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authorEric Anholt <[email protected]>2012-07-09 15:52:53 -0700
committerEric Anholt <[email protected]>2012-08-07 11:47:49 -0700
commit2ea3ab14f2182978f471674c9dfce029d37f70a7 (patch)
tree43b8cc92126bea4c705e942c06390a060eaf5631 /src/glsl/ir.cpp
parent71ba6de342b88dcf8ed3aa347da157b7724230e7 (diff)
glsl: Add a "ubo_load" expression type for fetches from UBOs.
Drivers will probably want to be able to take UBO references in a shader like: uniform ubo1 { float a; float b; float c; float d; } void main() { gl_FragColor = vec4(a, b, c, d); } and generate a single aligned vec4 load out of the UBO. For intel, this involves recognizing the shared offset of the aligned loads and CSEing them out. Obviously that involves breaking things down to loads from an offset from a particular UBO first. Thus, the driver doesn't want to see variable_ref(ir_variable("a")), and even more so does it not want to see array_ref(record_ref(variable_ref(ir_variable("a")), "field1"), variable_ref(ir_variable("i"))). where a.field1[i] is a row_major matrix. Instead, we're going to make a lowering pass to break UBO references down to expressions that are obvious to codegen, and amenable to merging through CSE. v2: Fix some partial thoughts in the ir_binop comment (review by Kenneth) Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/glsl/ir.cpp')
-rw-r--r--src/glsl/ir.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/glsl/ir.cpp b/src/glsl/ir.cpp
index b0e38d820e6..f59cdd29ab8 100644
--- a/src/glsl/ir.cpp
+++ b/src/glsl/ir.cpp
@@ -480,6 +480,7 @@ static const char *const operator_strs[] = {
"min",
"max",
"pow",
+ "ubo_load",
"vector",
};