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authorTim Foley <tfoleyNV@users.noreply.github.com>2019-03-01 08:20:09 -0800
committerGitHub <noreply@github.com>2019-03-01 08:20:09 -0800
commitefca2bb38700847adb2385d311b8b801376659bb (patch)
tree79d83f46d5d2719892bbfd78d8b33f0c201f0633 /source/slang/parameter-binding.cpp
parent852c88cc9d7e720af66275bf7fdf58341f5f6e7c (diff)
A small refactor to how implicit constant buffers are getting created. (#871)
This affects layout computation for both the global and entry-point scopes, where multiple discrete shader parameters can be declared, but for layout purposes they must be treated as if they lived in the same `struct` type. If that `struct` type ends up consuming any "ordinary" data (`LayoutResourceKind::Uniform`) then an implicit constant buffer will be needed for that scope (e.g., the way fxc produces a `$Globals` constant buffer for the global scope). The logic for computing those scope layouts had a bug in it, in that the struct type was not being updated to have the right size for uniform data at the scope. That bug hasn't bitten anybody yet because no Slang users are relying on entry-point uniforms, and global-scope uniforms aren't fully implemented (and get diagnosed as an error elsewhere in the compiler). This change fixes that bug. This change also refactors things so that the logic for creating a constant buffer layout if and only if needed is moved into `type-layout.cpp` instead of relying on `parameter-binding.cpp` to compute whether or not it needs a block on its own. This is anticipating the rules for deciding whether or not a constant buffer is needed being slightly more thorny once interface types are in the mix.
Diffstat (limited to 'source/slang/parameter-binding.cpp')
-rw-r--r--source/slang/parameter-binding.cpp31
1 files changed, 14 insertions, 17 deletions
diff --git a/source/slang/parameter-binding.cpp b/source/slang/parameter-binding.cpp
index f0256164c..dda3a8621 100644
--- a/source/slang/parameter-binding.cpp
+++ b/source/slang/parameter-binding.cpp
@@ -2345,7 +2345,6 @@ struct ScopeLayoutBuilder
LayoutRulesImpl* m_rules = nullptr;
RefPtr<StructTypeLayout> m_structLayout;
UniformLayoutInfo m_structLayoutInfo;
- bool m_needConstantBuffer = false;
void beginLayout(
ParameterBindingContext* context)
@@ -2367,8 +2366,6 @@ struct ScopeLayoutBuilder
LayoutSize uniformSize = layoutInfo ? layoutInfo->count : 0;
if( uniformSize != 0 )
{
- m_needConstantBuffer = true;
-
// Make sure uniform fields get laid out properly...
UniformLayoutInfo fieldInfo(
@@ -2424,25 +2421,25 @@ struct ScopeLayoutBuilder
RefPtr<VarLayout> endLayout()
{
+ // Finish computing the layout for the ordindary data (if any).
+ //
m_rules->EndStructLayout(&m_structLayoutInfo);
+ // Copy the final layout information computed for ordinary data
+ // over to the struct type layout for the scope.
+ //
+ m_structLayout->addResourceUsage(LayoutResourceKind::Uniform, m_structLayoutInfo.size);
+ m_structLayout->uniformAlignment = m_structLayout->uniformAlignment;
+
RefPtr<TypeLayout> scopeTypeLayout = m_structLayout;
- // If the caller decided to allocate a constant buffer for
- // the ordinary data, then we need to wrap up the structure
- // type (layout) in a constant buffer type (layout).
+ // If a constant buffer is needed (because there is a non-zero
+ // amount of uniform data), then we need to wrap up the layout
+ // to reflect the constant buffer that will be generated.
//
- if( m_needConstantBuffer )
- {
- auto constantBufferLayout = createParameterGroupTypeLayout(
- m_context->layoutContext,
- nullptr,
- m_rules,
- m_rules->GetObjectLayout(ShaderParameterKind::ConstantBuffer),
- m_structLayout);
-
- scopeTypeLayout = constantBufferLayout;
- }
+ scopeTypeLayout = createConstantBufferTypeLayoutIfNeeded(
+ m_context->layoutContext,
+ scopeTypeLayout);
// We now have a bunch of layout information, which we should
// record into a suitable object that represents the scope