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/*
* Copyright © 2018 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "nir.h"
#include "gl_nir_linker.h"
#include "compiler/glsl/ir_uniform.h" /* for gl_uniform_storage */
#include "linker_util.h"
#include "main/context.h"
#include "main/mtypes.h"
/* This file do the common link for GLSL uniforms, using NIR, instead of IR as
* the counter-part glsl/link_uniforms.cpp
*
* Also note that this is tailored for ARB_gl_spirv needs and particularities
* (like need to work/link without name available, explicit location for
* normal uniforms as mandatory, and so on).
*/
#define UNMAPPED_UNIFORM_LOC ~0u
static void
nir_setup_uniform_remap_tables(struct gl_context *ctx,
struct gl_shader_program *prog)
{
prog->UniformRemapTable = rzalloc_array(prog,
struct gl_uniform_storage *,
prog->NumUniformRemapTable);
union gl_constant_value *data =
rzalloc_array(prog->data,
union gl_constant_value, prog->data->NumUniformDataSlots);
if (!prog->UniformRemapTable || !data) {
linker_error(prog, "Out of memory during linking.\n");
return;
}
prog->data->UniformDataSlots = data;
prog->data->UniformDataDefaults =
rzalloc_array(prog->data->UniformStorage,
union gl_constant_value, prog->data->NumUniformDataSlots);
unsigned data_pos = 0;
/* Reserve all the explicit locations of the active uniforms. */
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];
if (prog->data->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
continue;
/* How many new entries for this uniform? */
const unsigned entries = MAX2(1, uniform->array_elements);
unsigned num_slots = glsl_get_component_slots(uniform->type);
uniform->storage = &data[data_pos];
/* Set remap table entries point to correct gl_uniform_storage. */
for (unsigned j = 0; j < entries; j++) {
unsigned element_loc = uniform->remap_location + j;
prog->UniformRemapTable[element_loc] = uniform;
data_pos += num_slots;
}
}
/* Reserve locations for rest of the uniforms. */
link_util_update_empty_uniform_locations(prog);
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];
if (uniform->is_shader_storage)
continue;
/* Built-in uniforms should not get any location. */
if (uniform->builtin)
continue;
/* Explicit ones have been set already. */
if (uniform->remap_location != UNMAPPED_UNIFORM_LOC)
continue;
/* How many entries for this uniform? */
const unsigned entries = MAX2(1, uniform->array_elements);
unsigned location =
link_util_find_empty_block(prog, &prog->data->UniformStorage[i]);
if (location == -1) {
location = prog->NumUniformRemapTable;
/* resize remap table to fit new entries */
prog->UniformRemapTable =
reralloc(prog,
prog->UniformRemapTable,
struct gl_uniform_storage *,
prog->NumUniformRemapTable + entries);
prog->NumUniformRemapTable += entries;
}
/* set the base location in remap table for the uniform */
uniform->remap_location = location;
unsigned num_slots = glsl_get_component_slots(uniform->type);
uniform->storage = &data[data_pos];
/* Set remap table entries point to correct gl_uniform_storage. */
for (unsigned j = 0; j < entries; j++) {
unsigned element_loc = uniform->remap_location + j;
prog->UniformRemapTable[element_loc] = uniform;
data_pos += num_slots;
}
}
}
static void
mark_stage_as_active(struct gl_uniform_storage *uniform,
unsigned stage)
{
uniform->active_shader_mask |= 1 << stage;
}
/**
* Finds, returns, and updates the stage info for any uniform in UniformStorage
* defined by @var. In general this is done using the explicit location,
* except:
*
* * UBOs/SSBOs: as they lack explicit location, binding is used to locate
* them. That means that more that one entry at the uniform storage can be
* found. In that case all of them are updated, and the first entry is
* returned, in order to update the location of the nir variable.
*
* * Special uniforms: like atomic counters. They lack a explicit location,
* so they are skipped. They will be handled and assigned a location later.
*
*/
static struct gl_uniform_storage *
find_and_update_previous_uniform_storage(struct gl_shader_program *prog,
nir_variable *var,
unsigned stage)
{
if (nir_variable_is_in_block(var)) {
struct gl_uniform_storage *uniform = NULL;
unsigned num_blks = nir_variable_is_in_ubo(var) ?
prog->data->NumUniformBlocks :
prog->data->NumShaderStorageBlocks;
struct gl_uniform_block *blks = nir_variable_is_in_ubo(var) ?
prog->data->UniformBlocks : prog->data->ShaderStorageBlocks;
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
/* UniformStorage contains both variables from ubos and ssbos */
if ( prog->data->UniformStorage[i].is_shader_storage !=
nir_variable_is_in_ssbo(var))
continue;
int block_index = prog->data->UniformStorage[i].block_index;
if (block_index != -1) {
assert(block_index < num_blks);
if (var->data.binding == blks[block_index].Binding) {
if (!uniform)
uniform = &prog->data->UniformStorage[i];
mark_stage_as_active(&prog->data->UniformStorage[i],
stage);
}
}
}
return uniform;
}
/* Beyond blocks, there are still some corner cases of uniforms without
* location (ie: atomic counters) that would have a initial location equal
* to -1. We just return on that case. Those uniforms will be handled
* later.
*/
if (var->data.location == -1)
return NULL;
/* TODO: following search can be problematic with shaders with a lot of
* uniforms. Would it be better to use some type of hash
*/
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
if (prog->data->UniformStorage[i].remap_location == var->data.location) {
mark_stage_as_active(&prog->data->UniformStorage[i], stage);
return &prog->data->UniformStorage[i];
}
}
return NULL;
}
/* Used to build a tree representing the glsl_type so that we can have a place
* to store the next index for opaque types. Array types are expanded so that
* they have a single child which is used for all elements of the array.
* Struct types have a child for each member. The tree is walked while
* processing a uniform so that we can recognise when an opaque type is
* encountered a second time in order to reuse the same range of indices that
* was reserved the first time. That way the sampler indices can be arranged
* so that members of an array are placed sequentially even if the array is an
* array of structs containing other opaque members.
*/
struct type_tree_entry {
/* For opaque types, this will be the next index to use. If we haven’t
* encountered this member yet, it will be UINT_MAX.
*/
unsigned next_index;
unsigned array_size;
struct type_tree_entry *parent;
struct type_tree_entry *next_sibling;
struct type_tree_entry *children;
};
struct nir_link_uniforms_state {
/* per-whole program */
unsigned num_hidden_uniforms;
unsigned num_values;
unsigned max_uniform_location;
unsigned next_sampler_index;
unsigned next_image_index;
/* per-shader stage */
unsigned num_shader_samplers;
unsigned num_shader_images;
unsigned num_shader_uniform_components;
unsigned shader_samplers_used;
unsigned shader_shadow_samplers;
struct gl_program_parameter_list *params;
/* per-variable */
nir_variable *current_var;
int offset;
bool var_is_in_block;
int top_level_array_size;
int top_level_array_stride;
int main_uniform_storage_index;
struct type_tree_entry *current_type;
};
static struct type_tree_entry *
build_type_tree_for_type(const struct glsl_type *type)
{
struct type_tree_entry *entry = malloc(sizeof *entry);
entry->array_size = 1;
entry->next_index = UINT_MAX;
entry->children = NULL;
entry->next_sibling = NULL;
entry->parent = NULL;
if (glsl_type_is_array(type)) {
entry->array_size = glsl_get_length(type);
entry->children = build_type_tree_for_type(glsl_get_array_element(type));
entry->children->parent = entry;
} else if (glsl_type_is_struct_or_ifc(type)) {
struct type_tree_entry *last = NULL;
for (unsigned i = 0; i < glsl_get_length(type); i++) {
const struct glsl_type *field_type = glsl_get_struct_field(type, i);
struct type_tree_entry *field_entry =
build_type_tree_for_type(field_type);
if (last == NULL)
entry->children = field_entry;
else
last->next_sibling = field_entry;
field_entry->parent = entry;
last = field_entry;
}
}
return entry;
}
static void
free_type_tree(struct type_tree_entry *entry)
{
struct type_tree_entry *p, *next;
for (p = entry->children; p; p = next) {
next = p->next_sibling;
free_type_tree(p);
}
free(entry);
}
static unsigned
get_next_index(struct nir_link_uniforms_state *state,
const struct gl_uniform_storage *uniform,
unsigned *next_index)
{
/* If we’ve already calculated an index for this member then we can just
* offset from there.
*/
if (state->current_type->next_index == UINT_MAX) {
/* Otherwise we need to reserve enough indices for all of the arrays
* enclosing this member.
*/
unsigned array_size = 1;
for (const struct type_tree_entry *p = state->current_type;
p;
p = p->parent) {
array_size *= p->array_size;
}
state->current_type->next_index = *next_index;
*next_index += array_size;
}
unsigned index = state->current_type->next_index;
state->current_type->next_index += MAX2(1, uniform->array_elements);
return index;
}
static void
add_parameter(struct gl_uniform_storage *uniform,
struct gl_context *ctx,
struct gl_shader_program *prog,
const struct glsl_type *type,
struct nir_link_uniforms_state *state)
{
if (!state->params || uniform->is_shader_storage || glsl_contains_opaque(type))
return;
unsigned num_params = glsl_get_aoa_size(type);
num_params = MAX2(num_params, 1);
num_params *= glsl_get_matrix_columns(glsl_without_array(type));
bool is_dual_slot = glsl_type_is_dual_slot(glsl_without_array(type));
if (is_dual_slot)
num_params *= 2;
struct gl_program_parameter_list *params = state->params;
int base_index = params->NumParameters;
_mesa_reserve_parameter_storage(params, num_params);
if (ctx->Const.PackedDriverUniformStorage) {
for (unsigned i = 0; i < num_params; i++) {
unsigned dmul = glsl_type_is_64bit(glsl_without_array(type)) ? 2 : 1;
unsigned comps = glsl_get_vector_elements(glsl_without_array(type)) * dmul;
if (is_dual_slot) {
if (i & 0x1)
comps -= 4;
else
comps = 4;
}
_mesa_add_parameter(params, PROGRAM_UNIFORM, NULL, comps,
glsl_get_gl_type(type), NULL, NULL, false);
}
} else {
for (unsigned i = 0; i < num_params; i++) {
_mesa_add_parameter(params, PROGRAM_UNIFORM, NULL, 4,
glsl_get_gl_type(type), NULL, NULL, true);
}
}
/* Each Parameter will hold the index to the backing uniform storage.
* This avoids relying on names to match parameters and uniform
* storages.
*/
for (unsigned i = 0; i < num_params; i++) {
struct gl_program_parameter *param = &params->Parameters[base_index + i];
param->UniformStorageIndex = uniform - prog->data->UniformStorage;
param->MainUniformStorageIndex = state->main_uniform_storage_index;
}
}
/**
* Creates the neccessary entries in UniformStorage for the uniform. Returns
* the number of locations used or -1 on failure.
*/
static int
nir_link_uniform(struct gl_context *ctx,
struct gl_shader_program *prog,
struct gl_program *stage_program,
gl_shader_stage stage,
const struct glsl_type *type,
const struct glsl_type *parent_type,
unsigned index_in_parent,
int location,
struct nir_link_uniforms_state *state)
{
struct gl_uniform_storage *uniform = NULL;
if (parent_type == state->current_var->type &&
nir_variable_is_in_ssbo(state->current_var)) {
/* Type is the top level SSBO member */
if (glsl_type_is_array(type) &&
(glsl_type_is_array(glsl_get_array_element(type)) ||
glsl_type_is_struct_or_ifc(glsl_get_array_element(type)))) {
/* Type is a top-level array (array of aggregate types) */
state->top_level_array_size = glsl_get_length(type);
state->top_level_array_stride = glsl_get_explicit_stride(type);
} else {
state->top_level_array_size = 1;
state->top_level_array_stride = 0;
}
}
/* gl_uniform_storage can cope with one level of array, so if the type is a
* composite type or an array where each element occupies more than one
* location than we need to recursively process it.
*/
if (glsl_type_is_struct_or_ifc(type) ||
(glsl_type_is_array(type) &&
(glsl_type_is_array(glsl_get_array_element(type)) ||
glsl_type_is_struct_or_ifc(glsl_get_array_element(type))))) {
int location_count = 0;
struct type_tree_entry *old_type = state->current_type;
unsigned int struct_base_offset = state->offset;
state->current_type = old_type->children;
for (unsigned i = 0; i < glsl_get_length(type); i++) {
const struct glsl_type *field_type;
if (glsl_type_is_struct_or_ifc(type)) {
field_type = glsl_get_struct_field(type, i);
/* Use the offset inside the struct only for variables backed by
* a buffer object. For variables not backed by a buffer object,
* offset is -1.
*/
if (state->var_is_in_block) {
state->offset =
struct_base_offset + glsl_get_struct_field_offset(type, i);
}
} else {
field_type = glsl_get_array_element(type);
}
int entries = nir_link_uniform(ctx, prog, stage_program, stage,
field_type, type, i, location,
state);
if (entries == -1)
return -1;
if (location != -1)
location += entries;
location_count += entries;
if (glsl_type_is_struct_or_ifc(type))
state->current_type = state->current_type->next_sibling;
}
state->current_type = old_type;
return location_count;
} else {
/* Create a new uniform storage entry */
prog->data->UniformStorage =
reralloc(prog->data,
prog->data->UniformStorage,
struct gl_uniform_storage,
prog->data->NumUniformStorage + 1);
if (!prog->data->UniformStorage) {
linker_error(prog, "Out of memory during linking.\n");
return -1;
}
if (state->main_uniform_storage_index == -1)
state->main_uniform_storage_index = prog->data->NumUniformStorage;
uniform = &prog->data->UniformStorage[prog->data->NumUniformStorage];
prog->data->NumUniformStorage++;
/* Initialize its members */
memset(uniform, 0x00, sizeof(struct gl_uniform_storage));
/* ARB_gl_spirv: names are considered optional debug info, so the linker
* needs to work without them, and returning them is optional. For
* simplicity we ignore names.
*/
uniform->name = NULL;
const struct glsl_type *type_no_array = glsl_without_array(type);
if (glsl_type_is_array(type)) {
uniform->type = type_no_array;
uniform->array_elements = glsl_get_length(type);
} else {
uniform->type = type;
uniform->array_elements = 0;
}
uniform->top_level_array_size = state->top_level_array_size;
uniform->top_level_array_stride = state->top_level_array_stride;
uniform->active_shader_mask |= 1 << stage;
if (location >= 0) {
/* Uniform has an explicit location */
uniform->remap_location = location;
} else {
uniform->remap_location = UNMAPPED_UNIFORM_LOC;
}
uniform->hidden = state->current_var->data.how_declared == nir_var_hidden;
if (uniform->hidden)
state->num_hidden_uniforms++;
uniform->is_shader_storage = nir_variable_is_in_ssbo(state->current_var);
/* Set fields whose default value depend on the variable being inside a
* block.
*
* From the OpenGL 4.6 spec, 7.3 Program objects:
*
* "For the property ARRAY_STRIDE, ... For active variables not declared
* as an array of basic types, zero is written to params. For active
* variables not backed by a buffer object, -1 is written to params,
* regardless of the variable type."
*
* "For the property MATRIX_STRIDE, ... For active variables not declared
* as a matrix or array of matrices, zero is written to params. For active
* variables not backed by a buffer object, -1 is written to params,
* regardless of the variable type."
*
* For the property IS_ROW_MAJOR, ... For active variables backed by a
* buffer object, declared as a single matrix or array of matrices, and
* stored in row-major order, one is written to params. For all other
* active variables, zero is written to params.
*/
uniform->array_stride = -1;
uniform->matrix_stride = -1;
uniform->row_major = false;
if (state->var_is_in_block) {
uniform->array_stride = glsl_type_is_array(type) ?
glsl_get_explicit_stride(type) : 0;
if (glsl_type_is_matrix(type)) {
assert(parent_type);
uniform->matrix_stride = glsl_get_explicit_stride(type);
uniform->row_major = glsl_matrix_type_is_row_major(type);
} else {
uniform->matrix_stride = 0;
}
}
uniform->offset = state->var_is_in_block ? state->offset : -1;
int buffer_block_index = -1;
/* If the uniform is inside a uniform block determine its block index by
* comparing the bindings, we can not use names.
*/
if (state->var_is_in_block) {
struct gl_uniform_block *blocks = nir_variable_is_in_ssbo(state->current_var) ?
prog->data->ShaderStorageBlocks : prog->data->UniformBlocks;
int num_blocks = nir_variable_is_in_ssbo(state->current_var) ?
prog->data->NumShaderStorageBlocks : prog->data->NumUniformBlocks;
for (unsigned i = 0; i < num_blocks; i++) {
if (state->current_var->data.binding == blocks[i].Binding) {
buffer_block_index = i;
break;
}
}
assert(buffer_block_index >= 0);
/* Compute the next offset. */
state->offset += glsl_get_explicit_size(type, true);
}
uniform->block_index = buffer_block_index;
/* @FIXME: the initialization of the following will be done as we
* implement support for their specific features, like SSBO, atomics,
* etc.
*/
uniform->builtin = false;
uniform->atomic_buffer_index = -1;
uniform->is_bindless = false;
/* The following are not for features not supported by ARB_gl_spirv */
uniform->num_compatible_subroutines = 0;
unsigned entries = MAX2(1, uniform->array_elements);
if (glsl_type_is_sampler(type_no_array)) {
int sampler_index =
get_next_index(state, uniform, &state->next_sampler_index);
state->num_shader_samplers++;
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;
}
} 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
* uniforms by location (GLSL does it by variable name, but we
* want to avoid that).
*/
int image_index = state->next_image_index;
state->next_image_index += entries;
state->num_shader_images++;
uniform->opaque[stage].active = true;
uniform->opaque[stage].index = image_index;
/* Set image access qualifiers */
enum gl_access_qualifier image_access =
state->current_var->data.image.access;
const GLenum access =
(image_access & ACCESS_NON_WRITEABLE) ?
((image_access & ACCESS_NON_READABLE) ? GL_NONE :
GL_READ_ONLY) :
((image_access & ACCESS_NON_READABLE) ? GL_WRITE_ONLY :
GL_READ_WRITE);
for (unsigned i = image_index;
i < MIN2(state->next_image_index, MAX_IMAGE_UNIFORMS);
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->remap_location != UNMAPPED_UNIFORM_LOC &&
state->max_uniform_location < uniform->remap_location + entries)
state->max_uniform_location = uniform->remap_location + entries;
if (!state->var_is_in_block)
add_parameter(uniform, ctx, prog, type, state);
return MAX2(uniform->array_elements, 1);
}
}
bool
gl_nir_link_uniforms(struct gl_context *ctx,
struct gl_shader_program *prog,
bool fill_parameters)
{
/* First free up any previous UniformStorage items */
ralloc_free(prog->data->UniformStorage);
prog->data->UniformStorage = NULL;
prog->data->NumUniformStorage = 0;
/* Iterate through all linked shaders */
struct nir_link_uniforms_state state = {0,};
for (unsigned shader_type = 0; shader_type < MESA_SHADER_STAGES; shader_type++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[shader_type];
if (!sh)
continue;
nir_shader *nir = sh->Program->nir;
assert(nir);
state.num_shader_samplers = 0;
state.num_shader_images = 0;
state.num_shader_uniform_components = 0;
state.shader_samplers_used = 0;
state.shader_shadow_samplers = 0;
state.params = fill_parameters ? sh->Program->Parameters : NULL;
nir_foreach_variable(var, &nir->uniforms) {
struct gl_uniform_storage *uniform = NULL;
/* Check if the uniform has been processed already for
* other stage. If so, validate they are compatible and update
* the active stage mask.
*/
uniform = find_and_update_previous_uniform_storage(prog, var, shader_type);
if (uniform) {
var->data.location = uniform - prog->data->UniformStorage;
if (!state.var_is_in_block)
add_parameter(uniform, ctx, prog, var->type, &state);
continue;
}
int location = var->data.location;
/* From now on the variable’s location will be its uniform index */
var->data.location = prog->data->NumUniformStorage;
state.current_var = var;
state.offset = 0;
state.var_is_in_block = nir_variable_is_in_block(var);
state.top_level_array_size = 0;
state.top_level_array_stride = 0;
state.main_uniform_storage_index = -1;
/*
* From ARB_program_interface spec, issue (16):
*
* "RESOLVED: We will follow the default rule for enumerating block
* members in the OpenGL API, which is:
*
* * If a variable is a member of an interface block without an
* instance name, it is enumerated using just the variable name.
*
* * If a variable is a member of an interface block with an
* instance name, it is enumerated as "BlockName.Member", where
* "BlockName" is the name of the interface block (not the
* instance name) and "Member" is the name of the variable.
*
* For example, in the following code:
*
* uniform Block1 {
* int member1;
* };
* uniform Block2 {
* int member2;
* } instance2;
* uniform Block3 {
* int member3;
* } instance3[2]; // uses two separate buffer bindings
*
* the three uniforms (if active) are enumerated as "member1",
* "Block2.member2", and "Block3.member3"."
*
* Note that in the last example, with an array of ubo, only one
* uniform is generated. For that reason, while unrolling the
* uniforms of a ubo, or the variables of a ssbo, we need to treat
* arrays of instance as a single block.
*/
const struct glsl_type *type = var->type;
if (state.var_is_in_block && glsl_type_is_array(type)) {
type = glsl_without_array(type);
}
struct type_tree_entry *type_tree =
build_type_tree_for_type(type);
state.current_type = type_tree;
int res = nir_link_uniform(ctx, prog, sh->Program, shader_type, type,
NULL, 0,
location,
&state);
free_type_tree(type_tree);
if (res == -1)
return false;
}
sh->Program->SamplersUsed = state.shader_samplers_used;
sh->shadow_samplers = state.shader_shadow_samplers;
sh->Program->info.num_textures = state.num_shader_samplers;
sh->Program->info.num_images = state.num_shader_images;
sh->num_uniform_components = state.num_shader_uniform_components;
sh->num_combined_uniform_components = sh->num_uniform_components;
}
prog->data->NumHiddenUniforms = state.num_hidden_uniforms;
prog->NumUniformRemapTable = state.max_uniform_location;
prog->data->NumUniformDataSlots = state.num_values;
nir_setup_uniform_remap_tables(ctx, prog);
gl_nir_set_uniform_initializers(ctx, prog);
return true;
}