i965/fs: Handle instruction predication in SIMD lowering pass.
[mesa.git] / src / mesa / drivers / dri / i965 / brw_nir_uniforms.cpp
index f19d74610a191a9ad9ee60d43707de49cc3db3ce..b752ad5610b78a362e33c89f48de0eace3b54184 100644 (file)
 
 #include "brw_shader.h"
 #include "brw_nir.h"
-#include "glsl/ir.h"
-#include "glsl/ir_uniform.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,
-                                   unsigned comps_per_unit)
+                                   bool is_scalar)
 {
    const nir_state_slot *const slots = var->state_slots;
    assert(var->state_slots != NULL);
 
-   unsigned uniform_index = var->data.driver_location * comps_per_unit;
+   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.
@@ -56,7 +55,7 @@ brw_nir_setup_glsl_builtin_uniform(nir_variable *var,
           * and move on to the next one.  In vec4, we need to continue and pad
           * it out to 4 components.
           */
-         if (swiz == last_swiz && comps_per_unit == 1)
+         if (swiz == last_swiz && is_scalar)
             break;
 
          last_swiz = swiz;
@@ -71,17 +70,17 @@ 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,
-                           unsigned comps_per_unit)
+                           bool is_scalar)
 {
    int namelen = strlen(var->name);
 
    /* The data for our (non-builtin) uniforms is stored in a series of
-    * gl_uniform_driver_storage structs for each subcomponent that
+    * 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 * comps_per_unit;
+   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];
 
@@ -98,11 +97,18 @@ brw_nir_setup_glsl_uniform(gl_shader_stage stage, nir_variable *var,
       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;
@@ -110,10 +116,12 @@ brw_nir_setup_glsl_uniform(gl_shader_stage stage, nir_variable *var,
                stage_prog_data->param[uniform_index++] = components++;
             }
 
-            /* Pad out with zeros if needed (only needed for vec4) */
-            for (; i < comps_per_unit; i++) {
-               static const gl_constant_value zero = { 0.0 };
-               stage_prog_data->param[uniform_index++] = &zero;
+            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;
+               }
             }
          }
       }
@@ -127,9 +135,7 @@ brw_nir_setup_glsl_uniforms(nir_shader *shader,
                             struct brw_stage_prog_data *stage_prog_data,
                             bool is_scalar)
 {
-   unsigned comps_per_unit = is_scalar ? 1 : 4;
-
-   foreach_list_typed(nir_variable, var, node, &shader->uniforms) {
+   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())
@@ -137,10 +143,10 @@ brw_nir_setup_glsl_uniforms(nir_shader *shader,
 
       if (strncmp(var->name, "gl_", 3) == 0) {
          brw_nir_setup_glsl_builtin_uniform(var, prog, stage_prog_data,
-                                            comps_per_unit);
+                                            is_scalar);
       } else {
          brw_nir_setup_glsl_uniform(shader->stage, var, shader_prog,
-                                    stage_prog_data, comps_per_unit);
+                                    stage_prog_data, is_scalar);
       }
    }
 }
@@ -151,17 +157,11 @@ 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