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>
This commit is contained in:
Timothy Arceri
2020-03-24 11:51:37 +11:00
committed by Marge Bot
parent 57e65cabd4
commit 9546440227
+175 -80
View File
@@ -469,6 +469,8 @@ struct nir_link_uniforms_state {
unsigned next_subroutine;
/* per-shader stage */
unsigned next_bindless_image_index;
unsigned next_bindless_sampler_index;
unsigned next_image_index;
unsigned next_sampler_index;
unsigned num_shader_samplers;
@@ -500,7 +502,8 @@ add_parameter(struct gl_uniform_storage *uniform,
const struct glsl_type *type,
struct nir_link_uniforms_state *state)
{
if (!state->params || uniform->is_shader_storage || glsl_contains_opaque(type))
if (!state->params || uniform->is_shader_storage ||
(glsl_contains_opaque(type) && !state->current_var->data.bindless))
return;
unsigned num_params = glsl_get_aoa_size(type);
@@ -662,45 +665,59 @@ find_and_update_named_uniform_storage(struct gl_context *ctx,
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)) {
struct gl_linked_shader *sh = prog->_LinkedShaders[stage];
bool init_idx;
unsigned sampler_index =
get_next_index(state, uniform, &state->next_sampler_index,
&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];
/* Samplers (bound or bindless) are counted as two components as
* specified by ARB_bindless_texture.
*/
state->num_shader_samplers += values / 2;
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;
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;
}
}
} else if (glsl_type_is_image(type_no_array)) {
struct gl_linked_shader *sh = prog->_LinkedShaders[stage];
int image_index = state->next_image_index;
/* TODO: handle structs when bindless support is added */
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;
uniform->opaque[stage].active = true;
uniform->opaque[stage].index = image_index;
/* Set image access qualifiers */
enum gl_access_qualifier image_access =
@@ -711,11 +728,48 @@ find_and_update_named_uniform_storage(struct gl_context *ctx,
GL_READ_ONLY) :
((image_access & ACCESS_NON_READABLE) ? GL_WRITE_ONLY :
GL_READ_WRITE);
for (unsigned i = image_index;
i < MIN2(state->next_image_index, MAX_IMAGE_UNIFORMS);
i++) {
sh->Program->sh.ImageAccess[i] = access;
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;
}
struct hash_entry *entry =
@@ -1115,6 +1169,7 @@ nir_link_uniform(struct gl_context *ctx,
state->num_hidden_uniforms++;
uniform->is_shader_storage = nir_variable_is_in_ssbo(state->current_var);
uniform->is_bindless = state->current_var->data.bindless;
/* Set fields whose default value depend on the variable being inside a
* block.
@@ -1229,14 +1284,8 @@ nir_link_uniform(struct gl_context *ctx,
}
uniform->block_index = buffer_block_index;
/* @FIXME: the initialization of the following will be done as we
* implement support for their specific features, like SSBO, atomics,
* etc.
*/
uniform->builtin = is_gl_identifier(uniform->name);
uniform->atomic_buffer_index = -1;
uniform->is_bindless = false;
/* The following are not for features not supported by ARB_gl_spirv */
uniform->num_compatible_subroutines = 0;
@@ -1246,45 +1295,56 @@ nir_link_uniform(struct gl_context *ctx,
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, &state->next_sampler_index,
&init_idx);
get_next_index(state, uniform, next_index, &init_idx);
/* Samplers (bound or bindless) are counted as two components as
* specified by ARB_bindless_texture.
*/
state->num_shader_samplers += values / 2;
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;
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;
}
}
} else if (glsl_type_is_image(type_no_array)) {
/* @FIXME: image_index should match that of the same image
* uniform in other shaders. This means we need to match image
* uniforms by location (GLSL does it by variable name, but we
* want to avoid that).
*/
int 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;
uniform->opaque[stage].active = true;
uniform->opaque[stage].index = image_index;
/* Set image access qualifiers */
enum gl_access_qualifier image_access =
@@ -1295,12 +1355,45 @@ nir_link_uniform(struct gl_context *ctx,
GL_READ_ONLY) :
((image_access & ACCESS_NON_READABLE) ? GL_WRITE_ONLY :
GL_READ_WRITE);
for (unsigned i = image_index;
i < MIN2(state->next_image_index, MAX_IMAGE_UNIFORMS);
i++) {
stage_program->sh.ImageAccess[i] = access;
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 {
@@ -1367,6 +1460,8 @@ gl_nir_link_uniforms(struct gl_context *ctx,
state.referenced_uniforms =
_mesa_hash_table_create(NULL, _mesa_hash_pointer,
_mesa_key_pointer_equal);
state.next_bindless_image_index = 0;
state.next_bindless_sampler_index = 0;
state.next_image_index = 0;
state.next_sampler_index = 0;
state.num_shader_samplers = 0;