#include "nir.h"
#include "nir_builder.h"
-#include "program/hash_table.h"
#include "compiler/glsl/ir_uniform.h"
#include "main/compiler.h"
}
}
-static void
+static bool
lower_sampler(nir_tex_instr *instr, const struct gl_shader_program *shader_program,
- gl_shader_stage stage, nir_builder *builder)
+ gl_shader_stage stage, nir_builder *b)
{
if (instr->texture == NULL)
- return;
+ return false;
/* In GLSL, we only fill out the texture field. The sampler is inferred */
assert(instr->sampler == NULL);
unsigned array_elements = 1;
nir_ssa_def *indirect = NULL;
- builder->cursor = nir_before_instr(&instr->instr);
+ b->cursor = nir_before_instr(&instr->instr);
calc_sampler_offsets(&instr->texture->deref, instr, &array_elements,
- &indirect, builder, &location);
+ &indirect, b, &location);
if (indirect) {
+ assert(array_elements >= 1);
+ indirect = nir_umin(b, indirect, nir_imm_int(b, array_elements - 1));
+
/* First, we have to resize the array of texture sources */
nir_tex_src *new_srcs = rzalloc_array(instr, nir_tex_src,
instr->num_srcs + 2);
instr->texture_array_size = array_elements;
}
- if (location > shader_program->NumUniformStorage - 1 ||
- !shader_program->UniformStorage[location].opaque[stage].active) {
- assert(!"cannot return a sampler");
- return;
- }
+ assert(location < shader_program->data->NumUniformStorage &&
+ shader_program->data->UniformStorage[location].opaque[stage].active);
instr->texture_index +=
- shader_program->UniformStorage[location].opaque[stage].index;
+ shader_program->data->UniformStorage[location].opaque[stage].index;
instr->sampler_index = instr->texture_index;
instr->texture = NULL;
-}
-
-typedef struct {
- nir_builder builder;
- const struct gl_shader_program *shader_program;
- gl_shader_stage stage;
-} lower_state;
-
-static bool
-lower_block_cb(nir_block *block, void *_state)
-{
- lower_state *state = (lower_state *) _state;
-
- nir_foreach_instr(block, instr) {
- if (instr->type == nir_instr_type_tex) {
- nir_tex_instr *tex_instr = nir_instr_as_tex(instr);
- lower_sampler(tex_instr, state->shader_program, state->stage,
- &state->builder);
- }
- }
return true;
}
-static void
+static bool
lower_impl(nir_function_impl *impl, const struct gl_shader_program *shader_program,
gl_shader_stage stage)
{
- lower_state state;
-
- nir_builder_init(&state.builder, impl);
- state.shader_program = shader_program;
- state.stage = stage;
+ nir_builder b;
+ nir_builder_init(&b, impl);
+ bool progress = false;
+
+ nir_foreach_block(block, impl) {
+ nir_foreach_instr(instr, block) {
+ if (instr->type == nir_instr_type_tex)
+ progress |= lower_sampler(nir_instr_as_tex(instr),
+ shader_program, stage, &b);
+ }
+ }
- nir_foreach_block(impl, lower_block_cb, &state);
+ return progress;
}
-void
+bool
nir_lower_samplers(nir_shader *shader,
const struct gl_shader_program *shader_program)
{
- nir_foreach_function(shader, function) {
+ bool progress = false;
+
+ nir_foreach_function(function, shader) {
if (function->impl)
- lower_impl(function->impl, shader_program, shader->stage);
+ progress |= lower_impl(function->impl, shader_program, shader->stage);
}
+
+ return progress;
}