i965/miptree: Replace is_lossless_compressed with mt->aux_usage checks
[mesa.git] / src / mesa / drivers / dri / i965 / brw_nir_uniforms.cpp
index f19d74610a191a9ad9ee60d43707de49cc3db3ce..f0bccac14ef3cce96113ec70dcb97c3ce21a5b70 100644 (file)
  * IN THE SOFTWARE.
  */
 
-#include "brw_shader.h"
-#include "brw_nir.h"
-#include "glsl/ir.h"
-#include "glsl/ir_uniform.h"
+#include "compiler/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,
-                                   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 +54,7 @@ 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;
@@ -67,25 +65,77 @@ brw_nir_setup_glsl_builtin_uniform(nir_variable *var,
    }
 }
 
+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,
-                           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;
-   for (unsigned u = 0; u < shader_prog->NumUniformStorage; u++) {
-      struct gl_uniform_storage *storage = &shader_prog->UniformStorage[u];
+   unsigned uniform_index = var->data.driver_location / 4;
+   for (unsigned u = 0; u < prog->sh.data->NumUniformStorage; u++) {
+      struct gl_uniform_storage *storage =
+         &prog->sh.data->UniformStorage[u];
 
-      if (storage->builtin)
+      if (storage->builtin || storage->type->is_sampler())
          continue;
 
       if (strncmp(var->name, storage->name, namelen) != 0 ||
@@ -98,11 +148,21 @@ 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 ||
+             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;
+         }
 
          for (unsigned s = 0; s < vector_count; s++) {
             unsigned i;
@@ -110,10 +170,12 @@ 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;
+               }
             }
          }
       }
@@ -121,15 +183,11 @@ brw_nir_setup_glsl_uniform(gl_shader_stage stage, nir_variable *var,
 }
 
 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)
 {
-   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 +195,10 @@ 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);
+         brw_nir_setup_glsl_uniform(shader->stage, var, prog, stage_prog_data,
+                                    is_scalar);
       }
    }
 }
@@ -151,17 +209,11 @@ 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