remove_struct_derefs_prep(&p[1], name, location, type);
- *type = glsl_get_array_instance(*type, length);
+ *type = glsl_array_type(*type, length, glsl_get_explicit_stride(cur->type));
break;
}
case nir_deref_type_struct: {
- *location += glsl_get_record_location_offset(cur->type, next->strct.index);
+ *location += glsl_get_struct_location_offset(cur->type, next->strct.index);
ralloc_asprintf_append(name, ".%s",
glsl_get_struct_elem_name(cur->type, next->strct.index));
remove_struct_derefs_prep(path.path, &name, &location, &type);
- assert(location < state->shader_program->data->NumUniformStorage &&
- state->shader_program->data->UniformStorage[location].opaque[stage].active);
+ if (state->shader_program && var->data.how_declared != nir_var_hidden) {
+ /* For GLSL programs, look up the bindings in the uniform storage. */
+ assert(location < state->shader_program->data->NumUniformStorage &&
+ state->shader_program->data->UniformStorage[location].opaque[stage].active);
- binding = state->shader_program->data->UniformStorage[location].opaque[stage].index;
+ binding = state->shader_program->data->UniformStorage[location].opaque[stage].index;
+ } else {
+ /* For ARB programs, built-in shaders, or internally generated sampler
+ * variables in GLSL programs, assume that whoever created the shader
+ * set the bindings correctly already.
+ */
+ assert(var->data.explicit_binding);
+ binding = var->data.binding;
+ }
if (var->type == type) {
/* Fast path: We did not encounter any struct derefs. */
return new_deref;
}
+static void
+record_textures_used(struct shader_info *info,
+ nir_deref_instr *deref,
+ nir_texop op)
+{
+ nir_variable *var = nir_deref_instr_get_variable(deref);
+
+ /* Structs have been lowered already, so get_aoa_size is sufficient. */
+ const unsigned size =
+ glsl_type_is_array(var->type) ? glsl_get_aoa_size(var->type) : 1;
+ unsigned mask = ((1ull << MAX2(size, 1)) - 1) << var->data.binding;
+
+ info->textures_used |= mask;
+
+ if (op == nir_texop_txf ||
+ op == nir_texop_txf_ms ||
+ op == nir_texop_txf_ms_mcs)
+ info->textures_used_by_txf |= mask;
+}
+
static bool
lower_sampler(nir_tex_instr *instr, struct lower_samplers_as_deref_state *state,
nir_builder *b)
int sampler_idx =
nir_tex_instr_src_index(instr, nir_tex_src_sampler_deref);
- if (texture_idx < 0)
- return false;
-
- assert(texture_idx >= 0 && sampler_idx >= 0);
- assert(instr->src[texture_idx].src.is_ssa);
- assert(instr->src[sampler_idx].src.is_ssa);
- assert(instr->src[texture_idx].src.ssa == instr->src[sampler_idx].src.ssa);
-
b->cursor = nir_before_instr(&instr->instr);
- nir_deref_instr *texture_deref =
- lower_deref(b, state, nir_src_as_deref(instr->src[texture_idx].src));
- /* don't lower bindless: */
- if (!texture_deref)
- return false;
- nir_instr_rewrite_src(&instr->instr, &instr->src[texture_idx].src,
- nir_src_for_ssa(&texture_deref->dest.ssa));
+ if (texture_idx >= 0) {
+ assert(instr->src[texture_idx].src.is_ssa);
- nir_deref_instr *sampler_deref =
- lower_deref(b, state, nir_src_as_deref(instr->src[sampler_idx].src));
- nir_instr_rewrite_src(&instr->instr, &instr->src[sampler_idx].src,
- nir_src_for_ssa(&sampler_deref->dest.ssa));
+ nir_deref_instr *texture_deref =
+ lower_deref(b, state, nir_src_as_deref(instr->src[texture_idx].src));
+ /* only lower non-bindless: */
+ if (texture_deref) {
+ nir_instr_rewrite_src(&instr->instr, &instr->src[texture_idx].src,
+ nir_src_for_ssa(&texture_deref->dest.ssa));
+ record_textures_used(&b->shader->info, texture_deref, instr->op);
+ }
+ }
+
+ if (sampler_idx >= 0) {
+ assert(instr->src[sampler_idx].src.is_ssa);
+ nir_deref_instr *sampler_deref =
+ lower_deref(b, state, nir_src_as_deref(instr->src[sampler_idx].src));
+ /* only lower non-bindless: */
+ if (sampler_deref) {
+ nir_instr_rewrite_src(&instr->instr, &instr->src[sampler_idx].src,
+ nir_src_for_ssa(&sampler_deref->dest.ssa));
+ }
+ }
return true;
}
state.remap_table = _mesa_hash_table_create(NULL, _mesa_key_hash_string,
_mesa_key_string_equal);
+ shader->info.textures_used = 0;
+ shader->info.textures_used_by_txf = 0;
+
nir_foreach_function(function, shader) {
if (function->impl)
progress |= lower_impl(function->impl, &state);