}
}
+static void
+mark_stage_as_active(struct gl_uniform_storage *uniform,
+ unsigned stage)
+{
+ uniform->active_shader_mask |= 1 << stage;
+}
+
+/**
+ * Finds, returns, and updates the stage info for any uniform in UniformStorage
+ * defined by @var. In general this is done using the explicit location,
+ * except:
+ *
+ * * UBOs/SSBOs: as they lack explicit location, binding is used to locate
+ * them. That means that more that one entry at the uniform storage can be
+ * found. In that case all of them are updated, and the first entry is
+ * returned, in order to update the location of the nir variable.
+ *
+ * * Special uniforms: like atomic counters. They lack a explicit location,
+ * so they are skipped. They will be handled and assigned a location later.
+ *
+ */
static struct gl_uniform_storage *
-find_previous_uniform_storage(struct gl_shader_program *prog,
- int location)
+find_and_update_previous_uniform_storage(struct gl_shader_program *prog,
+ nir_variable *var,
+ unsigned stage)
{
- /* This would only work for uniform with explicit location, as all the
- * uniforms without location (ie: atomic counters) would have a initial
- * location equal to -1. We early return in that case.
+ if (nir_variable_is_in_block(var)) {
+ struct gl_uniform_storage *uniform = NULL;
+
+ unsigned num_blks = nir_variable_is_in_ubo(var) ?
+ prog->data->NumUniformBlocks :
+ prog->data->NumShaderStorageBlocks;
+
+ struct gl_uniform_block *blks = nir_variable_is_in_ubo(var) ?
+ prog->data->UniformBlocks : prog->data->ShaderStorageBlocks;
+
+ for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
+ /* UniformStorage contains both variables from ubos and ssbos */
+ if ( prog->data->UniformStorage[i].is_shader_storage !=
+ nir_variable_is_in_ssbo(var))
+ continue;
+
+ int block_index = prog->data->UniformStorage[i].block_index;
+ if (block_index != -1) {
+ assert(block_index < num_blks);
+
+ if (var->data.binding == blks[block_index].Binding) {
+ if (!uniform)
+ uniform = &prog->data->UniformStorage[i];
+ mark_stage_as_active(&prog->data->UniformStorage[i],
+ stage);
+ }
+ }
+ }
+
+ return uniform;
+ }
+
+ /* Beyond blocks, there are still some corner cases of uniforms without
+ * location (ie: atomic counters) that would have a initial location equal
+ * to -1. We just return on that case. Those uniforms will be handled
+ * later.
*/
- if (location == -1)
+ if (var->data.location == -1)
return NULL;
- for (unsigned i = 0; i < prog->data->NumUniformStorage; i++)
- if (prog->data->UniformStorage[i].remap_location == location)
+ /* TODO: following search can be problematic with shaders with a lot of
+ * uniforms. Would it be better to use some type of hash
+ */
+ for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
+ if (prog->data->UniformStorage[i].remap_location == var->data.location) {
+ mark_stage_as_active(&prog->data->UniformStorage[i], stage);
+
return &prog->data->UniformStorage[i];
+ }
+ }
return NULL;
}
* other stage. If so, validate they are compatible and update
* the active stage mask.
*/
- uniform = find_previous_uniform_storage(prog, var->data.location);
+ uniform = find_and_update_previous_uniform_storage(prog, var, shader_type);
if (uniform) {
- uniform->active_shader_mask |= 1 << shader_type;
var->data.location = uniform - prog->data->UniformStorage;
continue;