return state.offset;
}
+static void
+create_params_array(struct anv_device *device,
+ struct gl_shader *shader,
+ struct brw_stage_prog_data *prog_data)
+{
+ unsigned num_client_params;
+ if (shader->num_uniform_components) {
+ /* If the shader uses any push constants at all, we'll just give
+ * them the maximum possible number
+ */
+ num_client_params = MAX_PUSH_CONSTANTS_SIZE / sizeof(float);
+ } else {
+ num_client_params = 0;
+ }
+
+ /* We'll need to add space here for images, texture rectangle, uniform
+ * offsets, etc.
+ */
+ unsigned num_driver_params = 0;
+
+ unsigned num_total_params = num_client_params + num_driver_params;
+
+ if (num_total_params == 0)
+ return;
+
+ prog_data->param = (const gl_constant_value **)
+ anv_device_alloc(device, num_total_params * sizeof(gl_constant_value *),
+ 8, VK_SYSTEM_ALLOC_TYPE_INTERNAL_SHADER);
+
+ /* We now set the param values to be offsets into a
+ * anv_push_constant_data structure. Since the compiler doesn't
+ * actually dereference any of the gl_constant_value pointers in the
+ * params array, it doesn't really matter what we put here.
+ */
+ struct anv_push_constant_data *null_data = NULL;
+ for (unsigned i = 0; i < num_client_params; i++)
+ prog_data->param[i] =
+ (const gl_constant_value *)&null_data->client_data[i * sizeof(float)];
+
+ for (unsigned i = 0; i < num_driver_params; i++)
+ prog_data->param[num_client_params + i] =
+ (const gl_constant_value *)&null_data->driver_data[i * sizeof(float)];
+}
+
static void
brw_vs_populate_key(struct brw_context *brw,
struct brw_vertex_program *vp,
mem_ctx = ralloc_context(NULL);
- /* Allocate the references to the uniforms that will end up in the
- * prog_data associated with the compiled program, and which will be freed
- * by the state cache.
- */
- int param_count;
- if (vs) {
- /* We add padding around uniform values below vec4 size, with the worst
- * case being a float value that gets blown up to a vec4, so be
- * conservative here.
- */
- param_count = vs->num_uniform_components * 4;
-
- } else {
- param_count = vp->program.Base.Parameters->NumParameters * 4;
- }
- /* vec4_visitor::setup_uniform_clipplane_values() also uploads user clip
- * planes as uniforms.
- */
- param_count += key->base.nr_userclip_plane_consts * 4;
-
- /* Setting nr_params here NOT to the size of the param and pull_param
- * arrays, but to the number of uniform components vec4_visitor
- * needs. vec4_visitor::setup_uniforms() will set it back to a proper value.
- */
- stage_prog_data->nr_params = ALIGN(param_count, 4) / 4;
- if (vs) {
- stage_prog_data->nr_params += vs->num_samplers;
- }
+ create_params_array(pipeline->device, vs, stage_prog_data);
GLbitfield64 outputs_written = vp->program.Base.OutputsWritten;
prog_data->inputs_read = vp->program.Base.InputsRead;
struct brw_fragment_program *fp,
struct brw_wm_prog_key *key, struct anv_pipeline *pipeline)
{
- struct gl_context *ctx = &brw->ctx;
void *mem_ctx = ralloc_context(NULL);
struct brw_wm_prog_data *prog_data = &pipeline->wm_prog_data;
struct gl_shader *fs = NULL;
prog_data->computed_depth_mode = computed_depth_mode(&fp->program);
- /* Allocate the references to the uniforms that will end up in the
- * prog_data associated with the compiled program, and which will be freed
- * by the state cache.
- */
- int param_count;
- if (fs) {
- param_count = fs->num_uniform_components;
- } else {
- param_count = fp->program.Base.Parameters->NumParameters * 4;
- }
- /* The backend also sometimes adds params for texture size. */
- param_count += 2 * ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
- prog_data->base.param =
- rzalloc_array(NULL, const gl_constant_value *, param_count);
- prog_data->base.pull_param =
- rzalloc_array(NULL, const gl_constant_value *, param_count);
- prog_data->base.nr_params = param_count;
+ create_params_array(pipeline->device, fs, &prog_data->base);
prog_data->barycentric_interp_modes =
brw_compute_barycentric_interp_modes(brw, key->flat_shade,
struct brw_compute_program *cp,
struct brw_cs_prog_key *key, struct anv_pipeline *pipeline)
{
- struct gl_context *ctx = &brw->ctx;
const GLuint *program;
void *mem_ctx = ralloc_context(NULL);
GLuint program_size;
set_binding_table_layout(&prog_data->base, pipeline, VK_SHADER_STAGE_COMPUTE);
- /* Allocate the references to the uniforms that will end up in the
- * prog_data associated with the compiled program, and which will be freed
- * by the state cache.
- */
- int param_count = cs->num_uniform_components;
-
- /* The backend also sometimes adds params for texture size. */
- param_count += 2 * ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits;
- prog_data->base.param =
- rzalloc_array(NULL, const gl_constant_value *, param_count);
- prog_data->base.pull_param =
- rzalloc_array(NULL, const gl_constant_value *, param_count);
- prog_data->base.nr_params = param_count;
+ create_params_array(pipeline->device, cs, &prog_data->base);
program = brw_cs_emit(brw, mem_ctx, key, prog_data,
&cp->program, prog, &program_size);
for (uint32_t stage = 0; stage < VK_SHADER_STAGE_NUM; stage++) {
if (pipeline->prog_data[stage]) {
free(pipeline->prog_data[stage]->map_entries);
- ralloc_free(pipeline->prog_data[stage]->param);
- ralloc_free(pipeline->prog_data[stage]->pull_param);
+ /* We only ever set up the params array because we don't do
+ * non-UBO pull constants
+ */
+ anv_device_free(pipeline->device, pipeline->prog_data[stage]->param);
}
}
}