From: Eric Anholt Date: Wed, 21 Nov 2012 03:18:45 +0000 (-0800) Subject: i965/vs: Reference the core GL uniform storage for non-builtin uniforms. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=aa6e35e80dddfe1011e845da6325d276263e2242;p=mesa.git i965/vs: Reference the core GL uniform storage for non-builtin uniforms. Like in the FS, there's no reason to use an external copy if the ParameterValues[] relayout of it isn't the layout we need. Reviewed-by: Kenneth Graunke --- diff --git a/src/mesa/drivers/dri/i965/brw_vec4.h b/src/mesa/drivers/dri/i965/brw_vec4.h index 6aab4c0ffde..e65b92caa7b 100644 --- a/src/mesa/drivers/dri/i965/brw_vec4.h +++ b/src/mesa/drivers/dri/i965/brw_vec4.h @@ -314,7 +314,7 @@ public: int virtual_grf_alloc(int size); void setup_uniform_clipplane_values(); - int setup_uniform_values(int loc, const glsl_type *type); + void setup_uniform_values(ir_variable *ir); void setup_builtin_uniform_values(ir_variable *ir); int setup_attributes(int payload_reg); int setup_uniforms(int payload_reg); diff --git a/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp b/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp index 104057cf119..02feff6a592 100644 --- a/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp +++ b/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp @@ -22,6 +22,7 @@ */ #include "brw_vec4.h" +#include "glsl/ir_uniform.h" extern "C" { #include "main/context.h" #include "main/macros.h" @@ -455,66 +456,46 @@ dst_reg::dst_reg(class vec4_visitor *v, const struct glsl_type *type) * get stored, rather than in some global gl_shader_program uniform * store. */ -int -vec4_visitor::setup_uniform_values(int loc, const glsl_type *type) +void +vec4_visitor::setup_uniform_values(ir_variable *ir) { - unsigned int offset = 0; - float *values = &this->vp->Base.Parameters->ParameterValues[loc][0].f; + int namelen = strlen(ir->name); - if (type->is_matrix()) { - const glsl_type *column = type->column_type(); - - 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: - for (unsigned int i = 0; i < type->vector_elements; i++) { - c->prog_data.param[this->uniforms * 4 + i] = &values[i]; - } - - /* Set up pad elements to get things aligned to a vec4 boundary. */ - for (unsigned int i = type->vector_elements; i < 4; i++) { - static float zero = 0; - - c->prog_data.param[this->uniforms * 4 + i] = &zero; + /* The data for our (non-builtin) uniforms is stored in a series of + * gl_uniform_driver_storage structs for each subcomponent that + * glGetUniformLocation() could name. We know it's been set up in the same + * order we'd walk the type, so walk the list of storage and find anything + * with our name, or the prefix of a component that starts with our name. + */ + for (unsigned u = 0; u < prog->NumUserUniformStorage; u++) { + struct gl_uniform_storage *storage = &prog->UniformStorage[u]; + + if (strncmp(ir->name, storage->name, namelen) != 0 || + (storage->name[namelen] != 0 && + storage->name[namelen] != '.' && + storage->name[namelen] != '[')) { + continue; } - /* Track the size of this uniform vector, for future packing of - * uniforms. - */ - this->uniform_vector_size[this->uniforms] = type->vector_elements; - this->uniforms++; + gl_constant_value *components = storage->storage; + unsigned vector_count = (MAX2(storage->array_elements, 1) * + storage->type->matrix_columns); - return 1; + for (unsigned s = 0; s < vector_count; s++) { + uniform_vector_size[uniforms] = storage->type->vector_elements; - 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; + int i; + for (i = 0; i < uniform_vector_size[uniforms]; i++) { + c->prog_data.param[uniforms * 4 + i] = &components->f; + components++; + } + for (; i < 4; i++) { + static float zero = 0; + c->prog_data.param[uniforms * 4 + i] = &zero; + } - case GLSL_TYPE_ARRAY: - for (unsigned int i = 0; i < type->length; i++) { - offset += setup_uniform_values(loc + offset, type->fields.array); + uniforms++; } - 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; } } @@ -963,7 +944,7 @@ vec4_visitor::visit(ir_variable *ir) if (!strncmp(ir->name, "gl_", 3)) { setup_builtin_uniform_values(ir); } else { - setup_uniform_values(ir->location, ir->type); + setup_uniform_values(ir); } break;