#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 gl_program_parameter_list *plist = prog->Parameters;
-#ifndef NDEBUG
- if (!shader->uniforms.is_empty()) {
- /* For ARB programs, only a single "parameters" variable is generated to
- * support uniform data.
- */
- assert(shader->uniforms.length() == 1);
- nir_variable *var = (nir_variable *) shader->uniforms.get_head();
- assert(strcmp(var->name, "parameters") == 0);
- assert(var->type->array_size() == (int)plist->NumParameters);
- }
-#endif
+ /* 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