diff options
author | Eric Anholt <[email protected]> | 2010-08-24 14:27:27 -0700 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2010-08-25 12:38:26 -0700 |
commit | 0924ba0c3496160a134d37cec800f902ae805b9c (patch) | |
tree | 31dd640618e6aac096ed9c1ae5f18fda23297415 /src/mesa | |
parent | 45388b5467d66a887e9c76b66ae126ec07d4125a (diff) |
ir_to_mesa: Convert this code to using linker.cpp's uniform locations.
Fixes: glsl-fs-uniform-array-4.
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/program/ir_to_mesa.cpp | 199 | ||||
-rw-r--r-- | src/mesa/program/prog_uniform.h | 5 |
2 files changed, 77 insertions, 127 deletions
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp index 4429b7468d9..4a4278eb1a9 100644 --- a/src/mesa/program/ir_to_mesa.cpp +++ b/src/mesa/program/ir_to_mesa.cpp @@ -260,13 +260,6 @@ public: GLboolean try_emit_mad(ir_expression *ir, int mul_operand); - int add_uniform(const char *name, - const glsl_type *type); - void add_aggregate_uniform(ir_instruction *ir, - const char *name, - const struct glsl_type *type, - struct ir_to_mesa_dst_reg temp); - struct hash_table *sampler_map; void set_sampler_location(ir_variable *sampler, int location); @@ -522,10 +515,10 @@ type_size(const struct glsl_type *type) } return size; case GLSL_TYPE_SAMPLER: - /* Samplers take up no register space, since they're baked in at - * link time. + /* Samplers take up one slot in UNIFORMS[], but they're baked in + * at link time. */ - return 0; + return 1; default: assert(0); return 0; @@ -1290,7 +1283,6 @@ get_builtin_matrix_ref(void *mem_ctx, struct gl_program *prog, ir_variable *var, tokens[1] = 0; /* unused array index */ base_pos = add_matrix_ref(prog, tokens); } - tokens[4] = matrices[i].modifier; entry = new(mem_ctx) variable_storage(var, PROGRAM_STATE_VAR, @@ -1303,76 +1295,10 @@ get_builtin_matrix_ref(void *mem_ctx, struct gl_program *prog, ir_variable *var, return NULL; } -int -ir_to_mesa_visitor::add_uniform(const char *name, - const glsl_type *type) -{ - int len; - - if (type->is_vector() || - type->is_scalar()) { - len = type->vector_elements; - } else { - len = type_size(type) * 4; - } - - int loc = _mesa_add_uniform(this->prog->Parameters, - name, - len, - type->gl_type, - NULL); - - return loc; -} - -/* Recursively add all the members of the aggregate uniform as uniform names - * to Mesa, moving those uniforms to our structured temporary. - */ -void -ir_to_mesa_visitor::add_aggregate_uniform(ir_instruction *ir, - const char *name, - const struct glsl_type *type, - struct ir_to_mesa_dst_reg temp) -{ - int loc; - - if (type->is_record()) { - void *mem_ctx = talloc_new(NULL); - - for (unsigned int i = 0; i < type->length; i++) { - const glsl_type *field_type = type->fields.structure[i].type; - - add_aggregate_uniform(ir, - talloc_asprintf(mem_ctx, "%s.%s", name, - type->fields.structure[i].name), - field_type, temp); - temp.index += type_size(field_type); - } - - talloc_free(mem_ctx); - - return; - } - - assert(type->is_vector() || type->is_scalar() || !"FINISHME: other types"); - - loc = add_uniform(name, type); - - ir_to_mesa_src_reg uniform(PROGRAM_UNIFORM, loc, type); - - for (int i = 0; i < type_size(type); i++) { - ir_to_mesa_emit_op1(ir, OPCODE_MOV, temp, uniform); - temp.index++; - uniform.index++; - } -} - - void ir_to_mesa_visitor::visit(ir_dereference_variable *ir) { variable_storage *entry = find_variable_storage(ir->var); - unsigned int loc; if (!entry) { switch (ir->var->mode) { @@ -1382,7 +1308,6 @@ ir_to_mesa_visitor::visit(ir_dereference_variable *ir) if (entry) break; - /* FINISHME: Fix up uniform name for arrays and things */ if (ir->var->type->base_type == GLSL_TYPE_SAMPLER || (ir->var->type->base_type == GLSL_TYPE_ARRAY && ir->var->type->fields.array->base_type == GLSL_TYPE_SAMPLER)) { @@ -1404,30 +1329,8 @@ ir_to_mesa_visitor::visit(ir_dereference_variable *ir) break; } - assert(ir->var->type->gl_type != 0 && - ir->var->type->gl_type != GL_INVALID_ENUM); - - /* Oh, the joy of aggregate types in Mesa. Like constants, - * we can only really do vec4s. So, make a temp, chop the - * aggregate up into vec4s, and move those vec4s to the temp. - */ - if (ir->var->type->is_record()) { - ir_to_mesa_src_reg temp = get_temp(ir->var->type); - - entry = new(mem_ctx) variable_storage(ir->var, - temp.file, - temp.index); - this->variables.push_tail(entry); - - add_aggregate_uniform(ir->var, ir->var->name, ir->var->type, - ir_to_mesa_dst_reg_from_src(temp)); - break; - } - - loc = add_uniform(ir->var->name, - ir->var->type); - - entry = new(mem_ctx) variable_storage(ir->var, PROGRAM_UNIFORM, loc); + entry = new(mem_ctx) variable_storage(ir->var, PROGRAM_UNIFORM, + ir->var->location); this->variables.push_tail(entry); break; case ir_var_in: @@ -2338,25 +2241,81 @@ count_resources(struct gl_program *prog) _mesa_update_shader_textures_used(prog); } -/* Each stage has some uniforms in its Parameters list. The Uniforms - * list for the linked shader program has a pointer to these uniforms - * in each of the stage's Parameters list, so that their values can be - * updated when a uniform is set. +/* Add the uniforms to the parameters. The linker chose locations + * in our parameters lists (which weren't created yet), which the + * uniforms code will use to poke values into our parameters list + * when uniforms are updated. */ static void -link_uniforms_to_shared_uniform_list(struct gl_uniform_list *uniforms, - struct gl_program *prog) +add_uniforms_to_parameters_list(struct gl_shader_program *shader_program, + struct gl_shader *shader, + struct gl_program *prog) { unsigned int i; - for (i = 0; i < prog->Parameters->NumParameters; i++) { - const struct gl_program_parameter *p = prog->Parameters->Parameters + i; + for (i = 0; i < shader_program->Uniforms->NumUniforms; i++) { + struct gl_uniform *uniform = shader_program->Uniforms->Uniforms + i; + const glsl_type *type = uniform->Type; + unsigned int size; + int parameter_index = -1; + + switch (shader->Type) { + case GL_VERTEX_SHADER: + parameter_index = uniform->VertPos; + break; + case GL_FRAGMENT_SHADER: + parameter_index = uniform->FragPos; + break; + case GL_GEOMETRY_SHADER: + parameter_index = uniform->GeomPos; + break; + } + + /* Only add uniforms used in our target. */ + if (parameter_index == -1) + continue; + + if (type->is_vector() || + type->is_scalar()) { + size = type->vector_elements; + } else { + size = type_size(type) * 4; + } + + if (type->is_sampler() || + (type->is_array() && type->fields.array->is_sampler())) { + int array_length; - if (p->Type == PROGRAM_UNIFORM || p->Type == PROGRAM_SAMPLER) { - struct gl_uniform *uniform = - _mesa_append_uniform(uniforms, p->Name, prog->Target, i); - if (uniform) - uniform->Initialized = p->Initialized; + if (type->is_array()) + array_length = type->length; + else + array_length = 1; + + (void)_mesa_add_sampler(prog->Parameters, + uniform->Name, + type->gl_type, + array_length); + } else { + GLint index = _mesa_lookup_parameter_index(prog->Parameters, -1, + uniform->Name); + + if (index < 0) { + index = _mesa_add_parameter(prog->Parameters, PROGRAM_UNIFORM, + uniform->Name, size, type->gl_type, + NULL, NULL, 0x0); + + /* The location chosen in the Parameters list here (returned + * from _mesa_add_uniform) has to match what the linker chose. + */ + if (index != parameter_index) { + shader_program->InfoLog = + talloc_asprintf_append(shader_program->InfoLog, + "Allocation of uniform `%s' to target " + "failed (%d vs %d)\n", uniform->Name, + index, parameter_index); + shader_program->LinkStatus = false; + } + } } } } @@ -2498,6 +2457,8 @@ get_mesa_program(GLcontext *ctx, struct gl_shader_program *shader_program, v.ctx = ctx; v.prog = prog; + add_uniforms_to_parameters_list(shader_program, shader, prog); + /* Emit Mesa IR for main(). */ visit_exec_list(shader->ir, &v); v.ir_to_mesa_emit_op0(NULL, OPCODE_END); @@ -2676,8 +2637,6 @@ _mesa_ir_link_shader(GLcontext *ctx, struct gl_shader_program *prog) linked_prog = get_mesa_program(ctx, prog, prog->_LinkedShaders[i]); - link_uniforms_to_shared_uniform_list(prog->Uniforms, linked_prog); - switch (prog->_LinkedShaders[i]->Type) { case GL_VERTEX_SHADER: _mesa_reference_vertprog(ctx, &prog->VertexProgram, @@ -2801,12 +2760,6 @@ _mesa_glsl_link_shader(GLcontext *ctx, struct gl_shader_program *prog) if (prog->LinkStatus) { link_shaders(ctx, prog); - - /* We don't use the linker's uniforms list, and cook up our own at - * generate time. - */ - _mesa_free_uniform_list(prog->Uniforms); - prog->Uniforms = _mesa_new_uniform_list(); } if (prog->LinkStatus) { diff --git a/src/mesa/program/prog_uniform.h b/src/mesa/program/prog_uniform.h index 7988d534a7d..67f78006eac 100644 --- a/src/mesa/program/prog_uniform.h +++ b/src/mesa/program/prog_uniform.h @@ -51,10 +51,7 @@ struct gl_uniform GLint FragPos; GLint GeomPos; GLboolean Initialized; /**< For debug. Has this uniform been set? */ -#if 0 - GLenum DataType; /**< GL_FLOAT, GL_FLOAT_VEC2, etc */ - GLuint Size; /**< Number of components (1..4) */ -#endif + const struct glsl_type *Type; }; |