glsl: add bindless support to nir uniform linker
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4395>
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@@ -469,6 +469,8 @@ struct nir_link_uniforms_state {
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unsigned next_subroutine;
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/* per-shader stage */
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unsigned next_bindless_image_index;
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unsigned next_bindless_sampler_index;
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unsigned next_image_index;
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unsigned next_sampler_index;
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unsigned num_shader_samplers;
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@@ -500,7 +502,8 @@ add_parameter(struct gl_uniform_storage *uniform,
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const struct glsl_type *type,
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struct nir_link_uniforms_state *state)
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{
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if (!state->params || uniform->is_shader_storage || glsl_contains_opaque(type))
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if (!state->params || uniform->is_shader_storage ||
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(glsl_contains_opaque(type) && !state->current_var->data.bindless))
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return;
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unsigned num_params = glsl_get_aoa_size(type);
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@@ -662,45 +665,59 @@ find_and_update_named_uniform_storage(struct gl_context *ctx,
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unsigned values = glsl_get_component_slots(type);
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const struct glsl_type *type_no_array = glsl_without_array(type);
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if (glsl_type_is_sampler(type_no_array)) {
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struct gl_linked_shader *sh = prog->_LinkedShaders[stage];
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bool init_idx;
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unsigned sampler_index =
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get_next_index(state, uniform, &state->next_sampler_index,
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&init_idx);
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unsigned *next_index = state->current_var->data.bindless ?
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&state->next_bindless_sampler_index :
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&state->next_sampler_index;
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int sampler_index =
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get_next_index(state, uniform, next_index, &init_idx);
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struct gl_linked_shader *sh = prog->_LinkedShaders[stage];
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/* Samplers (bound or bindless) are counted as two components as
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* specified by ARB_bindless_texture.
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*/
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state->num_shader_samplers += values / 2;
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if (state->current_var->data.bindless) {
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if (init_idx) {
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sh->Program->sh.BindlessSamplers =
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rerzalloc(sh->Program, sh->Program->sh.BindlessSamplers,
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struct gl_bindless_sampler,
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sh->Program->sh.NumBindlessSamplers,
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state->next_bindless_sampler_index);
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for (unsigned j = sh->Program->sh.NumBindlessSamplers;
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j < state->next_bindless_sampler_index; j++) {
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sh->Program->sh.BindlessSamplers[j].target =
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glsl_get_sampler_target(type_no_array);
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}
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sh->Program->sh.NumBindlessSamplers =
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state->next_bindless_sampler_index;
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}
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if (!state->var_is_in_block)
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state->num_shader_uniform_components += values;
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} else {
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/* Samplers (bound or bindless) are counted as two components
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* as specified by ARB_bindless_texture.
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*/
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state->num_shader_samplers += values / 2;
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if (init_idx) {
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const unsigned shadow =
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glsl_sampler_type_is_shadow(type_no_array);
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for (unsigned i = sampler_index;
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i < MIN2(state->next_sampler_index, MAX_SAMPLERS);
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i++) {
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sh->Program->sh.SamplerTargets[i] =
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glsl_get_sampler_target(type_no_array);
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state->shader_samplers_used |= 1U << i;
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state->shader_shadow_samplers |= shadow << i;
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}
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}
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}
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uniform->opaque[stage].active = true;
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uniform->opaque[stage].index = sampler_index;
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if (init_idx) {
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const unsigned shadow =
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glsl_sampler_type_is_shadow(type_no_array);
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for (unsigned i = sampler_index;
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i < MIN2(state->next_sampler_index, MAX_SAMPLERS);
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i++) {
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sh->Program->sh.SamplerTargets[i] =
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glsl_get_sampler_target(type_no_array);
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state->shader_samplers_used |= 1U << i;
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state->shader_shadow_samplers |= shadow << i;
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}
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}
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} else if (glsl_type_is_image(type_no_array)) {
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struct gl_linked_shader *sh = prog->_LinkedShaders[stage];
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int image_index = state->next_image_index;
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/* TODO: handle structs when bindless support is added */
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state->next_image_index += MAX2(1, uniform->array_elements);
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/* Images (bound or bindless) are counted as two components as
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* specified by ARB_bindless_texture.
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*/
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state->num_shader_images += values / 2;
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uniform->opaque[stage].active = true;
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uniform->opaque[stage].index = image_index;
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/* Set image access qualifiers */
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enum gl_access_qualifier image_access =
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@@ -711,11 +728,48 @@ find_and_update_named_uniform_storage(struct gl_context *ctx,
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GL_READ_ONLY) :
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((image_access & ACCESS_NON_READABLE) ? GL_WRITE_ONLY :
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GL_READ_WRITE);
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for (unsigned i = image_index;
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i < MIN2(state->next_image_index, MAX_IMAGE_UNIFORMS);
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i++) {
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sh->Program->sh.ImageAccess[i] = access;
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int image_index;
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if (state->current_var->data.bindless) {
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image_index = state->next_bindless_image_index;
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state->next_bindless_image_index +=
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MAX2(1, uniform->array_elements);
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sh->Program->sh.BindlessImages =
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rerzalloc(sh->Program, sh->Program->sh.BindlessImages,
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struct gl_bindless_image,
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sh->Program->sh.NumBindlessImages,
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state->next_bindless_image_index);
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for (unsigned j = sh->Program->sh.NumBindlessImages;
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j < state->next_bindless_image_index; j++) {
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sh->Program->sh.BindlessImages[j].access = access;
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}
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sh->Program->sh.NumBindlessImages =
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state->next_bindless_image_index;
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} else {
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image_index = state->next_image_index;
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state->next_image_index += MAX2(1, uniform->array_elements);
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/* Images (bound or bindless) are counted as two components as
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* specified by ARB_bindless_texture.
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*/
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state->num_shader_images += values / 2;
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for (unsigned i = image_index;
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i < MIN2(state->next_image_index, MAX_IMAGE_UNIFORMS);
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i++) {
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sh->Program->sh.ImageAccess[i] = access;
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}
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}
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uniform->opaque[stage].active = true;
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uniform->opaque[stage].index = image_index;
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if (!uniform->is_shader_storage)
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state->num_shader_uniform_components += values;
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}
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struct hash_entry *entry =
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@@ -1115,6 +1169,7 @@ nir_link_uniform(struct gl_context *ctx,
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state->num_hidden_uniforms++;
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uniform->is_shader_storage = nir_variable_is_in_ssbo(state->current_var);
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uniform->is_bindless = state->current_var->data.bindless;
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/* Set fields whose default value depend on the variable being inside a
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* block.
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@@ -1229,14 +1284,8 @@ nir_link_uniform(struct gl_context *ctx,
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}
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uniform->block_index = buffer_block_index;
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/* @FIXME: the initialization of the following will be done as we
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* implement support for their specific features, like SSBO, atomics,
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* etc.
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*/
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uniform->builtin = is_gl_identifier(uniform->name);
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uniform->atomic_buffer_index = -1;
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uniform->is_bindless = false;
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/* The following are not for features not supported by ARB_gl_spirv */
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uniform->num_compatible_subroutines = 0;
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@@ -1246,45 +1295,56 @@ nir_link_uniform(struct gl_context *ctx,
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if (glsl_type_is_sampler(type_no_array)) {
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bool init_idx;
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unsigned *next_index = state->current_var->data.bindless ?
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&state->next_bindless_sampler_index : &state->next_sampler_index;
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int sampler_index =
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get_next_index(state, uniform, &state->next_sampler_index,
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&init_idx);
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get_next_index(state, uniform, next_index, &init_idx);
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/* Samplers (bound or bindless) are counted as two components as
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* specified by ARB_bindless_texture.
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*/
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state->num_shader_samplers += values / 2;
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if (state->current_var->data.bindless) {
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if (init_idx) {
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stage_program->sh.BindlessSamplers =
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rerzalloc(stage_program, stage_program->sh.BindlessSamplers,
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struct gl_bindless_sampler,
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stage_program->sh.NumBindlessSamplers,
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state->next_bindless_sampler_index);
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for (unsigned j = stage_program->sh.NumBindlessSamplers;
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j < state->next_bindless_sampler_index; j++) {
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stage_program->sh.BindlessSamplers[j].target =
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glsl_get_sampler_target(type_no_array);
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}
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stage_program->sh.NumBindlessSamplers =
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state->next_bindless_sampler_index;
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}
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if (!state->var_is_in_block)
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state->num_shader_uniform_components += values;
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} else {
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/* Samplers (bound or bindless) are counted as two components as
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* specified by ARB_bindless_texture.
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*/
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state->num_shader_samplers += values / 2;
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if (init_idx) {
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const unsigned shadow =
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glsl_sampler_type_is_shadow(type_no_array);
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for (unsigned i = sampler_index;
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i < MIN2(state->next_sampler_index, MAX_SAMPLERS);
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i++) {
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stage_program->sh.SamplerTargets[i] =
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glsl_get_sampler_target(type_no_array);
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state->shader_samplers_used |= 1U << i;
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state->shader_shadow_samplers |= shadow << i;
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}
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}
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}
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uniform->opaque[stage].active = true;
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uniform->opaque[stage].index = sampler_index;
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if (init_idx) {
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const unsigned shadow = glsl_sampler_type_is_shadow(type_no_array);
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for (unsigned i = sampler_index;
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i < MIN2(state->next_sampler_index, MAX_SAMPLERS);
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i++) {
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stage_program->sh.SamplerTargets[i] =
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glsl_get_sampler_target(type_no_array);
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state->shader_samplers_used |= 1U << i;
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state->shader_shadow_samplers |= shadow << i;
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}
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}
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} else if (glsl_type_is_image(type_no_array)) {
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/* @FIXME: image_index should match that of the same image
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* uniform in other shaders. This means we need to match image
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* uniforms by location (GLSL does it by variable name, but we
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* want to avoid that).
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*/
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int image_index = state->next_image_index;
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state->next_image_index += entries;
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/* Images (bound or bindless) are counted as two components as
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* specified by ARB_bindless_texture.
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*/
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state->num_shader_images += values / 2;
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uniform->opaque[stage].active = true;
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uniform->opaque[stage].index = image_index;
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/* Set image access qualifiers */
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enum gl_access_qualifier image_access =
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@@ -1295,12 +1355,45 @@ nir_link_uniform(struct gl_context *ctx,
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GL_READ_ONLY) :
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((image_access & ACCESS_NON_READABLE) ? GL_WRITE_ONLY :
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GL_READ_WRITE);
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for (unsigned i = image_index;
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i < MIN2(state->next_image_index, MAX_IMAGE_UNIFORMS);
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i++) {
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stage_program->sh.ImageAccess[i] = access;
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int image_index;
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if (state->current_var->data.bindless) {
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image_index = state->next_bindless_image_index;
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state->next_bindless_image_index += entries;
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stage_program->sh.BindlessImages =
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rerzalloc(stage_program, stage_program->sh.BindlessImages,
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struct gl_bindless_image,
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stage_program->sh.NumBindlessImages,
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state->next_bindless_image_index);
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for (unsigned j = stage_program->sh.NumBindlessImages;
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j < state->next_bindless_image_index; j++) {
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stage_program->sh.BindlessImages[j].access = access;
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}
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stage_program->sh.NumBindlessImages =
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state->next_bindless_image_index;
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} else {
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image_index = state->next_image_index;
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state->next_image_index += entries;
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/* Images (bound or bindless) are counted as two components as
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* specified by ARB_bindless_texture.
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*/
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state->num_shader_images += values / 2;
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for (unsigned i = image_index;
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i < MIN2(state->next_image_index, MAX_IMAGE_UNIFORMS);
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i++) {
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stage_program->sh.ImageAccess[i] = access;
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}
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}
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uniform->opaque[stage].active = true;
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uniform->opaque[stage].index = image_index;
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if (!uniform->is_shader_storage)
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state->num_shader_uniform_components += values;
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} else {
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@@ -1367,6 +1460,8 @@ gl_nir_link_uniforms(struct gl_context *ctx,
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state.referenced_uniforms =
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_mesa_hash_table_create(NULL, _mesa_hash_pointer,
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_mesa_key_pointer_equal);
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state.next_bindless_image_index = 0;
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state.next_bindless_sampler_index = 0;
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state.next_image_index = 0;
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state.next_sampler_index = 0;
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state.num_shader_samplers = 0;
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