glsl: fix sampler index calculation in nir linker

Here we reset the counter to 0 for each shader stage not each program.
We also make add a flag to stop iterating over indices that have
already been processed.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3992>
This commit is contained in:
Timothy Arceri 2020-02-28 12:13:55 +11:00 committed by Marge Bot
parent ef47069cc3
commit 61dc9354c0

View File

@ -244,10 +244,10 @@ struct nir_link_uniforms_state {
unsigned num_hidden_uniforms;
unsigned num_values;
unsigned max_uniform_location;
unsigned next_sampler_index;
/* per-shader stage */
unsigned next_image_index;
unsigned next_sampler_index;
unsigned num_shader_samplers;
unsigned num_shader_images;
unsigned num_shader_uniform_components;
@ -318,7 +318,7 @@ free_type_tree(struct type_tree_entry *entry)
static unsigned
get_next_index(struct nir_link_uniforms_state *state,
const struct gl_uniform_storage *uniform,
unsigned *next_index)
unsigned *next_index, bool *initialised)
{
/* If weve already calculated an index for this member then we can just
* offset from there.
@ -338,7 +338,9 @@ get_next_index(struct nir_link_uniforms_state *state,
state->current_type->next_index = *next_index;
*next_index += array_size;
}
*initialised = true;
} else
*initialised = false;
unsigned index = state->current_type->next_index;
@ -608,8 +610,10 @@ nir_link_uniform(struct gl_context *ctx,
unsigned values = glsl_get_component_slots(type);
if (glsl_type_is_sampler(type_no_array)) {
bool init_idx;
int sampler_index =
get_next_index(state, uniform, &state->next_sampler_index);
get_next_index(state, uniform, &state->next_sampler_index,
&init_idx);
/* Samplers (bound or bindless) are counted as two components as
* specified by ARB_bindless_texture.
@ -619,15 +623,16 @@ nir_link_uniform(struct gl_context *ctx,
uniform->opaque[stage].active = true;
uniform->opaque[stage].index = sampler_index;
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;
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;
}
}
state->num_values += values;
@ -707,6 +712,7 @@ gl_nir_link_uniforms(struct gl_context *ctx,
assert(nir);
state.next_image_index = 0;
state.next_sampler_index = 0;
state.num_shader_samplers = 0;
state.num_shader_images = 0;
state.num_shader_uniform_components = 0;