vc4: Ignore samplers for finding uniform offsets.
Fixes: dEQP-GLES2.shaders.struct.uniform.sampler_array_fragment dEQP-GLES2.shaders.struct.uniform.sampler_array_vertex dEQP-GLES2.shaders.struct.uniform.sampler_nested_fragment dEQP-GLES2.shaders.struct.uniform.sampler_nested_vertex Cc: mesa-stable@lists.freedesktop.org
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@@ -38,6 +38,7 @@
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#include "vc4_context.h"
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#include "vc4_qpu.h"
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#include "vc4_qir.h"
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#include "mesa/state_tracker/st_glsl_types.h"
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static struct qreg
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ntq_get_src(struct vc4_compile *c, nir_src src, int i);
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@@ -50,6 +51,12 @@ type_size(const struct glsl_type *type)
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return glsl_count_attribute_slots(type, false);
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}
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static int
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uniforms_type_size(const struct glsl_type *type)
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{
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return st_glsl_storage_type_size(type, false);
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}
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static void
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resize_qreg_array(struct vc4_compile *c,
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struct qreg **regs,
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@@ -1685,7 +1692,7 @@ static void
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ntq_setup_uniforms(struct vc4_compile *c)
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{
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nir_foreach_variable(var, &c->s->uniforms) {
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uint32_t vec4_count = type_size(var->type);
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uint32_t vec4_count = uniforms_type_size(var->type);
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unsigned vec4_size = 4 * sizeof(float);
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declare_uniform_range(c, var->data.driver_location * vec4_size,
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@@ -2469,9 +2476,13 @@ vc4_shader_state_create(struct pipe_context *pctx,
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*/
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s = cso->ir.nir;
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NIR_PASS_V(s, nir_lower_io, nir_var_all, type_size,
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NIR_PASS_V(s, nir_lower_io, nir_var_all & ~nir_var_uniform,
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type_size,
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(nir_lower_io_options)0);
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} else {
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NIR_PASS_V(s, nir_lower_io, nir_var_uniform,
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uniforms_type_size,
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(nir_lower_io_options)0);
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} else {
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assert(cso->type == PIPE_SHADER_IR_TGSI);
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if (vc4_debug & VC4_DEBUG_TGSI) {
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