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15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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24 #include "brw_shader.h"
26 #include "compiler/glsl/ir_uniform.h"
29 brw_nir_setup_glsl_builtin_uniform(nir_variable
*var
,
30 const struct gl_program
*prog
,
31 struct brw_stage_prog_data
*stage_prog_data
,
34 const nir_state_slot
*const slots
= var
->state_slots
;
35 assert(var
->state_slots
!= NULL
);
37 unsigned uniform_index
= var
->data
.driver_location
/ 4;
38 for (unsigned int i
= 0; i
< var
->num_state_slots
; i
++) {
39 /* This state reference has already been setup by ir_to_mesa, but we'll
40 * get the same index back here.
42 int index
= _mesa_add_state_reference(prog
->Parameters
,
43 (gl_state_index
*)slots
[i
].tokens
);
45 /* Add each of the unique swizzles of the element as a parameter.
46 * This'll end up matching the expected layout of the
47 * array/matrix/structure we're trying to fill in.
50 for (unsigned j
= 0; j
< 4; j
++) {
51 int swiz
= GET_SWZ(slots
[i
].swizzle
, j
);
53 /* If we hit a pair of identical swizzles, this means we've hit the
54 * end of the builtin variable. In scalar mode, we should just quit
55 * and move on to the next one. In vec4, we need to continue and pad
56 * it out to 4 components.
58 if (swiz
== last_swiz
&& is_scalar
)
63 stage_prog_data
->param
[uniform_index
++] =
64 &prog
->Parameters
->ParameterValues
[index
][swiz
];
70 brw_nir_setup_glsl_uniform(gl_shader_stage stage
, nir_variable
*var
,
71 struct gl_shader_program
*shader_prog
,
72 struct brw_stage_prog_data
*stage_prog_data
,
75 int namelen
= strlen(var
->name
);
77 /* The data for our (non-builtin) uniforms is stored in a series of
78 * gl_uniform_driver_storage structs for each subcomponent that
79 * glGetUniformLocation() could name. We know it's been set up in the same
80 * order we'd walk the type, so walk the list of storage and find anything
81 * with our name, or the prefix of a component that starts with our name.
83 unsigned uniform_index
= var
->data
.driver_location
/ 4;
84 for (unsigned u
= 0; u
< shader_prog
->NumUniformStorage
; u
++) {
85 struct gl_uniform_storage
*storage
= &shader_prog
->UniformStorage
[u
];
90 if (strncmp(var
->name
, storage
->name
, namelen
) != 0 ||
91 (storage
->name
[namelen
] != 0 &&
92 storage
->name
[namelen
] != '.' &&
93 storage
->name
[namelen
] != '[')) {
97 if (storage
->type
->is_image()) {
98 brw_setup_image_uniform_values(stage
, stage_prog_data
,
99 uniform_index
, storage
);
101 BRW_IMAGE_PARAM_SIZE
* MAX2(storage
->array_elements
, 1);
103 gl_constant_value
*components
= storage
->storage
;
104 unsigned vector_count
= (MAX2(storage
->array_elements
, 1) *
105 storage
->type
->matrix_columns
);
106 unsigned vector_size
= storage
->type
->vector_elements
;
108 for (unsigned s
= 0; s
< vector_count
; s
++) {
110 for (i
= 0; i
< vector_size
; i
++) {
111 stage_prog_data
->param
[uniform_index
++] = components
++;
115 /* Pad out with zeros if needed (only needed for vec4) */
117 static const gl_constant_value zero
= { 0.0 };
118 stage_prog_data
->param
[uniform_index
++] = &zero
;
127 brw_nir_setup_glsl_uniforms(nir_shader
*shader
,
128 struct gl_shader_program
*shader_prog
,
129 const struct gl_program
*prog
,
130 struct brw_stage_prog_data
*stage_prog_data
,
133 nir_foreach_variable(var
, &shader
->uniforms
) {
134 /* UBO's, atomics and samplers don't take up space in the
136 if (var
->interface_type
!= NULL
|| var
->type
->contains_atomic())
139 if (strncmp(var
->name
, "gl_", 3) == 0) {
140 brw_nir_setup_glsl_builtin_uniform(var
, prog
, stage_prog_data
,
143 brw_nir_setup_glsl_uniform(shader
->stage
, var
, shader_prog
,
144 stage_prog_data
, is_scalar
);
150 brw_nir_setup_arb_uniforms(nir_shader
*shader
, struct gl_program
*prog
,
151 struct brw_stage_prog_data
*stage_prog_data
)
153 struct gl_program_parameter_list
*plist
= prog
->Parameters
;
156 if (!shader
->uniforms
.is_empty()) {
157 /* For ARB programs, only a single "parameters" variable is generated to
158 * support uniform data.
160 assert(shader
->uniforms
.length() == 1);
161 nir_variable
*var
= (nir_variable
*) shader
->uniforms
.get_head();
162 assert(strcmp(var
->name
, "parameters") == 0);
163 assert(var
->type
->array_size() == (int)plist
->NumParameters
);
167 for (unsigned p
= 0; p
< plist
->NumParameters
; p
++) {
168 /* Parameters should be either vec4 uniforms or single component
169 * constants; matrices and other larger types should have been broken
172 assert(plist
->Parameters
[p
].Size
<= 4);
175 for (i
= 0; i
< plist
->Parameters
[p
].Size
; i
++) {
176 stage_prog_data
->param
[4 * p
+ i
] = &plist
->ParameterValues
[p
][i
];
179 static const gl_constant_value zero
= { 0.0 };
180 stage_prog_data
->param
[4 * p
+ i
] = &zero
;