[Mesa-dev] [PATCH v2 05/78] i965/nir/vec4: Add setup of uniform variables
Jason Ekstrand
jason at jlekstrand.net
Thu Jul 23 14:48:29 PDT 2015
You seem to switch back and forth between "uniforms" and
"this->uniforms". It would be nice to be consistent.
On Thu, Jul 23, 2015 at 3:16 AM, Eduardo Lima Mitev <elima at igalia.com> wrote:
> From: Iago Toral Quiroga <itoral at igalia.com>
>
> This is based on similar code existing in vec4_visitor. It builds the
> uniform register file iterating through each uniform variable. It
> also stores the index of each register at the corresponding offset
> in a map. This map will later be used by load_uniform intrinsic
> instructions to build the correct UNIFORM source register.
> ---
> src/mesa/drivers/dri/i965/brw_vec4.h | 1 +
> src/mesa/drivers/dri/i965/brw_vec4_nir.cpp | 99 +++++++++++++++++++++++++++++-
> 2 files changed, 97 insertions(+), 3 deletions(-)
>
> diff --git a/src/mesa/drivers/dri/i965/brw_vec4.h b/src/mesa/drivers/dri/i965/brw_vec4.h
> index 2ee841d..f011731 100644
> --- a/src/mesa/drivers/dri/i965/brw_vec4.h
> +++ b/src/mesa/drivers/dri/i965/brw_vec4.h
> @@ -408,6 +408,7 @@ public:
> virtual void nir_emit_texture(nir_tex_instr *instr);
>
> src_reg *nir_inputs;
> + unsigned *nir_uniform_driver_location;
>
> protected:
> void emit_vertex();
> diff --git a/src/mesa/drivers/dri/i965/brw_vec4_nir.cpp b/src/mesa/drivers/dri/i965/brw_vec4_nir.cpp
> index 15a1805..8f9911d 100644
> --- a/src/mesa/drivers/dri/i965/brw_vec4_nir.cpp
> +++ b/src/mesa/drivers/dri/i965/brw_vec4_nir.cpp
> @@ -83,19 +83,112 @@ vec4_visitor::nir_setup_inputs(nir_shader *shader)
> void
> vec4_visitor::nir_setup_uniforms(nir_shader *shader)
> {
> - /* @TODO: Not yet implemented */
> + uniforms = 0;
> +
> + nir_uniform_driver_location =
> + rzalloc_array(mem_ctx, unsigned, this->uniform_array_size);
> +
> + if (shader_prog) {
> + 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() ||
> + type_size(var->type) == 0) {
> + continue;
> + }
> +
> + assert(uniforms < uniform_array_size);
> + this->uniform_size[uniforms] = type_size(var->type);
> +
> + if (strncmp(var->name, "gl_", 3) == 0)
> + nir_setup_builtin_uniform(var);
> + else
> + nir_setup_uniform(var);
> + }
> + } else {
> + /* ARB_vertex_program is not supported yet */
> + assert("Not implemented");
> + }
> }
>
> void
> vec4_visitor::nir_setup_uniform(nir_variable *var)
> {
> - /* @TODO: Not yet implemented */
> + 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.
> + */
> + 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++) {
> + assert(uniforms < uniform_array_size);
> + uniform_vector_size[uniforms] = storage->type->vector_elements;
> +
> + int i;
> + for (i = 0; i < uniform_vector_size[uniforms]; i++) {
> + stage_prog_data->param[uniforms * 4 + i] = components;
> + components++;
> + }
> + for (; i < 4; i++) {
> + static const gl_constant_value zero = { 0.0 };
> + stage_prog_data->param[uniforms * 4 + i] = &zero;
> + }
> +
> + nir_uniform_driver_location[uniforms] = var->data.driver_location;
> + uniforms++;
> + }
> + }
> }
>
> void
> vec4_visitor::nir_setup_builtin_uniform(nir_variable *var)
> {
> - /* @TODO: Not yet implemented */
> + const nir_state_slot *const slots = var->state_slots;
> + assert(var->state_slots != NULL);
> +
> + 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(this->prog->Parameters,
> + (gl_state_index *)slots[i].tokens);
> + gl_constant_value *values =
> + &this->prog->Parameters->ParameterValues[index][0];
> +
> + assert(this->uniforms < uniform_array_size);
> +
> + for (unsigned j = 0; j < 4; j++)
> + stage_prog_data->param[this->uniforms * 4 + j] =
> + &values[GET_SWZ(slots[i].swizzle, j)];
> +
> + this->uniform_vector_size[this->uniforms] =
> + (var->type->is_scalar() || var->type->is_vector() ||
> + var->type->is_matrix() ? var->type->vector_elements : 4);
> +
> + nir_uniform_driver_location[uniforms] = var->data.driver_location;
> + this->uniforms++;
> + }
> }
>
> void
> --
> 2.1.4
>
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