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24 #include "brw_shader.h"
27 #include "glsl/ir_uniform.h"
30 brw_nir_setup_glsl_builtin_uniform(nir_variable
*var
,
31 const struct gl_program
*prog
,
32 struct brw_stage_prog_data
*stage_prog_data
,
33 unsigned comps_per_unit
)
35 const nir_state_slot
*const slots
= var
->state_slots
;
36 assert(var
->state_slots
!= NULL
);
38 unsigned uniform_index
= var
->data
.driver_location
* comps_per_unit
;
39 for (unsigned int i
= 0; i
< var
->num_state_slots
; i
++) {
40 /* This state reference has already been setup by ir_to_mesa, but we'll
41 * get the same index back here.
43 int index
= _mesa_add_state_reference(prog
->Parameters
,
44 (gl_state_index
*)slots
[i
].tokens
);
46 /* Add each of the unique swizzles of the element as a parameter.
47 * This'll end up matching the expected layout of the
48 * array/matrix/structure we're trying to fill in.
51 for (unsigned j
= 0; j
< 4; j
++) {
52 int swiz
= GET_SWZ(slots
[i
].swizzle
, j
);
54 /* If we hit a pair of identical swizzles, this means we've hit the
55 * end of the builtin variable. In scalar mode, we should just quit
56 * and move on to the next one. In vec4, we need to continue and pad
57 * it out to 4 components.
59 if (swiz
== last_swiz
&& comps_per_unit
== 1)
64 stage_prog_data
->param
[uniform_index
++] =
65 &prog
->Parameters
->ParameterValues
[index
][swiz
];
71 brw_nir_setup_glsl_uniform(gl_shader_stage stage
, nir_variable
*var
,
72 struct gl_shader_program
*shader_prog
,
73 struct brw_stage_prog_data
*stage_prog_data
,
74 unsigned comps_per_unit
)
76 int namelen
= strlen(var
->name
);
78 /* The data for our (non-builtin) uniforms is stored in a series of
79 * gl_uniform_driver_storage structs for each subcomponent that
80 * glGetUniformLocation() could name. We know it's been set up in the same
81 * order we'd walk the type, so walk the list of storage and find anything
82 * with our name, or the prefix of a component that starts with our name.
84 unsigned uniform_index
= var
->data
.driver_location
* comps_per_unit
;
85 for (unsigned u
= 0; u
< shader_prog
->NumUniformStorage
; u
++) {
86 struct gl_uniform_storage
*storage
= &shader_prog
->UniformStorage
[u
];
91 if (strncmp(var
->name
, storage
->name
, namelen
) != 0 ||
92 (storage
->name
[namelen
] != 0 &&
93 storage
->name
[namelen
] != '.' &&
94 storage
->name
[namelen
] != '[')) {
98 if (storage
->type
->is_image()) {
99 brw_setup_image_uniform_values(stage
, stage_prog_data
,
100 uniform_index
, storage
);
102 gl_constant_value
*components
= storage
->storage
;
103 unsigned vector_count
= (MAX2(storage
->array_elements
, 1) *
104 storage
->type
->matrix_columns
);
105 unsigned vector_size
= storage
->type
->vector_elements
;
107 for (unsigned s
= 0; s
< vector_count
; s
++) {
109 for (i
= 0; i
< vector_size
; i
++) {
110 stage_prog_data
->param
[uniform_index
++] = components
++;
113 /* Pad out with zeros if needed (only needed for vec4) */
114 for (; i
< comps_per_unit
; i
++) {
115 static const gl_constant_value zero
= { 0.0 };
116 stage_prog_data
->param
[uniform_index
++] = &zero
;
124 brw_nir_setup_glsl_uniforms(nir_shader
*shader
,
125 struct gl_shader_program
*shader_prog
,
126 const struct gl_program
*prog
,
127 struct brw_stage_prog_data
*stage_prog_data
,
130 unsigned comps_per_unit
= is_scalar
? 1 : 4;
132 foreach_list_typed(nir_variable
, var
, node
, &shader
->uniforms
) {
133 /* UBO's, atomics and samplers don't take up space in the
135 if (var
->interface_type
!= NULL
|| var
->type
->contains_atomic())
138 if (strncmp(var
->name
, "gl_", 3) == 0) {
139 brw_nir_setup_glsl_builtin_uniform(var
, prog
, stage_prog_data
,
142 brw_nir_setup_glsl_uniform(shader
->stage
, var
, shader_prog
,
143 stage_prog_data
, comps_per_unit
);
149 brw_nir_setup_arb_uniforms(nir_shader
*shader
, struct gl_program
*prog
,
150 struct brw_stage_prog_data
*stage_prog_data
)
152 struct gl_program_parameter_list
*plist
= prog
->Parameters
;
155 if (!shader
->uniforms
.is_empty()) {
156 /* For ARB programs, only a single "parameters" variable is generated to
157 * support uniform data.
159 assert(shader
->uniforms
.length() == 1);
160 nir_variable
*var
= (nir_variable
*) shader
->uniforms
.get_head();
161 assert(strcmp(var
->name
, "parameters") == 0);
162 assert(var
->type
->array_size() == (int)plist
->NumParameters
);
166 for (unsigned p
= 0; p
< plist
->NumParameters
; p
++) {
167 /* Parameters should be either vec4 uniforms or single component
168 * constants; matrices and other larger types should have been broken
171 assert(plist
->Parameters
[p
].Size
<= 4);
174 for (i
= 0; i
< plist
->Parameters
[p
].Size
; i
++) {
175 stage_prog_data
->param
[4 * p
+ i
] = &plist
->ParameterValues
[p
][i
];
178 static const gl_constant_value zero
= { 0.0 };
179 stage_prog_data
->param
[4 * p
+ i
] = &zero
;