vc4: Ignore samplers for finding uniform offsets.
authorEric Anholt <eric@anholt.net>
Tue, 7 Aug 2018 20:47:08 +0000 (13:47 -0700)
committerEric Anholt <eric@anholt.net>
Wed, 8 Aug 2018 00:00:22 +0000 (17:00 -0700)
Fixes:
dEQP-GLES2.shaders.struct.uniform.sampler_array_fragment
dEQP-GLES2.shaders.struct.uniform.sampler_array_vertex
dEQP-GLES2.shaders.struct.uniform.sampler_nested_fragment
dEQP-GLES2.shaders.struct.uniform.sampler_nested_vertex

Cc: mesa-stable@lists.freedesktop.org
src/gallium/drivers/vc4/vc4_program.c

index 13c3b7678b2ae2888c974691b2662d352bc89e7c..1d767af1bdb853dec1aac98dbe56920c75a8d152 100644 (file)
@@ -38,6 +38,7 @@
 #include "vc4_context.h"
 #include "vc4_qpu.h"
 #include "vc4_qir.h"
+#include "mesa/state_tracker/st_glsl_types.h"
 
 static struct qreg
 ntq_get_src(struct vc4_compile *c, nir_src src, int i);
@@ -50,6 +51,12 @@ type_size(const struct glsl_type *type)
    return glsl_count_attribute_slots(type, false);
 }
 
+static int
+uniforms_type_size(const struct glsl_type *type)
+{
+        return st_glsl_storage_type_size(type, false);
+}
+
 static void
 resize_qreg_array(struct vc4_compile *c,
                   struct qreg **regs,
@@ -1685,7 +1692,7 @@ static void
 ntq_setup_uniforms(struct vc4_compile *c)
 {
         nir_foreach_variable(var, &c->s->uniforms) {
-                uint32_t vec4_count = type_size(var->type);
+                uint32_t vec4_count = uniforms_type_size(var->type);
                 unsigned vec4_size = 4 * sizeof(float);
 
                 declare_uniform_range(c, var->data.driver_location * vec4_size,
@@ -2469,9 +2476,13 @@ vc4_shader_state_create(struct pipe_context *pctx,
                  */
                 s = cso->ir.nir;
 
-                NIR_PASS_V(s, nir_lower_io, nir_var_all, type_size,
+                NIR_PASS_V(s, nir_lower_io, nir_var_all & ~nir_var_uniform,
+                           type_size,
                            (nir_lower_io_options)0);
-        } else {
+                NIR_PASS_V(s, nir_lower_io, nir_var_uniform,
+                           uniforms_type_size,
+                           (nir_lower_io_options)0);
+       } else {
                 assert(cso->type == PIPE_SHADER_IR_TGSI);
 
                 if (vc4_debug & VC4_DEBUG_TGSI) {