From: Eric Anholt Date: Tue, 28 Sep 2010 16:31:56 +0000 (-0700) Subject: i965: Add support for struct, array, and matrix uniforms to FS backend. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=6bf12c8b7366a9db8c88b9cacaa06266b41a73b5;p=mesa.git i965: Add support for struct, array, and matrix uniforms to FS backend. Fixes 16 piglit cases. --- diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp b/src/mesa/drivers/dri/i965/brw_fs.cpp index 4f88ca10c19..4a63fc61aaa 100644 --- a/src/mesa/drivers/dri/i965/brw_fs.cpp +++ b/src/mesa/drivers/dri/i965/brw_fs.cpp @@ -453,6 +453,7 @@ public: void emit_fb_writes(); struct brw_reg interp_reg(int location, int channel); + int setup_uniform_values(int loc, const glsl_type *type); struct brw_context *brw; struct intel_context *intel; @@ -541,6 +542,64 @@ fs_visitor::variable_storage(ir_variable *var) return (fs_reg *)hash_table_find(this->variable_ht, var); } +/* Our support for uniforms is piggy-backed on the struct + * gl_fragment_program, because that's where the values actually + * get stored, rather than in some global gl_shader_program uniform + * store. + */ +int +fs_visitor::setup_uniform_values(int loc, const glsl_type *type) +{ + const struct gl_program *fp = &this->brw->fragment_program->Base; + unsigned int offset = 0; + float *vec_values; + + if (type->is_matrix()) { + const glsl_type *column = glsl_type::get_instance(GLSL_TYPE_FLOAT, + type->vector_elements, + 1); + + for (unsigned int i = 0; i < type->matrix_columns; i++) { + offset += setup_uniform_values(loc + offset, column); + } + + return offset; + } + + switch (type->base_type) { + case GLSL_TYPE_FLOAT: + case GLSL_TYPE_UINT: + case GLSL_TYPE_INT: + case GLSL_TYPE_BOOL: + vec_values = fp->Parameters->ParameterValues[loc]; + for (unsigned int i = 0; i < type->vector_elements; i++) { + c->prog_data.param[c->prog_data.nr_params++] = &vec_values[i]; + } + return 1; + + case GLSL_TYPE_STRUCT: + for (unsigned int i = 0; i < type->length; i++) { + offset += setup_uniform_values(loc + offset, + type->fields.structure[i].type); + } + return offset; + + case GLSL_TYPE_ARRAY: + for (unsigned int i = 0; i < type->length; i++) { + offset += setup_uniform_values(loc + offset, type->fields.array); + } + return offset; + + case GLSL_TYPE_SAMPLER: + /* The sampler takes up a slot, but we don't use any values from it. */ + return 1; + + default: + assert(!"not reached"); + return 0; + } +} + void fs_visitor::visit(ir_variable *ir) { @@ -560,23 +619,9 @@ fs_visitor::visit(ir_variable *ir) } if (ir->mode == ir_var_uniform) { - const float *vec_values; int param_index = c->prog_data.nr_params; - /* FINISHME: This is wildly incomplete. */ - assert(ir->type->is_scalar() || ir->type->is_vector() || - ir->type->is_sampler()); - - const struct gl_program *fp = &this->brw->fragment_program->Base; - /* Our support for uniforms is piggy-backed on the struct - * gl_fragment_program, because that's where the values actually - * get stored, rather than in some global gl_shader_program uniform - * store. - */ - vec_values = fp->Parameters->ParameterValues[ir->location]; - for (unsigned int i = 0; i < ir->type->vector_elements; i++) { - c->prog_data.param[c->prog_data.nr_params++] = &vec_values[i]; - } + setup_uniform_values(ir->location, ir->type); reg = new(this->mem_ctx) fs_reg(UNIFORM, param_index); }