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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.h
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.h')
-rw-r--r--src/glsl/ir.h10
1 files changed, 9 insertions, 1 deletions
diff --git a/src/glsl/ir.h b/src/glsl/ir.h
index f019837d5f7..89c516c877d 100644
--- a/src/glsl/ir.h
+++ b/src/glsl/ir.h
@@ -1018,9 +1018,17 @@ enum ir_expression_operation {
ir_binop_pow,
/**
+ * Load a value the size of a given GLSL type from a uniform block.
+ *
+ * operand0 is the ir_constant uniform block index in the linked shader.
+ * operand1 is a byte offset within the uniform block.
+ */
+ ir_binop_ubo_load,
+
+ /**
* A sentinel marking the last of the binary operations.
*/
- ir_last_binop = ir_binop_pow,
+ ir_last_binop = ir_binop_ubo_load,
ir_quadop_vector,