/* * 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 "compiler/brw_nir.h" #include "compiler/glsl/ir_uniform.h" #include "brw_program.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, 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++] = BRW_PARAM_PARAMETER(index, swiz); } } } static void setup_vec4_image_param(uint32_t *params, uint32_t idx, unsigned offset, unsigned n) { assert(offset % sizeof(uint32_t) == 0); for (unsigned i = 0; i < n; ++i) params[i] = BRW_PARAM_IMAGE(idx, offset / sizeof(uint32_t) + i); for (unsigned i = n; i < 4; ++i) params[i] = BRW_PARAM_BUILTIN_ZERO; } static void brw_setup_image_uniform_values(gl_shader_stage stage, struct brw_stage_prog_data *stage_prog_data, unsigned param_start_index, const gl_uniform_storage *storage) { uint32_t *param = &stage_prog_data->param[param_start_index]; for (unsigned i = 0; i < MAX2(storage->array_elements, 1); i++) { const unsigned image_idx = storage->opaque[stage].index + i; /* Upload the brw_image_param structure. The order is expected to match * the BRW_IMAGE_PARAM_*_OFFSET defines. */ setup_vec4_image_param(param + BRW_IMAGE_PARAM_SURFACE_IDX_OFFSET, image_idx, offsetof(brw_image_param, surface_idx), 1); setup_vec4_image_param(param + BRW_IMAGE_PARAM_OFFSET_OFFSET, image_idx, offsetof(brw_image_param, offset), 2); setup_vec4_image_param(param + BRW_IMAGE_PARAM_SIZE_OFFSET, image_idx, offsetof(brw_image_param, size), 3); setup_vec4_image_param(param + BRW_IMAGE_PARAM_STRIDE_OFFSET, image_idx, offsetof(brw_image_param, stride), 4); setup_vec4_image_param(param + BRW_IMAGE_PARAM_TILING_OFFSET, image_idx, offsetof(brw_image_param, tiling), 3); setup_vec4_image_param(param + BRW_IMAGE_PARAM_SWIZZLING_OFFSET, image_idx, offsetof(brw_image_param, swizzling), 2); param += BRW_IMAGE_PARAM_SIZE; brw_mark_surface_used( stage_prog_data, stage_prog_data->binding_table.image_start + image_idx); } } static unsigned count_uniform_storage_slots(const struct glsl_type *type) { /* gl_uniform_storage can cope with one level of array, so if the * type is a composite type or an array where each element occupies * more than one slot than we need to recursively process it. */ if (glsl_type_is_struct(type)) { unsigned location_count = 0; for (unsigned i = 0; i < glsl_get_length(type); i++) { const struct glsl_type *field_type = glsl_get_struct_field(type, i); location_count += count_uniform_storage_slots(field_type); } return location_count; } if (glsl_type_is_array(type)) { const struct glsl_type *element_type = glsl_get_array_element(type); if (glsl_type_is_array(element_type) || glsl_type_is_struct(element_type)) { unsigned element_count = count_uniform_storage_slots(element_type); return element_count * glsl_get_length(type); } } return 1; } static void brw_nir_setup_glsl_uniform(gl_shader_stage stage, nir_variable *var, const struct gl_program *prog, struct brw_stage_prog_data *stage_prog_data, bool is_scalar) { /* 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 that matches the * range of slots covered by this variable. */ unsigned uniform_index = var->data.driver_location / 4; unsigned num_slots = count_uniform_storage_slots(var->type); for (unsigned u = 0; u < num_slots; u++) { struct gl_uniform_storage *storage = &prog->sh.data->UniformStorage[var->data.location + u]; if (storage->builtin || storage->type->is_sampler()) 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; unsigned max_vector_size = 4; if (storage->type->base_type == GLSL_TYPE_DOUBLE || storage->type->base_type == GLSL_TYPE_UINT64 || storage->type->base_type == GLSL_TYPE_INT64) { vector_size *= 2; if (vector_size > 4) max_vector_size = 8; } for (unsigned s = 0; s < vector_count; s++) { unsigned i; for (i = 0; i < vector_size; i++) { uint32_t idx = components - prog->sh.data->UniformDataSlots; stage_prog_data->param[uniform_index++] = BRW_PARAM_UNIFORM(idx); components++; } if (!is_scalar) { /* Pad out with zeros if needed (only needed for vec4) */ for (; i < max_vector_size; i++) { stage_prog_data->param[uniform_index++] = BRW_PARAM_BUILTIN_ZERO; } } } } } } void brw_nir_setup_glsl_uniforms(void *mem_ctx, nir_shader *shader, const struct gl_program *prog, struct brw_stage_prog_data *stage_prog_data, bool is_scalar) { unsigned nr_params = shader->num_uniforms / 4; stage_prog_data->nr_params = nr_params; stage_prog_data->param = rzalloc_array(mem_ctx, uint32_t, nr_params); 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 (var->num_state_slots > 0) { brw_nir_setup_glsl_builtin_uniform(var, prog, stage_prog_data, is_scalar); } else { brw_nir_setup_glsl_uniform(shader->info.stage, var, prog, stage_prog_data, is_scalar); } } } void brw_nir_setup_arb_uniforms(void *mem_ctx, nir_shader *shader, struct gl_program *prog, struct brw_stage_prog_data *stage_prog_data) { struct gl_program_parameter_list *plist = prog->Parameters; unsigned nr_params = plist->NumParameters * 4; stage_prog_data->nr_params = nr_params; stage_prog_data->param = rzalloc_array(mem_ctx, uint32_t, nr_params); /* For ARB programs, prog_to_nir generates a single "parameters" variable * for all uniform data. nir_lower_wpos_ytransform may also create an * additional variable. */ assert(shader->uniforms.length() <= 2); 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] = BRW_PARAM_PARAMETER(p, i); for (; i < 4; i++) stage_prog_data->param[4 * p + i] = BRW_PARAM_BUILTIN_ZERO; } } void brw_nir_lower_patch_vertices_in_to_uniform(nir_shader *nir) { nir_foreach_variable_safe(var, &nir->system_values) { if (var->data.location != SYSTEM_VALUE_VERTICES_IN) continue; gl_state_index16 tokens[STATE_LENGTH] = { STATE_INTERNAL, nir->info.stage == MESA_SHADER_TESS_CTRL ? (gl_state_index16)STATE_TCS_PATCH_VERTICES_IN : (gl_state_index16)STATE_TES_PATCH_VERTICES_IN, }; var->num_state_slots = 1; var->state_slots = ralloc_array(var, nir_state_slot, var->num_state_slots); memcpy(var->state_slots[0].tokens, tokens, sizeof(tokens)); var->state_slots[0].swizzle = SWIZZLE_XXXX; var->data.mode = nir_var_uniform; var->data.location = -1; exec_node_remove(&var->node); exec_list_push_tail(&nir->uniforms, &var->node); } nir_fixup_deref_modes(nir); }