From 58b8fbb824f22ed7009747bdab23b919966a8d7a Mon Sep 17 00:00:00 2001 From: Timothy Arceri Date: Thu, 23 Apr 2020 16:18:59 +1000 Subject: [PATCH] glsl: remove some duplicate code from the nir uniform linker MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit Reviewed-by: Alejandro Piñeiro Part-of: --- src/compiler/glsl/gl_nir_link_uniforms.c | 378 ++++++++--------------- 1 file changed, 133 insertions(+), 245 deletions(-) diff --git a/src/compiler/glsl/gl_nir_link_uniforms.c b/src/compiler/glsl/gl_nir_link_uniforms.c index 6e24647d586..ee6e2395eea 100644 --- a/src/compiler/glsl/gl_nir_link_uniforms.c +++ b/src/compiler/glsl/gl_nir_link_uniforms.c @@ -584,6 +584,136 @@ get_next_index(struct nir_link_uniforms_state *state, return index; } +/* Update the uniforms info for the current shader stage */ +static void +update_uniforms_shader_info(struct gl_shader_program *prog, + struct nir_link_uniforms_state *state, + struct gl_uniform_storage *uniform, + const struct glsl_type *type, + unsigned stage) +{ + unsigned values = glsl_get_component_slots(type); + const struct glsl_type *type_no_array = glsl_without_array(type); + + if (glsl_type_is_sampler(type_no_array)) { + bool init_idx; + unsigned *next_index = state->current_var->data.bindless ? + &state->next_bindless_sampler_index : + &state->next_sampler_index; + int sampler_index = get_next_index(state, uniform, next_index, &init_idx); + struct gl_linked_shader *sh = prog->_LinkedShaders[stage]; + + if (state->current_var->data.bindless) { + if (init_idx) { + sh->Program->sh.BindlessSamplers = + rerzalloc(sh->Program, sh->Program->sh.BindlessSamplers, + struct gl_bindless_sampler, + sh->Program->sh.NumBindlessSamplers, + state->next_bindless_sampler_index); + + for (unsigned j = sh->Program->sh.NumBindlessSamplers; + j < state->next_bindless_sampler_index; j++) { + sh->Program->sh.BindlessSamplers[j].target = + glsl_get_sampler_target(type_no_array); + } + + sh->Program->sh.NumBindlessSamplers = + state->next_bindless_sampler_index; + } + + if (!state->var_is_in_block) + state->num_shader_uniform_components += values; + } else { + /* Samplers (bound or bindless) are counted as two components + * as specified by ARB_bindless_texture. + */ + state->num_shader_samplers += values / 2; + + if (init_idx) { + const unsigned shadow = glsl_sampler_type_is_shadow(type_no_array); + for (unsigned i = sampler_index; + i < MIN2(state->next_sampler_index, MAX_SAMPLERS); i++) { + sh->Program->sh.SamplerTargets[i] = + glsl_get_sampler_target(type_no_array); + state->shader_samplers_used |= 1U << i; + state->shader_shadow_samplers |= shadow << i; + } + } + } + + uniform->opaque[stage].active = true; + uniform->opaque[stage].index = sampler_index; + } else if (glsl_type_is_image(type_no_array)) { + struct gl_linked_shader *sh = prog->_LinkedShaders[stage]; + + /* Set image access qualifiers */ + enum gl_access_qualifier image_access = + state->current_var->data.access; + const GLenum access = + (image_access & ACCESS_NON_WRITEABLE) ? + ((image_access & ACCESS_NON_READABLE) ? GL_NONE : + GL_READ_ONLY) : + ((image_access & ACCESS_NON_READABLE) ? GL_WRITE_ONLY : + GL_READ_WRITE); + + int image_index; + if (state->current_var->data.bindless) { + image_index = state->next_bindless_image_index; + state->next_bindless_image_index += MAX2(1, uniform->array_elements); + + sh->Program->sh.BindlessImages = + rerzalloc(sh->Program, sh->Program->sh.BindlessImages, + struct gl_bindless_image, + sh->Program->sh.NumBindlessImages, + state->next_bindless_image_index); + + for (unsigned j = sh->Program->sh.NumBindlessImages; + j < state->next_bindless_image_index; j++) { + sh->Program->sh.BindlessImages[j].access = access; + } + + sh->Program->sh.NumBindlessImages = state->next_bindless_image_index; + + } else { + image_index = state->next_image_index; + state->next_image_index += MAX2(1, uniform->array_elements); + + /* Images (bound or bindless) are counted as two components as + * specified by ARB_bindless_texture. + */ + state->num_shader_images += values / 2; + + for (unsigned i = image_index; + i < MIN2(state->next_image_index, MAX_IMAGE_UNIFORMS); i++) { + sh->Program->sh.ImageAccess[i] = access; + } + } + + uniform->opaque[stage].active = true; + uniform->opaque[stage].index = image_index; + + if (!uniform->is_shader_storage) + state->num_shader_uniform_components += values; + } else { + if (glsl_get_base_type(type_no_array) == GLSL_TYPE_SUBROUTINE) { + struct gl_linked_shader *sh = prog->_LinkedShaders[stage]; + + uniform->opaque[stage].index = state->next_subroutine; + uniform->opaque[stage].active = true; + + sh->Program->sh.NumSubroutineUniforms++; + + /* Increment the subroutine index by 1 for non-arrays and by the + * number of array elements for arrays. + */ + state->next_subroutine += MAX2(1, uniform->array_elements); + } + + if (!state->var_is_in_block) + state->num_shader_uniform_components += values; + } +} + static bool find_and_update_named_uniform_storage(struct gl_context *ctx, struct gl_shader_program *prog, @@ -662,133 +792,9 @@ find_and_update_named_uniform_storage(struct gl_context *ctx, var->data.location = uniform - prog->data->UniformStorage; } - unsigned values = glsl_get_component_slots(type); - const struct glsl_type *type_no_array = glsl_without_array(type); - if (glsl_type_is_sampler(type_no_array)) { - bool init_idx; - unsigned *next_index = state->current_var->data.bindless ? - &state->next_bindless_sampler_index : - &state->next_sampler_index; - int sampler_index = - get_next_index(state, uniform, next_index, &init_idx); - struct gl_linked_shader *sh = prog->_LinkedShaders[stage]; - - if (state->current_var->data.bindless) { - if (init_idx) { - sh->Program->sh.BindlessSamplers = - rerzalloc(sh->Program, sh->Program->sh.BindlessSamplers, - struct gl_bindless_sampler, - sh->Program->sh.NumBindlessSamplers, - state->next_bindless_sampler_index); - - for (unsigned j = sh->Program->sh.NumBindlessSamplers; - j < state->next_bindless_sampler_index; j++) { - sh->Program->sh.BindlessSamplers[j].target = - glsl_get_sampler_target(type_no_array); - } - - sh->Program->sh.NumBindlessSamplers = - state->next_bindless_sampler_index; - } - - if (!state->var_is_in_block) - state->num_shader_uniform_components += values; - - } else { - /* Samplers (bound or bindless) are counted as two components - * as specified by ARB_bindless_texture. - */ - state->num_shader_samplers += values / 2; - - if (init_idx) { - const unsigned shadow = - glsl_sampler_type_is_shadow(type_no_array); - for (unsigned i = sampler_index; - i < MIN2(state->next_sampler_index, MAX_SAMPLERS); - i++) { - sh->Program->sh.SamplerTargets[i] = - glsl_get_sampler_target(type_no_array); - state->shader_samplers_used |= 1U << i; - state->shader_shadow_samplers |= shadow << i; - } - } - } - - uniform->opaque[stage].active = true; - uniform->opaque[stage].index = sampler_index; - } else if (glsl_type_is_image(type_no_array)) { - struct gl_linked_shader *sh = prog->_LinkedShaders[stage]; - - /* Set image access qualifiers */ - enum gl_access_qualifier image_access = - state->current_var->data.access; - const GLenum access = - (image_access & ACCESS_NON_WRITEABLE) ? - ((image_access & ACCESS_NON_READABLE) ? GL_NONE : - GL_READ_ONLY) : - ((image_access & ACCESS_NON_READABLE) ? GL_WRITE_ONLY : - GL_READ_WRITE); - - int image_index; - if (state->current_var->data.bindless) { - image_index = state->next_bindless_image_index; - state->next_bindless_image_index += - MAX2(1, uniform->array_elements); - - sh->Program->sh.BindlessImages = - rerzalloc(sh->Program, sh->Program->sh.BindlessImages, - struct gl_bindless_image, - sh->Program->sh.NumBindlessImages, - state->next_bindless_image_index); - - for (unsigned j = sh->Program->sh.NumBindlessImages; - j < state->next_bindless_image_index; j++) { - sh->Program->sh.BindlessImages[j].access = access; - } - - sh->Program->sh.NumBindlessImages = - state->next_bindless_image_index; - - } else { - image_index = state->next_image_index; - state->next_image_index += MAX2(1, uniform->array_elements); - - /* Images (bound or bindless) are counted as two components as - * specified by ARB_bindless_texture. - */ - state->num_shader_images += values / 2; - - for (unsigned i = image_index; - i < MIN2(state->next_image_index, MAX_IMAGE_UNIFORMS); - i++) { - sh->Program->sh.ImageAccess[i] = access; - } - } - - uniform->opaque[stage].active = true; - uniform->opaque[stage].index = image_index; - - if (!uniform->is_shader_storage) - state->num_shader_uniform_components += values; - } else { - if (glsl_get_base_type(type_no_array) == GLSL_TYPE_SUBROUTINE) { - struct gl_linked_shader *sh = prog->_LinkedShaders[stage]; - - uniform->opaque[stage].index = state->next_subroutine; - uniform->opaque[stage].active = true; - - sh->Program->sh.NumSubroutineUniforms++; - - /* Increment the subroutine index by 1 for non-arrays and by the - * number of array elements for arrays. - */ - state->next_subroutine += MAX2(1, uniform->array_elements); - } - - if (!state->var_is_in_block) - state->num_shader_uniform_components += values; - } + update_uniforms_shader_info(prog, state, uniform, type, stage); + const struct glsl_type *type_no_array = glsl_without_array(type); struct hash_entry *entry = _mesa_hash_table_search(state->referenced_uniforms, state->current_var); @@ -1310,125 +1316,7 @@ nir_link_uniform(struct gl_context *ctx, unsigned entries = MAX2(1, uniform->array_elements); unsigned values = glsl_get_component_slots(type); - if (glsl_type_is_sampler(type_no_array)) { - bool init_idx; - unsigned *next_index = state->current_var->data.bindless ? - &state->next_bindless_sampler_index : &state->next_sampler_index; - int sampler_index = - get_next_index(state, uniform, next_index, &init_idx); - - if (state->current_var->data.bindless) { - - if (init_idx) { - stage_program->sh.BindlessSamplers = - rerzalloc(stage_program, stage_program->sh.BindlessSamplers, - struct gl_bindless_sampler, - stage_program->sh.NumBindlessSamplers, - state->next_bindless_sampler_index); - - for (unsigned j = stage_program->sh.NumBindlessSamplers; - j < state->next_bindless_sampler_index; j++) { - stage_program->sh.BindlessSamplers[j].target = - glsl_get_sampler_target(type_no_array); - } - - stage_program->sh.NumBindlessSamplers = - state->next_bindless_sampler_index; - } - - if (!state->var_is_in_block) - state->num_shader_uniform_components += values; - - } else { - /* Samplers (bound or bindless) are counted as two components as - * specified by ARB_bindless_texture. - */ - state->num_shader_samplers += values / 2; - - if (init_idx) { - const unsigned shadow = - glsl_sampler_type_is_shadow(type_no_array); - for (unsigned i = sampler_index; - i < MIN2(state->next_sampler_index, MAX_SAMPLERS); - i++) { - stage_program->sh.SamplerTargets[i] = - glsl_get_sampler_target(type_no_array); - state->shader_samplers_used |= 1U << i; - state->shader_shadow_samplers |= shadow << i; - } - } - } - - uniform->opaque[stage].active = true; - uniform->opaque[stage].index = sampler_index; - } else if (glsl_type_is_image(type_no_array)) { - - /* Set image access qualifiers */ - enum gl_access_qualifier image_access = - state->current_var->data.access; - const GLenum access = - (image_access & ACCESS_NON_WRITEABLE) ? - ((image_access & ACCESS_NON_READABLE) ? GL_NONE : - GL_READ_ONLY) : - ((image_access & ACCESS_NON_READABLE) ? GL_WRITE_ONLY : - GL_READ_WRITE); - - int image_index; - if (state->current_var->data.bindless) { - image_index = state->next_bindless_image_index; - state->next_bindless_image_index += entries; - - stage_program->sh.BindlessImages = - rerzalloc(stage_program, stage_program->sh.BindlessImages, - struct gl_bindless_image, - stage_program->sh.NumBindlessImages, - state->next_bindless_image_index); - - for (unsigned j = stage_program->sh.NumBindlessImages; - j < state->next_bindless_image_index; j++) { - stage_program->sh.BindlessImages[j].access = access; - } - - stage_program->sh.NumBindlessImages = - state->next_bindless_image_index; - - } else { - image_index = state->next_image_index; - state->next_image_index += entries; - - /* Images (bound or bindless) are counted as two components as - * specified by ARB_bindless_texture. - */ - state->num_shader_images += values / 2; - - for (unsigned i = image_index; - i < MIN2(state->next_image_index, MAX_IMAGE_UNIFORMS); - i++) { - stage_program->sh.ImageAccess[i] = access; - } - } - - uniform->opaque[stage].active = true; - uniform->opaque[stage].index = image_index; - - if (!uniform->is_shader_storage) - state->num_shader_uniform_components += values; - } else { - if (glsl_get_base_type(type_no_array) == GLSL_TYPE_SUBROUTINE) { - uniform->opaque[stage].index = state->next_subroutine; - uniform->opaque[stage].active = true; - - prog->_LinkedShaders[stage]->Program->sh.NumSubroutineUniforms++; - - /* Increment the subroutine index by 1 for non-arrays and by the - * number of array elements for arrays. - */ - state->next_subroutine += MAX2(1, uniform->array_elements); - } - - if (!state->var_is_in_block) - state->num_shader_uniform_components += values; - } + update_uniforms_shader_info(prog, state, uniform, type, stage); if (uniform->remap_location != UNMAPPED_UNIFORM_LOC && state->max_uniform_location < uniform->remap_location + entries) -- 2.30.2