*/
#include "nir.h"
+#include "nir_builder.h"
#include "../program.h"
#include "program/hash_table.h"
#include "ir_uniform.h"
#include "program/program.h"
}
-static unsigned
-get_sampler_index(const struct gl_shader_program *shader_program,
- gl_shader_stage stage, const char *name)
+/* Calculate the sampler index based on array indicies and also
+ * calculate the base uniform location for struct members.
+ */
+static void
+calc_sampler_offsets(nir_deref *tail, nir_tex_instr *instr,
+ unsigned *array_elements, nir_ssa_def **indirect,
+ nir_builder *b, unsigned *location)
{
- unsigned location;
- if (!shader_program->UniformHash->get(location, name)) {
- assert(!"failed to find sampler");
- return 0;
+ if (tail->child == NULL)
+ return;
+
+ switch (tail->child->deref_type) {
+ case nir_deref_type_array: {
+ nir_deref_array *deref_array = nir_deref_as_array(tail->child);
+
+ assert(deref_array->deref_array_type != nir_deref_array_type_wildcard);
+
+ calc_sampler_offsets(tail->child, instr, array_elements,
+ indirect, b, location);
+ instr->sampler_index += deref_array->base_offset * *array_elements;
+
+ if (deref_array->deref_array_type == nir_deref_array_type_indirect) {
+ nir_ssa_def *mul =
+ nir_imul(b, nir_imm_int(b, *array_elements),
+ nir_ssa_for_src(b, deref_array->indirect, 1));
+
+ nir_instr_rewrite_src(&instr->instr, &deref_array->indirect,
+ NIR_SRC_INIT);
+
+ if (*indirect) {
+ *indirect = nir_iadd(b, *indirect, mul);
+ } else {
+ *indirect = mul;
+ }
+ }
+
+ *array_elements *= glsl_get_length(tail->type);
+ break;
}
- if (!shader_program->UniformStorage[location].sampler[stage].active) {
- assert(!"cannot return a sampler");
- return 0;
+ case nir_deref_type_struct: {
+ nir_deref_struct *deref_struct = nir_deref_as_struct(tail->child);
+ *location += tail->type->record_location_offset(deref_struct->index);
+ calc_sampler_offsets(tail->child, instr, array_elements,
+ indirect, b, location);
+ break;
}
- return shader_program->UniformStorage[location].sampler[stage].index;
+ default:
+ unreachable("Invalid deref type");
+ break;
+ }
}
static void
lower_sampler(nir_tex_instr *instr, const struct gl_shader_program *shader_program,
- gl_shader_stage stage, void *mem_ctx)
+ gl_shader_stage stage, nir_builder *builder)
{
if (instr->sampler == NULL)
return;
- /* Get the name and the offset */
instr->sampler_index = 0;
- char *name = ralloc_strdup(mem_ctx, instr->sampler->var->name);
+ unsigned location = instr->sampler->var->data.location;
+ unsigned array_elements = 1;
+ nir_ssa_def *indirect = NULL;
+
+ builder->cursor = nir_before_instr(&instr->instr);
+ calc_sampler_offsets(&instr->sampler->deref, instr, &array_elements,
+ &indirect, builder, &location);
+
+ if (indirect) {
+ /* First, we have to resize the array of texture sources */
+ nir_tex_src *new_srcs = rzalloc_array(instr, nir_tex_src,
+ instr->num_srcs + 1);
+
+ for (unsigned i = 0; i < instr->num_srcs; i++) {
+ new_srcs[i].src_type = instr->src[i].src_type;
+ nir_instr_move_src(&instr->instr, &new_srcs[i].src,
+ &instr->src[i].src);
+ }
- for (nir_deref *deref = &instr->sampler->deref;
- deref->child; deref = deref->child) {
- switch (deref->child->deref_type) {
- case nir_deref_type_array: {
- nir_deref_array *deref_array = nir_deref_as_array(deref->child);
+ ralloc_free(instr->src);
+ instr->src = new_srcs;
- assert(deref_array->deref_array_type != nir_deref_array_type_wildcard);
+ /* Now we can go ahead and move the source over to being a
+ * first-class texture source.
+ */
+ instr->src[instr->num_srcs].src_type = nir_tex_src_sampler_offset;
+ instr->num_srcs++;
+ nir_instr_rewrite_src(&instr->instr,
+ &instr->src[instr->num_srcs - 1].src,
+ nir_src_for_ssa(indirect));
- if (deref_array->deref.child) {
- ralloc_asprintf_append(&name, "[%u]",
- deref_array->deref_array_type == nir_deref_array_type_direct ?
- deref_array->base_offset : 0);
- } else {
- assert(deref->child->type->base_type == GLSL_TYPE_SAMPLER);
- instr->sampler_index = deref_array->base_offset;
- }
-
- /* XXX: We're assuming here that the indirect is the last array
- * thing we have. This should be ok for now as we don't support
- * arrays_of_arrays yet.
- */
- if (deref_array->deref_array_type == nir_deref_array_type_indirect) {
- /* First, we have to resize the array of texture sources */
- nir_tex_src *new_srcs = rzalloc_array(instr, nir_tex_src,
- instr->num_srcs + 1);
-
- for (unsigned i = 0; i < instr->num_srcs; i++) {
- new_srcs[i].src_type = instr->src[i].src_type;
- nir_instr_move_src(&instr->instr, &new_srcs[i].src,
- &instr->src[i].src);
- }
-
- ralloc_free(instr->src);
- instr->src = new_srcs;
-
- /* Now we can go ahead and move the source over to being a
- * first-class texture source.
- */
- instr->src[instr->num_srcs].src_type = nir_tex_src_sampler_offset;
- instr->num_srcs++;
- nir_instr_move_src(&instr->instr,
- &instr->src[instr->num_srcs - 1].src,
- &deref_array->indirect);
-
- instr->sampler_array_size = glsl_get_length(deref->type);
- }
- break;
- }
-
- case nir_deref_type_struct: {
- nir_deref_struct *deref_struct = nir_deref_as_struct(deref->child);
- const char *field = glsl_get_struct_elem_name(deref->type,
- deref_struct->index);
- ralloc_asprintf_append(&name, ".%s", field);
- break;
- }
+ instr->sampler_array_size = array_elements;
+ }
- default:
- unreachable("Invalid deref type");
- break;
- }
+ if (location > shader_program->NumUniformStorage - 1 ||
+ !shader_program->UniformStorage[location].sampler[stage].active) {
+ assert(!"cannot return a sampler");
+ return;
}
- instr->sampler_index += get_sampler_index(shader_program, stage, name);
+ instr->sampler_index +=
+ shader_program->UniformStorage[location].sampler[stage].index;
instr->sampler = NULL;
}
typedef struct {
- void *mem_ctx;
+ nir_builder builder;
const struct gl_shader_program *shader_program;
gl_shader_stage stage;
} lower_state;
if (instr->type == nir_instr_type_tex) {
nir_tex_instr *tex_instr = nir_instr_as_tex(instr);
lower_sampler(tex_instr, state->shader_program, state->stage,
- state->mem_ctx);
+ &state->builder);
}
}
{
lower_state state;
- state.mem_ctx = ralloc_parent(impl);
+ nir_builder_init(&state.builder, impl);
state.shader_program = shader_program;
state.stage = stage;