glsl: count uniform components and storage better in nir linking

This helps avoid incorrect validation error when linking glsl
shaders and avoids assigning uniform storage slots that will
never be used.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/merge_requests/3468>
This commit is contained in:
Timothy Arceri
2020-01-13 16:09:10 +11:00
committed by Marge Bot
parent e5b3cf433e
commit d3a4d1775e
+13 -4
View File
@@ -601,6 +601,7 @@ nir_link_uniform(struct gl_context *ctx,
uniform->num_compatible_subroutines = 0;
unsigned entries = MAX2(1, uniform->array_elements);
unsigned values = glsl_get_component_slots(type);
if (glsl_type_is_sampler(type_no_array)) {
int sampler_index =
@@ -621,6 +622,8 @@ nir_link_uniform(struct gl_context *ctx,
state->shader_samplers_used |= 1U << i;
state->shader_shadow_samplers |= shadow << i;
}
state->num_values += values;
} 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
@@ -649,11 +652,17 @@ nir_link_uniform(struct gl_context *ctx,
i++) {
stage_program->sh.ImageAccess[i] = access;
}
}
unsigned values = glsl_get_component_slots(type);
state->num_shader_uniform_components += values;
state->num_values += values;
if (!uniform->is_shader_storage) {
state->num_shader_uniform_components += values;
state->num_values += values;
}
} else {
if (!state->var_is_in_block) {
state->num_shader_uniform_components += values;
state->num_values += values;
}
}
if (uniform->remap_location != UNMAPPED_UNIFORM_LOC &&
state->max_uniform_location < uniform->remap_location + entries)