[2/3] glsl_types: Rename parameter of glsl_count_attribute_slots

Submitted by Neil Roberts on March 28, 2018, 9 a.m.

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Message ID 20180328090029.24723-2-nroberts@igalia.com
State New
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Series "Series without cover letter" ( rev: 1 ) in Mesa

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Commit Message

Neil Roberts March 28, 2018, 9 a.m.
glsl_count_attribute_slots takes a parameter to specify whether the
type is being used as a vertex input because on GL double attributes
only take up one slot. Vulkan doesn’t make this distinction so this
patch renames the argument to is_gl_vertex_input in order to make it
more clear that it should always be false on Vulkan.
---
 src/compiler/glsl_types.cpp | 16 ++++++++++------
 src/compiler/glsl_types.h   |  5 ++++-
 src/compiler/nir_types.cpp  |  4 ++--
 src/compiler/nir_types.h    |  2 +-
 4 files changed, 17 insertions(+), 10 deletions(-)

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diff --git a/src/compiler/glsl_types.cpp b/src/compiler/glsl_types.cpp
index 9d853caf721..50aac611981 100644
--- a/src/compiler/glsl_types.cpp
+++ b/src/compiler/glsl_types.cpp
@@ -1942,7 +1942,7 @@  glsl_type::std430_size(bool row_major) const
 }
 
 unsigned
-glsl_type::count_attribute_slots(bool is_vertex_input) const
+glsl_type::count_attribute_slots(bool is_gl_vertex_input) const
 {
    /* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
     *
@@ -1985,7 +1985,7 @@  glsl_type::count_attribute_slots(bool is_vertex_input) const
    case GLSL_TYPE_DOUBLE:
    case GLSL_TYPE_UINT64:
    case GLSL_TYPE_INT64:
-      if (this->vector_elements > 2 && !is_vertex_input)
+      if (this->vector_elements > 2 && !is_gl_vertex_input)
          return this->matrix_columns * 2;
       else
          return this->matrix_columns;
@@ -1993,14 +1993,18 @@  glsl_type::count_attribute_slots(bool is_vertex_input) const
    case GLSL_TYPE_INTERFACE: {
       unsigned size = 0;
 
-      for (unsigned i = 0; i < this->length; i++)
-         size += this->fields.structure[i].type->count_attribute_slots(is_vertex_input);
+      for (unsigned i = 0; i < this->length; i++) {
+         const glsl_type *member = this->fields.structure[i].type;
+         size += member->count_attribute_slots(is_gl_vertex_input);
+      }
 
       return size;
    }
 
-   case GLSL_TYPE_ARRAY:
-      return this->length * this->fields.array->count_attribute_slots(is_vertex_input);
+   case GLSL_TYPE_ARRAY: {
+      const glsl_type *element = this->fields.array;
+      return this->length * element->count_attribute_slots(is_gl_vertex_input);
+   }
 
    case GLSL_TYPE_SUBROUTINE:
       return 1;
diff --git a/src/compiler/glsl_types.h b/src/compiler/glsl_types.h
index 88f987fabee..61eb36ca5c3 100644
--- a/src/compiler/glsl_types.h
+++ b/src/compiler/glsl_types.h
@@ -366,8 +366,11 @@  public:
     *
     * For vertex shader attributes - doubles only take one slot.
     * For inter-shader varyings - dvec3/dvec4 take two slots.
+    *
+    * Vulkan doesn’t make this distinction so the argument should always be
+    * false.
     */
-   unsigned count_attribute_slots(bool is_vertex_input) const;
+   unsigned count_attribute_slots(bool is_gl_vertex_input) const;
 
    /**
     * Alignment in bytes of the start of this type in a std140 uniform
diff --git a/src/compiler/nir_types.cpp b/src/compiler/nir_types.cpp
index 78b66803f08..3969d51c85b 100644
--- a/src/compiler/nir_types.cpp
+++ b/src/compiler/nir_types.cpp
@@ -119,9 +119,9 @@  glsl_get_aoa_size(const struct glsl_type *type)
 
 unsigned
 glsl_count_attribute_slots(const struct glsl_type *type,
-                           bool is_vertex_input)
+                           bool is_gl_vertex_input)
 {
-   return type->count_attribute_slots(is_vertex_input);
+   return type->count_attribute_slots(is_gl_vertex_input);
 }
 
 const char *
diff --git a/src/compiler/nir_types.h b/src/compiler/nir_types.h
index 5b441af1486..3b890f88a55 100644
--- a/src/compiler/nir_types.h
+++ b/src/compiler/nir_types.h
@@ -72,7 +72,7 @@  unsigned glsl_get_length(const struct glsl_type *type);
 unsigned glsl_get_aoa_size(const struct glsl_type *type);
 
 unsigned glsl_count_attribute_slots(const struct glsl_type *type,
-                                    bool is_vertex_input);
+                                    bool is_gl_vertex_input);
 
 const char *glsl_get_struct_elem_name(const struct glsl_type *type,
                                       unsigned index);