glsl: Don't look at sampler uniform storage for internal vars
authorKenneth Graunke <kenneth@whitecape.org>
Wed, 6 Feb 2019 10:05:01 +0000 (02:05 -0800)
committerKenneth Graunke <kenneth@whitecape.org>
Tue, 12 Feb 2019 05:34:28 +0000 (21:34 -0800)
Passes like nir_lower_drawpixels add additional sampler variables,
and set an explicit binding which never changes.  These extra samplers
don't have proper uniform storage associated with them, and there is no
way to update bindings via the API.  So, for any 'hidden' variables,
just trust that there's an explicit binding set.

Reviewed-by: Eric Anholt <eric@anholt.net>
src/compiler/glsl/gl_nir_lower_samplers_as_deref.c

index cd7e8e39fc9571f6d18d206472e73ecfc38b8280..c8f17ef9aaa184c06b46dd17cf88f000273bd100 100644 (file)
@@ -147,16 +147,18 @@ lower_deref(nir_builder *b, struct lower_samplers_as_deref_state *state,
 
    remove_struct_derefs_prep(path.path, &name, &location, &type);
 
-   if (state->shader_program) {
+   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;
    } else {
-      /* For ARB programs or built-in shaders, assume that whoever created
-       * the shader set the bindings correctly already.
+      /* 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;
    }