diff --git a/src/mesa/drivers/dri/i965/brw_fs.h b/src/mesa/drivers/dri/i965/brw_fs.h index 6231652fa16..0bc639dd6b6 100644 --- a/src/mesa/drivers/dri/i965/brw_fs.h +++ b/src/mesa/drivers/dri/i965/brw_fs.h @@ -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); diff --git a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp index 3ba6a67c0c1..829c663ec1d 100644 --- a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp +++ b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp @@ -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) { diff --git a/src/mesa/drivers/dri/i965/brw_nir.h b/src/mesa/drivers/dri/i965/brw_nir.h index 5ef5bf5d913..b4a6dc0f825 100644 --- a/src/mesa/drivers/dri/i965/brw_nir.h +++ b/src/mesa/drivers/dri/i965/brw_nir.h @@ -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); diff --git a/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp b/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp index ede4e917b33..f19d74610a1 100644 --- a/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp +++ b/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp @@ -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, diff --git a/src/mesa/drivers/dri/i965/brw_vec4.h b/src/mesa/drivers/dri/i965/brw_vec4.h index b3a62d27368..098fff01c0b 100644 --- a/src/mesa/drivers/dri/i965/brw_vec4.h +++ b/src/mesa/drivers/dri/i965/brw_vec4.h @@ -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); diff --git a/src/mesa/drivers/dri/i965/brw_vec4_nir.cpp b/src/mesa/drivers/dri/i965/brw_vec4_nir.cpp index 99fd71fbc84..36bb35f91f4 100644 --- a/src/mesa/drivers/dri/i965/brw_vec4_nir.cpp +++ b/src/mesa/drivers/dri/i965/brw_vec4_nir.cpp @@ -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) {