On 30/06/18 00:28, Alejandro Piñeiro wrote:
ARB_gl_spirv points that uniforms in general need explicit
location. But there are still some cases of uniforms without location,
like for example uniform atomic counters. Those doesn't have a
location from the OpenGL point of view (they are identified with a
binding), but Mesa internally assigns it a location.

Signed-off-by: Eduardo Lima <el...@igalia.com>
Signed-off-by: Alejandro Piñeiro <apinhe...@igalia.com>
Signed-off-by: Neil Roberts <nrobe...@igalia.com>
---

The @FIXME included on the patch below is solved with the follow-up
path "nir/linker: use empty block info to assign uniform locations",
so perhaps it makes sense to just squash both patches. I don't have a
strong opinion on that, but I think that it would be easier to review
as splitted patches.


  src/compiler/glsl/gl_nir_link_uniforms.c | 61 ++++++++++++++++++++++++++++++--
  1 file changed, 59 insertions(+), 2 deletions(-)

diff --git a/src/compiler/glsl/gl_nir_link_uniforms.c 
b/src/compiler/glsl/gl_nir_link_uniforms.c
index c6961fbb6ca..388c1ab63fc 100644
--- a/src/compiler/glsl/gl_nir_link_uniforms.c
+++ b/src/compiler/glsl/gl_nir_link_uniforms.c
@@ -36,6 +36,8 @@
   * normal uniforms as mandatory, and so on).
   */
+#define UNMAPPED_UNIFORM_LOC ~0u
+
  static void
  nir_setup_uniform_remap_tables(struct gl_context *ctx,
                                 struct gl_shader_program *prog)
@@ -58,8 +60,59 @@ nir_setup_uniform_remap_tables(struct gl_context *ctx,
     for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
        struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];
+ if (prog->data->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
+         continue;
+
+      /* How many new entries for this uniform? */
+      const unsigned entries = MAX2(1, uniform->array_elements);
+      unsigned num_slots = glsl_get_component_slots(uniform->type);
+
+      uniform->storage = &data[data_pos];
+
+      /* Set remap table entries point to correct gl_uniform_storage. */
+      for (unsigned j = 0; j < entries; j++) {
+         unsigned element_loc = uniform->remap_location + j;
+         prog->UniformRemapTable[element_loc] = uniform;
+
+         data_pos += num_slots;
+      }
+   }
+
+   /* Reserve locations for rest of the uniforms. */
+   for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
+      struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];
+
+      if (uniform->is_shader_storage)
+         continue;
+
+      /* Built-in uniforms should not get any location. */
+      if (uniform->builtin)
+         continue;
+
+      /* Explicit ones have been set already. */
+      if (uniform->remap_location != UNMAPPED_UNIFORM_LOC)
+         continue;
+
        /* How many new entries for this uniform? */
        const unsigned entries = MAX2(1, uniform->array_elements);
+
+      /* @FIXME: By now, we add un-assigned uniform locations to the end of
+       * the uniform file. We need to keep track of empty locations and use
+       * them.
+       */

Maybe reword this to:

/* @FIXME: For now, we add un-assigned uniform locations to the end of
 * the uniform file. We should fix this to keep track of empty
 * locations and use those first.
 */


+      unsigned chosen_location = prog->NumUniformRemapTable;

Can we please just rename chosen_location

With those two nits this patch is:

Reviewed-by: Timothy Arceri <tarc...@itsqueeze.com>

+
+      /* resize remap table to fit new entries */
+      prog->UniformRemapTable =
+         reralloc(prog,
+                  prog->UniformRemapTable,
+                  struct gl_uniform_storage *,
+                  prog->NumUniformRemapTable + entries);
+      prog->NumUniformRemapTable += entries;
+
+      /* set the base location in remap table for the uniform */
+      uniform->remap_location = chosen_location;
+
        unsigned num_slots = glsl_get_component_slots(uniform->type);
uniform->storage = &data[data_pos];
@@ -302,8 +355,12 @@ nir_link_uniform(struct gl_context *ctx,
        }
        uniform->active_shader_mask |= 1 << stage;
- /* Uniform has an explicit location */
-      uniform->remap_location = location;
+      if (location >= 0) {
+         /* Uniform has an explicit location */
+         uniform->remap_location = location;
+      } else {
+         uniform->remap_location = UNMAPPED_UNIFORM_LOC;
+      }
/* @FIXME: the initialization of the following will be done as we
         * implement support for their specific features, like SSBO, atomics,

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