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-rw-r--r--src/mesa/drivers/dri/i965/brw_fs.cpp71
1 files changed, 70 insertions, 1 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp b/src/mesa/drivers/dri/i965/brw_fs.cpp
index 4f5ca4e9fe6..2ecacb56464 100644
--- a/src/mesa/drivers/dri/i965/brw_fs.cpp
+++ b/src/mesa/drivers/dri/i965/brw_fs.cpp
@@ -31,6 +31,7 @@ extern "C" {
#include "main/macros.h"
#include "main/shaderobj.h"
+#include "main/uniforms.h"
#include "program/prog_parameter.h"
#include "program/prog_print.h"
#include "program/prog_optimize.h"
@@ -461,6 +462,7 @@ public:
struct brw_reg interp_reg(int location, int channel);
int setup_uniform_values(int loc, const glsl_type *type);
+ void setup_builtin_uniform_values(ir_variable *ir);
struct brw_context *brw;
const struct gl_fragment_program *fp;
@@ -607,6 +609,69 @@ fs_visitor::setup_uniform_values(int loc, const glsl_type *type)
}
}
+
+/* Our support for builtin uniforms is even scarier than non-builtin.
+ * It sits on top of the PROG_STATE_VAR parameters that are
+ * automatically updated from GL context state.
+ */
+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) {
+ this->fail = true;
+ printf("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;
+ }
+
+ /* 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);
+ float *vec_values = this->fp->Base.Parameters->ParameterValues[index];
+
+ /* Add each of the unique swizzles of the element as a
+ * parameter. This'll end up matching the expected layout of
+ * the array/matrix/structure we're trying to fill in.
+ */
+ int last_swiz = -1;
+ for (unsigned int i = 0; i < 4; i++) {
+ int this_swiz = GET_SWZ(element->swizzle, i);
+ if (this_swiz == last_swiz)
+ break;
+ last_swiz = this_swiz;
+
+ c->prog_data.param[c->prog_data.nr_params++] = &vec_values[i];
+ }
+ }
+ }
+}
+
void
fs_visitor::emit_fragcoord_interpolation(ir_variable *ir)
{
@@ -751,7 +816,11 @@ fs_visitor::visit(ir_variable *ir)
if (ir->mode == ir_var_uniform) {
int param_index = c->prog_data.nr_params;
- setup_uniform_values(ir->location, ir->type);
+ if (!strncmp(ir->name, "gl_", 3)) {
+ setup_builtin_uniform_values(ir);
+ } else {
+ setup_uniform_values(ir->location, ir->type);
+ }
reg = new(this->mem_ctx) fs_reg(UNIFORM, param_index);
}