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authorIan Romanick <[email protected]>2011-01-25 10:41:20 -0800
committerIan Romanick <[email protected]>2011-03-29 13:21:08 -0700
commit89d81ab16c05818b290ed735c1343d3abde449bf (patch)
tree256104ebb7bdcc721ff0d70178047acb8c83ed21 /src/mesa
parent92e412e788931ad464125113a64eec8a8223cda3 (diff)
glsl: Calcluate Mesa state slots in front-end instead of back-end
This should be the last bit of infrastructure changes before generating GLSL IR for assembly shaders. This commit leaves some odd code formatting in ir_to_mesa and brw_fs. This was done to minimize whitespace changes / reindentation in some loops. The following commit will restore formatting sanity. Reviewed-by: Eric Anholt <[email protected]> Reviewed-by: Chad Versace <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/drivers/dri/i965/brw_fs.cpp37
-rw-r--r--src/mesa/program/ir_to_mesa.cpp56
2 files changed, 23 insertions, 70 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp b/src/mesa/drivers/dri/i965/brw_fs.cpp
index bdf05230032..cf05fb4ee86 100644
--- a/src/mesa/drivers/dri/i965/brw_fs.cpp
+++ b/src/mesa/drivers/dri/i965/brw_fs.cpp
@@ -399,41 +399,16 @@ fs_visitor::setup_uniform_values(int loc, const glsl_type *type)
void
fs_visitor::setup_builtin_uniform_values(ir_variable *ir)
{
- const struct gl_builtin_uniform_desc *statevar = NULL;
-
- for (unsigned int i = 0; _mesa_builtin_uniform_desc[i].name; i++) {
- statevar = &_mesa_builtin_uniform_desc[i];
- if (strcmp(ir->name, _mesa_builtin_uniform_desc[i].name) == 0)
- break;
- }
-
- if (!statevar->name) {
- fail("Failed to find builtin uniform `%s'\n", ir->name);
- return;
- }
-
- int array_count;
- if (ir->type->is_array()) {
- array_count = ir->type->length;
- } else {
- array_count = 1;
- }
-
- for (int a = 0; a < array_count; a++) {
- for (unsigned int i = 0; i < statevar->num_elements; i++) {
- struct gl_builtin_uniform_element *element = &statevar->elements[i];
- int tokens[STATE_LENGTH];
-
- memcpy(tokens, element->tokens, sizeof(element->tokens));
- if (ir->type->is_array()) {
- tokens[1] = a;
- }
+ const ir_state_slot *const slots = ir->state_slots;
+ assert(ir->state_slots != NULL);
+ {
+ for (unsigned int i = 0; i < ir->num_state_slots; i++) {
/* This state reference has already been setup by ir_to_mesa,
* but we'll get the same index back here.
*/
int index = _mesa_add_state_reference(this->fp->Base.Parameters,
- (gl_state_index *)tokens);
+ (gl_state_index *)slots[i].tokens);
/* Add each of the unique swizzles of the element as a
* parameter. This'll end up matching the expected layout of
@@ -441,7 +416,7 @@ fs_visitor::setup_builtin_uniform_values(ir_variable *ir)
*/
int last_swiz = -1;
for (unsigned int j = 0; j < 4; j++) {
- int swiz = GET_SWZ(element->swizzle, j);
+ int swiz = GET_SWZ(slots[i].swizzle, j);
if (swiz == last_swiz)
break;
last_swiz = swiz;
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index 17e0f9953f9..4cca2b72460 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -754,27 +754,8 @@ ir_to_mesa_visitor::visit(ir_variable *ir)
if (ir->mode == ir_var_uniform && strncmp(ir->name, "gl_", 3) == 0) {
unsigned int i;
- const struct gl_builtin_uniform_desc *statevar;
-
- for (i = 0; _mesa_builtin_uniform_desc[i].name; i++) {
- if (strcmp(ir->name, _mesa_builtin_uniform_desc[i].name) == 0)
- break;
- }
-
- if (!_mesa_builtin_uniform_desc[i].name) {
- fail_link(this->shader_program,
- "Failed to find builtin uniform `%s'\n", ir->name);
- return;
- }
-
- statevar = &_mesa_builtin_uniform_desc[i];
-
- int array_count;
- if (ir->type->is_array()) {
- array_count = ir->type->length;
- } else {
- array_count = 1;
- }
+ const ir_state_slot *const slots = ir->state_slots;
+ assert(ir->state_slots != NULL);
/* Check if this statevar's setup in the STATE file exactly
* matches how we'll want to reference it as a
@@ -782,21 +763,27 @@ ir_to_mesa_visitor::visit(ir_variable *ir)
* temporary storage and hope that it'll get copy-propagated
* out.
*/
- for (i = 0; i < statevar->num_elements; i++) {
- if (statevar->elements[i].swizzle != SWIZZLE_XYZW) {
+ for (i = 0; i < ir->num_state_slots; i++) {
+ if (slots[i].swizzle != SWIZZLE_XYZW) {
break;
}
}
struct variable_storage *storage;
ir_to_mesa_dst_reg dst;
- if (i == statevar->num_elements) {
+ if (i == ir->num_state_slots) {
/* We'll set the index later. */
storage = new(mem_ctx) variable_storage(ir, PROGRAM_STATE_VAR, -1);
this->variables.push_tail(storage);
dst = ir_to_mesa_undef_dst;
} else {
+ /* The variable_storage constructor allocates slots based on the size
+ * of the type. However, this had better match the number of state
+ * elements that we're going to copy into the new temporary.
+ */
+ assert(ir->num_state_slots == type_size(ir->type));
+
storage = new(mem_ctx) variable_storage(ir, PROGRAM_TEMPORARY,
this->next_temp);
this->variables.push_tail(storage);
@@ -808,29 +795,20 @@ ir_to_mesa_visitor::visit(ir_variable *ir)
}
- for (int a = 0; a < array_count; a++) {
- for (unsigned int i = 0; i < statevar->num_elements; i++) {
- struct gl_builtin_uniform_element *element = &statevar->elements[i];
- int tokens[STATE_LENGTH];
-
- memcpy(tokens, element->tokens, sizeof(element->tokens));
- if (ir->type->is_array()) {
- tokens[1] = a;
- }
-
+ {
+ for (unsigned int i = 0; i < ir->num_state_slots; i++) {
int index = _mesa_add_state_reference(this->prog->Parameters,
- (gl_state_index *)tokens);
+ (gl_state_index *)slots[i].tokens);
if (storage->file == PROGRAM_STATE_VAR) {
if (storage->index == -1) {
storage->index = index;
} else {
- assert(index ==
- (int)(storage->index + a * statevar->num_elements + i));
+ assert(index == storage->index + (int)i);
}
} else {
ir_to_mesa_src_reg src(PROGRAM_STATE_VAR, index, NULL);
- src.swizzle = element->swizzle;
+ src.swizzle = slots[i].swizzle;
ir_to_mesa_emit_op1(ir, OPCODE_MOV, dst, src);
/* even a float takes up a whole vec4 reg in a struct/array. */
dst.index++;
@@ -838,7 +816,7 @@ ir_to_mesa_visitor::visit(ir_variable *ir)
}
}
if (storage->file == PROGRAM_TEMPORARY &&
- dst.index != storage->index + type_size(ir->type)) {
+ dst.index != storage->index + ir->num_state_slots) {
fail_link(this->shader_program,
"failed to load builtin uniform `%s' (%d/%d regs loaded)\n",
ir->name, dst.index - storage->index,