On Monday, May 7, 2018 8:53:34 AM PDT Jason Ekstrand wrote:
> On Mon, May 7, 2018 at 8:02 AM, Alejandro Piñeiro <apinhe...@igalia.com>
> wrote:
> 
> > Hi Jason,
> >
> > as part of the ARB_gl_spirv work, we are doing the linking based on the
> > nir shader that comes from spirv_to_nir. On some cases,
> > nir_lower_wpos_ytransform introduces a new uniform,
> > "gl_FbWposYTransform". So as the uniform is there when we start to do
> > the linking, it is treated as any other uniform, being added to the
> > UniformStorage, accessible through the OpenGL API and so on. Something
> > that I understand that we don't want. On GLSL this is not a problem
> > because the linking is done based on MESA/IR, then the IR is converted
> > to NIR, and the lowering adds the uniform based on the NIR shader,
> > really after the linking.
> >
> > The first solution I thought was just mark the uniform with a special
> > location [1]. It would need to be a negative value, not -1 that is
> > already reserved for not-assigned locations (we still have some cases
> > for those, even if in general ARB_gl_spirv makes explicit location
> > mandatory). So it would be a new negative value, like lets say -5. So
> > then on the linking, if the uniform location has this value, the uniform
> > is skipped.
> >
> > After checking that this solution worked (although I only tested with
> > some tests), I started to search for an alternative, as this solution
> > seemed too hacky.
> 
> 
> It does seem a bit hacky, yes.
> 
> 
> > But this lowering needs to be run before nir_lower_io,
> > and nir_lower_io is part of the uniform lowering. So I didn't see really
> > reasonable to do a nir_lower_io without nir_lower_wpos_ytransform, do
> > the linking, and then execute again nir_lower_io/nir_lower_wpos_transform.
> >
> 
> This is all a bit sticky.  One observation is that the newly added uniform
> makes usage of the token system.  Are tokens no longer used with SPIR-V?  I
> guess they are kind-of an old mechanism to handle the crufty ARB program
> parameters.  However, you could have -5 mean "It uses a token"
> 
> Another option would be to use a system value instead of a uniform.  We can
> then convert it to a uniform in the back-end.  We have a few places where
> we do things like this for compute shaders.
> 
> I don't have a lot of good ideas or strong opinions, I'm afraid. :-(  Maybe
> Ken has some?
> 
> --Jason

In GLSL IR, we use var->how_declared == ir_var_hidden to hide internally
created variables from API introspection.  Why not just port something
similar over to the newer NIR code?

--Ken

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