Skip to content
  • Alejandro Piñeiro's avatar
    nir/linker: take into account hidden uniforms · fe2de39f
    Alejandro Piñeiro authored
    
    
    So they are not exposed through the introspection API.
    
    It is worth to note that the number of hidden uniforms of GLSL linking
    vs SPIR-V linking would be somewhat different due the differen order
    of the nir lowerings/optimizations.
    
    For example: gl_FbWposYTransform. This is introduced as part of
    nir_lower_wpos_ytransform. On GLSL that is executed after the IR-based
    linking. So that means that on GLSL the UniformStorage will not
    include this uniform. With the SPIR-V linking, that uniform is already
    present, but marked as hidden. So it will be included on the
    UniformStorage, but as hidden.
    
    One alternative would create a special how_declared for that case, but
    seemed an overkill. Using hidden should be ok as far as it is used
    properly.
    
    Reviewed-by: default avatarTimothy Arceri <tarceri@itsqueeze.com>
    fe2de39f