brw_shader_gather_info(prog->nir, prog);
- NIR_PASS_V(prog->nir, gl_nir_lower_samplers, shProg);
- prog->info.textures_used = prog->nir->info.textures_used;
- prog->info.textures_used_by_txf = prog->nir->info.textures_used_by_txf;
NIR_PASS_V(prog->nir, gl_nir_lower_atomics, shProg, false);
NIR_PASS_V(prog->nir, nir_lower_atomics_to_ssbo,
prog->nir->info.num_abos);
}
static void
-brw_setup_image_uniform_values(gl_shader_stage stage,
- struct brw_stage_prog_data *stage_prog_data,
- unsigned param_start_index,
- const gl_uniform_storage *storage)
+brw_setup_image_uniform_values(nir_variable *var,
+ struct brw_stage_prog_data *prog_data)
{
- uint32_t *param = &stage_prog_data->param[param_start_index];
+ unsigned param_start_index = var->data.driver_location / 4;
+ uint32_t *param = &prog_data->param[param_start_index];
+ unsigned num_images = MAX2(1, var->type->arrays_of_arrays_size());
- for (unsigned i = 0; i < MAX2(storage->array_elements, 1); i++) {
- const unsigned image_idx = storage->opaque[stage].index + i;
+ for (unsigned i = 0; i < num_images; i++) {
+ const unsigned image_idx = var->data.binding + i;
/* Upload the brw_image_param structure. The order is expected to match
* the BRW_IMAGE_PARAM_*_OFFSET defines.
struct brw_stage_prog_data *stage_prog_data,
bool is_scalar)
{
+ if (var->type->without_array()->is_sampler())
+ return;
+
+ if (var->type->without_array()->is_image()) {
+ brw_setup_image_uniform_values(var, stage_prog_data);
+ return;
+ }
+
/* The data for our (non-builtin) uniforms is stored in a series of
* gl_uniform_storage structs for each subcomponent that
* glGetUniformLocation() could name. We know it's been set up in the same
struct gl_uniform_storage *storage =
&prog->sh.data->UniformStorage[var->data.location + u];
- if (storage->builtin || storage->type->is_sampler())
+ /* We already handled samplers and images via the separate top-level
+ * variables created by gl_nir_lower_samplers_as_deref(), but they're
+ * still part of the structure's storage, and so we'll see them while
+ * walking it to set up the other regular fields. Just skip over them.
+ */
+ if (storage->builtin ||
+ storage->type->is_sampler() ||
+ storage->type->is_image())
continue;
- if (storage->type->is_image()) {
- brw_setup_image_uniform_values(stage, stage_prog_data,
- uniform_index, storage);
- uniform_index +=
- BRW_IMAGE_PARAM_SIZE * MAX2(storage->array_elements, 1);
- } else {
+ {
gl_constant_value *components = storage->storage;
unsigned vector_count = (MAX2(storage->array_elements, 1) *
storage->type->matrix_columns);
} else {
nir = prog_to_nir(prog, options);
NIR_PASS_V(nir, nir_lower_regs_to_ssa); /* turn registers into SSA */
- NIR_PASS_V(nir, gl_nir_lower_samplers, NULL);
}
nir_validate_shader(nir, "before brw_preprocess_nir");
nir = brw_preprocess_nir(brw->screen->compiler, nir, softfp64);
+ NIR_PASS_V(nir, gl_nir_lower_samplers, shader_prog);
+ prog->info.textures_used = nir->info.textures_used;
+ prog->info.textures_used_by_txf = nir->info.textures_used_by_txf;
+
NIR_PASS_V(nir, brw_nir_lower_image_load_store, devinfo);
NIR_PASS_V(nir, gl_nir_lower_buffers, shader_prog);