+
+static void
+setup_vec4_uniform_value(const gl_constant_value **params,
+ const gl_constant_value *values,
+ unsigned n)
+{
+ static const gl_constant_value zero = { 0 };
+
+ for (unsigned i = 0; i < n; ++i)
+ params[i] = &values[i];
+
+ for (unsigned i = n; i < 4; ++i)
+ params[i] = &zero;
+}
+
+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)
+{
+ const gl_constant_value **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;
+ const brw_image_param *image_param =
+ &stage_prog_data->image_param[image_idx];
+
+ /* Upload the brw_image_param structure. The order is expected to match
+ * the BRW_IMAGE_PARAM_*_OFFSET defines.
+ */
+ setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_SURFACE_IDX_OFFSET,
+ (const gl_constant_value *)&image_param->surface_idx, 1);
+ setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_OFFSET_OFFSET,
+ (const gl_constant_value *)image_param->offset, 2);
+ setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_SIZE_OFFSET,
+ (const gl_constant_value *)image_param->size, 3);
+ setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_STRIDE_OFFSET,
+ (const gl_constant_value *)image_param->stride, 4);
+ setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_TILING_OFFSET,
+ (const gl_constant_value *)image_param->tiling, 3);
+ setup_vec4_uniform_value(param + BRW_IMAGE_PARAM_SWIZZLING_OFFSET,
+ (const gl_constant_value *)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);
+ }
+}
+
+/**
+ * Decide which set of clip planes should be used when clipping via
+ * gl_Position or gl_ClipVertex.
+ */
+gl_clip_plane *brw_select_clip_planes(struct gl_context *ctx)
+{
+ if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]) {
+ /* There is currently a GLSL vertex shader, so clip according to GLSL
+ * rules, which means compare gl_ClipVertex (or gl_Position, if
+ * gl_ClipVertex wasn't assigned) against the eye-coordinate clip planes
+ * that were stored in EyeUserPlane at the time the clip planes were
+ * specified.
+ */
+ return ctx->Transform.EyeUserPlane;
+ } else {
+ /* Either we are using fixed function or an ARB vertex program. In
+ * either case the clip planes are going to be compared against
+ * gl_Position (which is in clip coordinates) so we have to clip using
+ * _ClipUserPlane, which was transformed into clip coordinates by Mesa
+ * core.
+ */
+ return ctx->Transform._ClipUserPlane;
+ }
+}
+