--- /dev/null
+/*
+ * Copyright © 2018 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#include "nir.h"
+#include "gl_nir_linker.h"
+#include "compiler/glsl/ir_uniform.h" /* for gl_uniform_storage */
+#include "main/context.h"
+#include "main/mtypes.h"
+
+struct set_opaque_binding_closure {
+ struct gl_shader_program *shader_prog;
+ struct gl_program *prog;
+ const nir_variable *var;
+ int binding;
+ int location;
+};
+
+static void
+set_opaque_binding(struct set_opaque_binding_closure *data,
+ const struct glsl_type *type)
+{
+ if (glsl_type_is_array(type) &&
+ glsl_type_is_array(glsl_get_array_element(type))) {
+ const struct glsl_type *element_type = glsl_get_array_element(type);
+
+ for (unsigned int i = 0; i < glsl_get_length(type); i++)
+ set_opaque_binding(data, element_type);
+
+ return;
+ }
+
+ if (data->location < 0 ||
+ data->location >= data->prog->sh.data->NumUniformStorage)
+ return;
+
+ struct gl_uniform_storage *storage =
+ data->prog->sh.data->UniformStorage + data->location++;
+
+ const unsigned elements = MAX2(storage->array_elements, 1);
+
+ for (unsigned int i = 0; i < elements; i++)
+ storage->storage[i].i = data->binding++;
+
+ for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
+ struct gl_linked_shader *shader = data->shader_prog->_LinkedShaders[sh];
+
+ if (!shader)
+ continue;
+ if (!storage->opaque[sh].active)
+ continue;
+
+ if (glsl_type_is_sampler(storage->type)) {
+ for (unsigned i = 0; i < elements; i++) {
+ const unsigned index = storage->opaque[sh].index + i;
+
+ if (storage->is_bindless) {
+ if (index >= shader->Program->sh.NumBindlessSamplers)
+ break;
+ shader->Program->sh.BindlessSamplers[index].unit =
+ storage->storage[i].i;
+ shader->Program->sh.BindlessSamplers[index].bound = true;
+ shader->Program->sh.HasBoundBindlessSampler = true;
+ } else {
+ if (index >= ARRAY_SIZE(shader->Program->SamplerUnits))
+ break;
+ shader->Program->SamplerUnits[index] =
+ storage->storage[i].i;
+ }
+ }
+ } else if (glsl_type_is_image(type)) {
+ for (unsigned i = 0; i < elements; i++) {
+ const unsigned index = storage->opaque[sh].index + i;
+
+ if (storage->is_bindless) {
+ if (index >= shader->Program->sh.NumBindlessImages)
+ break;
+ shader->Program->sh.BindlessImages[index].unit =
+ storage->storage[i].i;
+ shader->Program->sh.BindlessImages[index].bound = true;
+ shader->Program->sh.HasBoundBindlessImage = true;
+ } else {
+ if (index >= ARRAY_SIZE(shader->Program->sh.ImageUnits))
+ break;
+ shader->Program->sh.ImageUnits[index] =
+ storage->storage[i].i;
+ }
+ }
+ }
+ }
+}
+
+static void
+copy_constant_to_storage(union gl_constant_value *storage,
+ const nir_constant *val,
+ const struct glsl_type *type,
+ unsigned int boolean_true)
+{
+ const enum glsl_base_type base_type = glsl_get_base_type(type);
+ const unsigned n_columns = glsl_get_matrix_columns(type);
+ const unsigned n_rows = glsl_get_vector_elements(type);
+ int i = 0;
+
+ for (unsigned int column = 0; column < n_columns; column++) {
+ for (unsigned int row = 0; row < n_rows; row++) {
+ switch (base_type) {
+ case GLSL_TYPE_UINT:
+ storage[i].u = val->values[column].u32[row];
+ break;
+ case GLSL_TYPE_INT:
+ case GLSL_TYPE_SAMPLER:
+ storage[i].i = val->values[column].i32[row];
+ break;
+ case GLSL_TYPE_FLOAT:
+ storage[i].f = val->values[column].f32[row];
+ break;
+ case GLSL_TYPE_DOUBLE:
+ case GLSL_TYPE_UINT64:
+ case GLSL_TYPE_INT64:
+ /* XXX need to check on big-endian */
+ memcpy(&storage[i * 2].u,
+ &val->values[column].f64[row],
+ sizeof(double));
+ break;
+ case GLSL_TYPE_BOOL:
+ storage[i].b = val->values[column].u32[row] ? boolean_true : 0;
+ break;
+ case GLSL_TYPE_ARRAY:
+ case GLSL_TYPE_STRUCT:
+ case GLSL_TYPE_IMAGE:
+ case GLSL_TYPE_ATOMIC_UINT:
+ case GLSL_TYPE_INTERFACE:
+ case GLSL_TYPE_VOID:
+ case GLSL_TYPE_SUBROUTINE:
+ case GLSL_TYPE_FUNCTION:
+ case GLSL_TYPE_ERROR:
+ case GLSL_TYPE_UINT16:
+ case GLSL_TYPE_INT16:
+ case GLSL_TYPE_UINT8:
+ case GLSL_TYPE_INT8:
+ case GLSL_TYPE_FLOAT16:
+ /* All other types should have already been filtered by other
+ * paths in the caller.
+ */
+ assert(!"Should not get here.");
+ break;
+ }
+ i++;
+ }
+ }
+}
+
+struct set_uniform_initializer_closure {
+ struct gl_shader_program *shader_prog;
+ struct gl_program *prog;
+ const nir_variable *var;
+ int location;
+ unsigned int boolean_true;
+};
+
+static void
+set_uniform_initializer(struct set_uniform_initializer_closure *data,
+ const struct glsl_type *type,
+ const nir_constant *val)
+{
+ const struct glsl_type *t_without_array = glsl_without_array(type);
+
+ if (glsl_type_is_struct(type)) {
+ for (unsigned int i = 0; i < glsl_get_length(type); i++) {
+ const struct glsl_type *field_type = glsl_get_struct_field(type, i);
+ set_uniform_initializer(data, field_type, val->elements[i]);
+ }
+ return;
+ }
+
+ if (glsl_type_is_struct(t_without_array) ||
+ (glsl_type_is_array(type) &&
+ glsl_type_is_array(glsl_get_array_element(type)))) {
+ const struct glsl_type *element_type = glsl_get_array_element(type);
+
+ for (unsigned int i = 0; i < glsl_get_length(type); i++)
+ set_uniform_initializer(data, element_type, val->elements[i]);
+
+ return;
+ }
+
+ if (data->location < 0 ||
+ data->location >= data->prog->sh.data->NumUniformStorage)
+ return;
+
+ struct gl_uniform_storage *storage =
+ data->prog->sh.data->UniformStorage + data->location++;
+
+ if (glsl_type_is_array(type)) {
+ const struct glsl_type *element_type = glsl_get_array_element(type);
+ const enum glsl_base_type base_type = glsl_get_base_type(element_type);
+ const unsigned int elements = glsl_get_components(element_type);
+ unsigned int idx = 0;
+ unsigned dmul = glsl_base_type_is_64bit(base_type) ? 2 : 1;
+
+ assert(glsl_get_length(type) >= storage->array_elements);
+ for (unsigned int i = 0; i < storage->array_elements; i++) {
+ copy_constant_to_storage(&storage->storage[idx],
+ val->elements[i],
+ element_type,
+ data->boolean_true);
+
+ idx += elements * dmul;
+ }
+ } else {
+ copy_constant_to_storage(storage->storage,
+ val,
+ type,
+ data->boolean_true);
+
+ if (glsl_type_is_sampler(storage->type)) {
+ for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
+ struct gl_linked_shader *shader =
+ data->shader_prog->_LinkedShaders[sh];
+
+ if (shader && storage->opaque[sh].active) {
+ unsigned index = storage->opaque[sh].index;
+
+ shader->Program->SamplerUnits[index] = storage->storage[0].i;
+ }
+ }
+ }
+ }
+}
+
+void
+gl_nir_set_uniform_initializers(struct gl_context *ctx,
+ struct gl_shader_program *prog)
+{
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_linked_shader *sh = prog->_LinkedShaders[i];
+ if (!sh)
+ continue;
+
+ nir_shader *nir = sh->Program->nir;
+ assert(nir);
+
+ nir_foreach_variable(var, &nir->uniforms) {
+ if (var->constant_initializer) {
+ struct set_uniform_initializer_closure data = {
+ .shader_prog = prog,
+ .prog = sh->Program,
+ .var = var,
+ .location = var->data.location,
+ .boolean_true = ctx->Const.UniformBooleanTrue
+ };
+ set_uniform_initializer(&data,
+ var->type,
+ var->constant_initializer);
+ } else if (var->data.explicit_binding) {
+ const struct glsl_type *without_array =
+ glsl_without_array(var->type);
+
+ if (glsl_type_is_sampler(without_array) ||
+ glsl_type_is_image(without_array)) {
+ struct set_opaque_binding_closure data = {
+ .shader_prog = prog,
+ .prog = sh->Program,
+ .var = var,
+ .binding = var->data.binding,
+ .location = var->data.location
+ };
+ set_opaque_binding(&data, var->type);
+ }
+ }
+ }
+ }
+}