array of arrays or struct arrays the base location may have + * already been set so dont set it again. + */ + if (ubo_block_index == -1 && current_var->data.location == -1) { + current_var->data.location = id; + } + /* If there is already storage associated with this uniform or if the * uniform is set as builtin, it means that it was set while processing * an earlier shader stage. For example, we may be processing the @@ -723,10 +736,10 @@ private: if (record_type != NULL) { const unsigned entries = MAX2(1, this->uniforms[id].array_elements); this->uniforms[id].remap_location = - current_var->data.location + field_counter; + this->explicit_location + field_counter; field_counter += entries; } else { - this->uniforms[id].remap_location = current_var->data.location; + this->uniforms[id].remap_location = this->explicit_location; } } else { /* Initialize to to indicate that no location is set */ @@ -792,6 +805,11 @@ private: unsigned next_image; unsigned next_subroutine; + /* Used to store the explicit location from current_var so that we can + * reuse the location field for storing the uniform slot id. + */ + int explicit_location; + /* Stores total struct array elements including nested structs */ unsigned record_array_count; diff --git a/src/glsl/nir/nir.h b/src/glsl/nir/nir.h index 3f693b1..213bb65 100644 --- a/src/glsl/nir/nir.h +++ b/src/glsl/nir/nir.h @@ -278,6 +278,7 @@ typedef struct { * - Fragment shader output: one of the values from \c gl_frag_result. * - Uniforms: Per-stage uniform slot number for default uniform block. * - Uniforms: Index within the uniform block definition for UBO members. + * - Non-UBO Uniforms: uniform slot number. * - Other: This field is not currently used. * * If the variable is a uniform, shader input, or shader output, and the -- 2.4.3 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev