* IN THE SOFTWARE.
*/
-#include "brw_shader.h"
-#include "brw_nir.h"
+#include "compiler/brw_nir.h"
#include "compiler/glsl/ir_uniform.h"
static void
}
}
+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;
+}
+
+static 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);
+ }
+}
+
static void
brw_nir_setup_glsl_uniform(gl_shader_stage stage, nir_variable *var,
- struct gl_shader_program *shader_prog,
+ const struct gl_program *prog,
struct brw_stage_prog_data *stage_prog_data,
bool is_scalar)
{
* 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->data->NumUniformStorage; u++) {
+ for (unsigned u = 0; u < prog->sh.data->NumUniformStorage; u++) {
struct gl_uniform_storage *storage =
- &shader_prog->data->UniformStorage[u];
+ &prog->sh.data->UniformStorage[u];
- if (storage->builtin)
+ if (storage->builtin || storage->type->is_sampler())
continue;
if (strncmp(var->name, storage->name, namelen) != 0 ||
storage->type->matrix_columns);
unsigned vector_size = storage->type->vector_elements;
unsigned max_vector_size = 4;
- if (storage->type->base_type == GLSL_TYPE_DOUBLE) {
+ if (storage->type->base_type == GLSL_TYPE_DOUBLE ||
+ storage->type->base_type == GLSL_TYPE_UINT64 ||
+ storage->type->base_type == GLSL_TYPE_INT64) {
vector_size *= 2;
if (vector_size > 4)
max_vector_size = 8;
}
void
-brw_nir_setup_glsl_uniforms(nir_shader *shader,
- struct gl_shader_program *shader_prog,
- const struct gl_program *prog,
+brw_nir_setup_glsl_uniforms(nir_shader *shader, const struct gl_program *prog,
struct brw_stage_prog_data *stage_prog_data,
bool is_scalar)
{
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);
+ brw_nir_setup_glsl_uniform(shader->stage, var, prog, stage_prog_data,
+ is_scalar);
}
}
}