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/*
* 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;
unsigned max_vector_size = 4;
if (storage->type->base_type == GLSL_TYPE_DOUBLE) {
vector_size *= 2;
max_vector_size *= 2;
}
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 < max_vector_size; 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;
/* 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] = &plist->ParameterValues[p][i];
}
for (; i < 4; i++) {
static const gl_constant_value zero = { 0.0 };
stage_prog_data->param[4 * p + i] = &zero;
}
}
}
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