/* * Copyright © 2015 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ #include "brw_shader.h" #include "brw_nir.h" #include "compiler/glsl/ir_uniform.h" static void brw_nir_setup_glsl_builtin_uniform(nir_variable *var, const struct gl_program *prog, struct brw_stage_prog_data *stage_prog_data, bool is_scalar) { const nir_state_slot *const slots = var->state_slots; assert(var->state_slots != NULL); unsigned uniform_index = var->data.driver_location / 4; for (unsigned int i = 0; i < var->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(prog->Parameters, (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 the * array/matrix/structure we're trying to fill in. */ int last_swiz = -1; for (unsigned j = 0; j < 4; j++) { int swiz = GET_SWZ(slots[i].swizzle, j); /* If we hit a pair of identical swizzles, this means we've hit the * end of the builtin variable. In scalar mode, we should just quit * and move on to the next one. In vec4, we need to continue and pad * it out to 4 components. */ if (swiz == last_swiz && is_scalar) break; last_swiz = swiz; stage_prog_data->param[uniform_index++] = &prog->Parameters->ParameterValues[index][swiz]; } } } static void brw_nir_setup_glsl_uniform(gl_shader_stage stage, nir_variable *var, struct gl_shader_program *shader_prog, struct brw_stage_prog_data *stage_prog_data, bool is_scalar) { int namelen = strlen(var->name); /* The data for our (non-builtin) uniforms is stored in a series of * gl_uniform_storage structs for each subcomponent that * glGetUniformLocation() could name. We know it's been set up in the same * order we'd walk the type, so walk the list of storage and find anything * with our name, or the prefix of a component that starts with our name. */ unsigned uniform_index = var->data.driver_location / 4; for (unsigned u = 0; u < shader_prog->NumUniformStorage; u++) { struct gl_uniform_storage *storage = &shader_prog->UniformStorage[u]; if (storage->builtin) continue; if (strncmp(var->name, storage->name, namelen) != 0 || (storage->name[namelen] != 0 && storage->name[namelen] != '.' && storage->name[namelen] != '[')) { continue; } if (storage->type->is_image()) { brw_setup_image_uniform_values(stage, stage_prog_data, uniform_index, storage); uniform_index += BRW_IMAGE_PARAM_SIZE * MAX2(storage->array_elements, 1); } else { gl_constant_value *components = storage->storage; unsigned vector_count = (MAX2(storage->array_elements, 1) * storage->type->matrix_columns); unsigned vector_size = storage->type->vector_elements; for (unsigned s = 0; s < vector_count; s++) { unsigned i; for (i = 0; i < vector_size; i++) { stage_prog_data->param[uniform_index++] = components++; } if (!is_scalar) { /* Pad out with zeros if needed (only needed for vec4) */ for (; i < 4; i++) { static const gl_constant_value zero = { 0.0 }; stage_prog_data->param[uniform_index++] = &zero; } } } } } } void brw_nir_setup_glsl_uniforms(nir_shader *shader, struct gl_shader_program *shader_prog, const struct gl_program *prog, struct brw_stage_prog_data *stage_prog_data, bool is_scalar) { nir_foreach_variable(var, &shader->uniforms) { /* UBO's, atomics and samplers don't take up space in the uniform file */ if (var->interface_type != NULL || var->type->contains_atomic()) continue; if (strncmp(var->name, "gl_", 3) == 0) { brw_nir_setup_glsl_builtin_uniform(var, prog, stage_prog_data, is_scalar); } else { brw_nir_setup_glsl_uniform(shader->stage, var, shader_prog, stage_prog_data, is_scalar); } } } void brw_nir_setup_arb_uniforms(nir_shader *shader, struct gl_program *prog, struct brw_stage_prog_data *stage_prog_data) { struct gl_program_parameter_list *plist = prog->Parameters; #ifndef NDEBUG if (!shader->uniforms.is_empty()) { /* For ARB programs, only a single "parameters" variable is generated to * support uniform data. */ assert(shader->uniforms.length() == 1); nir_variable *var = (nir_variable *) shader->uniforms.get_head(); assert(strcmp(var->name, "parameters") == 0); assert(var->type->array_size() == (int)plist->NumParameters); } #endif for (unsigned p = 0; p < plist->NumParameters; p++) { /* Parameters should be either vec4 uniforms or single component * constants; matrices and other larger types should have been broken * down earlier. */ assert(plist->Parameters[p].Size <= 4); unsigned i; for (i = 0; i < plist->Parameters[p].Size; i++) { stage_prog_data->param[4 * p + i] = &plist->ParameterValues[p][i]; } for (; i < 4; i++) { static const gl_constant_value zero = { 0.0 }; stage_prog_data->param[4 * p + i] = &zero; } } }