glsl: Add a "ubo_load" expression type for fetches from UBOs.
authorEric Anholt <eric@anholt.net>
Mon, 9 Jul 2012 22:52:53 +0000 (15:52 -0700)
committerEric Anholt <eric@anholt.net>
Tue, 7 Aug 2012 18:47:49 +0000 (11:47 -0700)
commit2ea3ab14f2182978f471674c9dfce029d37f70a7
tree43b8cc92126bea4c705e942c06390a060eaf5631
parent71ba6de342b88dcf8ed3aa347da157b7724230e7
glsl: Add a "ubo_load" expression type for fetches from UBOs.

Drivers will probably want to be able to take UBO references in a
shader like:

        uniform ubo1 {
                float a;
                float b;
                float c;
                float d;
        }

        void main() {
             gl_FragColor = vec4(a, b, c, d);
        }

and generate a single aligned vec4 load out of the UBO.  For intel,
this involves recognizing the shared offset of the aligned loads and
CSEing them out.  Obviously that involves breaking things down to
loads from an offset from a particular UBO first.  Thus, the driver
doesn't want to see

variable_ref(ir_variable("a")),

and even more so does it not want to see

array_ref(record_ref(variable_ref(ir_variable("a")),
          "field1"), variable_ref(ir_variable("i"))).

where a.field1[i] is a row_major matrix.

Instead, we're going to make a lowering pass to break UBO references
down to expressions that are obvious to codegen, and amenable to
merging through CSE.

v2: Fix some partial thoughts in the ir_binop comment (review by Kenneth)

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
src/glsl/ir.cpp
src/glsl/ir.h
src/glsl/ir_validate.cpp
src/mesa/drivers/dri/i965/brw_fs_channel_expressions.cpp
src/mesa/drivers/dri/i965/brw_fs_visitor.cpp
src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp
src/mesa/program/ir_to_mesa.cpp
src/mesa/state_tracker/st_glsl_to_tgsi.cpp