i965/nir: Pull GLSL uniform handling into a common function

The way we deal with GLSL uniforms and builtins is basically the same in
both the vec4 and the fs backend.  This commit takes the best parts of both
implementations and pulls the common code into a shared helper function.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
This commit is contained in:
Jason Ekstrand 2015-10-02 10:45:53 -07:00
parent 03c4171b57
commit 7fee8b6f05
6 changed files with 133 additions and 151 deletions

View file

@ -241,8 +241,6 @@ public:
void nir_setup_inputs(nir_shader *shader);
void nir_setup_outputs(nir_shader *shader);
void nir_setup_uniforms(nir_shader *shader);
void nir_setup_uniform(nir_variable *var);
void nir_setup_builtin_uniform(nir_variable *var);
void nir_emit_system_values(nir_shader *shader);
void nir_emit_impl(nir_function_impl *impl);
void nir_emit_cf_list(exec_list *list);

View file

@ -183,15 +183,14 @@ fs_visitor::nir_setup_uniforms(nir_shader *shader)
uniforms = shader->num_uniforms;
if (shader_prog) {
brw_nir_setup_glsl_uniforms(shader, shader_prog, prog,
stage_prog_data, true);
foreach_list_typed(nir_variable, var, node, &shader->uniforms) {
/* UBO's and atomics don't take up space in the uniform file */
if (var->interface_type != NULL || var->type->contains_atomic())
continue;
if (strncmp(var->name, "gl_", 3) == 0)
nir_setup_builtin_uniform(var);
else
nir_setup_uniform(var);
if(type_size_scalar(var->type) > 0)
param_size[var->data.driver_location] = type_size_scalar(var->type);
}
@ -203,78 +202,6 @@ fs_visitor::nir_setup_uniforms(nir_shader *shader)
}
}
void
fs_visitor::nir_setup_uniform(nir_variable *var)
{
int namelen = strlen(var->name);
/* 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.
*/
unsigned index = var->data.driver_location;
for (unsigned u = 0; u < shader_prog->NumUniformStorage; u++) {
struct gl_uniform_storage *storage = &shader_prog->UniformStorage[u];
if (storage->builtin)
continue;
if (strncmp(var->name, storage->name, namelen) != 0 ||
(storage->name[namelen] != 0 &&
storage->name[namelen] != '.' &&
storage->name[namelen] != '[')) {
continue;
}
if (storage->type->is_image()) {
brw_setup_image_uniform_values(stage, stage_prog_data,
index, storage);
} else {
unsigned slots = storage->type->component_slots();
if (storage->array_elements)
slots *= storage->array_elements;
for (unsigned i = 0; i < slots; i++) {
stage_prog_data->param[index++] = &storage->storage[i];
}
}
}
}
void
fs_visitor::nir_setup_builtin_uniform(nir_variable *var)
{
const nir_state_slot *const slots = var->state_slots;
assert(var->state_slots != NULL);
unsigned uniform_index = var->data.driver_location;
for (unsigned int i = 0; i < var->num_state_slots; i++) {
/* This state reference has already been setup by ir_to_mesa, but we'll
* get the same index back here.
*/
int index = _mesa_add_state_reference(this->prog->Parameters,
(gl_state_index *)slots[i].tokens);
/* Add each of the unique swizzles of the element as a parameter.
* This'll end up matching the expected layout of the
* array/matrix/structure we're trying to fill in.
*/
int last_swiz = -1;
for (unsigned int j = 0; j < 4; j++) {
int swiz = GET_SWZ(slots[i].swizzle, j);
if (swiz == last_swiz)
break;
last_swiz = swiz;
stage_prog_data->param[uniform_index++] =
&prog->Parameters->ParameterValues[index][swiz];
}
}
}
static bool
emit_system_values_block(nir_block *block, void *void_visitor)
{

View file

@ -85,6 +85,12 @@ enum brw_reg_type brw_type_for_nir_type(nir_alu_type type);
enum glsl_base_type brw_glsl_base_type_for_nir_type(nir_alu_type type);
void brw_nir_setup_glsl_uniforms(nir_shader *shader,
struct gl_shader_program *shader_prog,
const struct gl_program *prog,
struct brw_stage_prog_data *stage_prog_data,
bool is_scalar);
void brw_nir_setup_arb_uniforms(nir_shader *shader, struct gl_program *prog,
struct brw_stage_prog_data *stage_prog_data);

View file

@ -23,6 +23,127 @@
#include "brw_shader.h"
#include "brw_nir.h"
#include "glsl/ir.h"
#include "glsl/ir_uniform.h"
static void
brw_nir_setup_glsl_builtin_uniform(nir_variable *var,
const struct gl_program *prog,
struct brw_stage_prog_data *stage_prog_data,
unsigned comps_per_unit)
{
const nir_state_slot *const slots = var->state_slots;
assert(var->state_slots != NULL);
unsigned uniform_index = var->data.driver_location * comps_per_unit;
for (unsigned int i = 0; i < var->num_state_slots; i++) {
/* This state reference has already been setup by ir_to_mesa, but we'll
* get the same index back here.
*/
int index = _mesa_add_state_reference(prog->Parameters,
(gl_state_index *)slots[i].tokens);
/* Add each of the unique swizzles of the element as a parameter.
* This'll end up matching the expected layout of the
* array/matrix/structure we're trying to fill in.
*/
int last_swiz = -1;
for (unsigned j = 0; j < 4; j++) {
int swiz = GET_SWZ(slots[i].swizzle, j);
/* If we hit a pair of identical swizzles, this means we've hit the
* end of the builtin variable. In scalar mode, we should just quit
* and move on to the next one. In vec4, we need to continue and pad
* it out to 4 components.
*/
if (swiz == last_swiz && comps_per_unit == 1)
break;
last_swiz = swiz;
stage_prog_data->param[uniform_index++] =
&prog->Parameters->ParameterValues[index][swiz];
}
}
}
static void
brw_nir_setup_glsl_uniform(gl_shader_stage stage, nir_variable *var,
struct gl_shader_program *shader_prog,
struct brw_stage_prog_data *stage_prog_data,
unsigned comps_per_unit)
{
int namelen = strlen(var->name);
/* 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.
*/
unsigned uniform_index = var->data.driver_location * comps_per_unit;
for (unsigned u = 0; u < shader_prog->NumUniformStorage; u++) {
struct gl_uniform_storage *storage = &shader_prog->UniformStorage[u];
if (storage->builtin)
continue;
if (strncmp(var->name, storage->name, namelen) != 0 ||
(storage->name[namelen] != 0 &&
storage->name[namelen] != '.' &&
storage->name[namelen] != '[')) {
continue;
}
if (storage->type->is_image()) {
brw_setup_image_uniform_values(stage, stage_prog_data,
uniform_index, storage);
} else {
gl_constant_value *components = storage->storage;
unsigned vector_count = (MAX2(storage->array_elements, 1) *
storage->type->matrix_columns);
unsigned vector_size = storage->type->vector_elements;
for (unsigned s = 0; s < vector_count; s++) {
unsigned i;
for (i = 0; i < vector_size; i++) {
stage_prog_data->param[uniform_index++] = components++;
}
/* Pad out with zeros if needed (only needed for vec4) */
for (; i < comps_per_unit; i++) {
static const gl_constant_value zero = { 0.0 };
stage_prog_data->param[uniform_index++] = &zero;
}
}
}
}
}
void
brw_nir_setup_glsl_uniforms(nir_shader *shader,
struct gl_shader_program *shader_prog,
const struct gl_program *prog,
struct brw_stage_prog_data *stage_prog_data,
bool is_scalar)
{
unsigned comps_per_unit = is_scalar ? 1 : 4;
foreach_list_typed(nir_variable, var, node, &shader->uniforms) {
/* UBO's, atomics and samplers don't take up space in the
uniform file */
if (var->interface_type != NULL || var->type->contains_atomic())
continue;
if (strncmp(var->name, "gl_", 3) == 0) {
brw_nir_setup_glsl_builtin_uniform(var, prog, stage_prog_data,
comps_per_unit);
} else {
brw_nir_setup_glsl_uniform(shader->stage, var, shader_prog,
stage_prog_data, comps_per_unit);
}
}
}
void
brw_nir_setup_arb_uniforms(nir_shader *shader, struct gl_program *prog,

View file

@ -334,8 +334,6 @@ public:
virtual void emit_nir_code();
virtual void nir_setup_inputs(nir_shader *shader);
virtual void nir_setup_uniforms(nir_shader *shader);
virtual void nir_setup_uniform(nir_variable *var);
virtual void nir_setup_builtin_uniform(nir_variable *var);
virtual void nir_setup_system_value_intrinsic(nir_intrinsic_instr *instr);
virtual void nir_setup_system_values(nir_shader *shader);
virtual void nir_emit_impl(nir_function_impl *impl);

View file

@ -137,6 +137,9 @@ vec4_visitor::nir_setup_uniforms(nir_shader *shader)
uniforms = shader->num_uniforms;
if (shader_prog) {
brw_nir_setup_glsl_uniforms(shader, shader_prog, prog,
stage_prog_data, false);
foreach_list_typed(nir_variable, var, node, &shader->uniforms) {
/* UBO's, atomics and samplers don't take up space in the
uniform file */
@ -146,11 +149,6 @@ vec4_visitor::nir_setup_uniforms(nir_shader *shader)
}
uniform_size[var->data.driver_location] = type_size_vec4(var->type);
if (strncmp(var->name, "gl_", 3) == 0)
nir_setup_builtin_uniform(var);
else
nir_setup_uniform(var);
}
} else {
brw_nir_setup_arb_uniforms(shader, prog, stage_prog_data);
@ -160,72 +158,6 @@ vec4_visitor::nir_setup_uniforms(nir_shader *shader)
}
}
void
vec4_visitor::nir_setup_uniform(nir_variable *var)
{
int namelen = strlen(var->name);
/* 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.
*/
unsigned index = var->data.driver_location * 4;
for (unsigned u = 0; u < shader_prog->NumUniformStorage; u++) {
struct gl_uniform_storage *storage = &shader_prog->UniformStorage[u];
if (storage->builtin)
continue;
if (strncmp(var->name, storage->name, namelen) != 0 ||
(storage->name[namelen] != 0 &&
storage->name[namelen] != '.' &&
storage->name[namelen] != '[')) {
continue;
}
gl_constant_value *components = storage->storage;
unsigned vector_count = (MAX2(storage->array_elements, 1) *
storage->type->matrix_columns);
for (unsigned s = 0; s < vector_count; s++) {
int i;
for (i = 0; i < storage->type->vector_elements; i++) {
stage_prog_data->param[index++] = components++;
}
for (; i < 4; i++) {
static const gl_constant_value zero = { 0.0 };
stage_prog_data->param[index++] = &zero;
}
}
}
}
void
vec4_visitor::nir_setup_builtin_uniform(nir_variable *var)
{
const nir_state_slot *const slots = var->state_slots;
assert(var->state_slots != NULL);
unsigned uniform_index = var->data.driver_location * 4;
for (unsigned int i = 0; i < var->num_state_slots; i++) {
/* This state reference has already been setup by ir_to_mesa,
* but we'll get the same index back here. We can reference
* ParameterValues directly, since unlike brw_fs.cpp, we never
* add new state references during compile.
*/
int index = _mesa_add_state_reference(prog->Parameters,
(gl_state_index *)slots[i].tokens);
gl_constant_value *values =
&prog->Parameters->ParameterValues[index][0];
for (unsigned j = 0; j < 4; j++)
stage_prog_data->param[uniform_index++] =
&values[GET_SWZ(slots[i].swizzle, j)];
}
}
void
vec4_visitor::nir_emit_impl(nir_function_impl *impl)
{