[Mesa-dev] [PATCH 09/29] i965: Define the setup_vector_uniform_values() backend_visitor interface.

Francisco Jerez currojerez at riseup.net
Sat May 2 08:29:36 PDT 2015


This cleans up the VEC4 implementation of setup_uniform_values()
somewhat and will avoid duplication of the image uniform upload code
by having a common interface to upload a vector of uniforms on either
back-end.
---
 src/mesa/drivers/dri/i965/brw_fs.cpp           | 12 ++++++++
 src/mesa/drivers/dri/i965/brw_fs.h             |  4 +++
 src/mesa/drivers/dri/i965/brw_shader.h         |  4 +++
 src/mesa/drivers/dri/i965/brw_vec4.h           |  3 ++
 src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp | 40 ++++++++++++++------------
 5 files changed, 44 insertions(+), 19 deletions(-)

diff --git a/src/mesa/drivers/dri/i965/brw_fs.cpp b/src/mesa/drivers/dri/i965/brw_fs.cpp
index 929cf91..1805db2 100644
--- a/src/mesa/drivers/dri/i965/brw_fs.cpp
+++ b/src/mesa/drivers/dri/i965/brw_fs.cpp
@@ -1177,6 +1177,18 @@ fs_visitor::import_uniforms(fs_visitor *v)
    this->param_size = v->param_size;
 }
 
+void
+fs_visitor::setup_vector_uniform_values(const gl_constant_value *values, unsigned n)
+{
+   static const gl_constant_value zero = { 0 };
+
+   for (unsigned i = 0; i < n; ++i)
+      stage_prog_data->param[uniforms++] = &values[i];
+
+   for (unsigned i = n; i < 4; ++i)
+      stage_prog_data->param[uniforms++] = &zero;
+}
+
 /* Our support for uniforms is piggy-backed on the struct
  * gl_fragment_program, because that's where the values actually
  * get stored, rather than in some global gl_shader_program uniform
diff --git a/src/mesa/drivers/dri/i965/brw_fs.h b/src/mesa/drivers/dri/i965/brw_fs.h
index d0c0037..ffb2e5b 100644
--- a/src/mesa/drivers/dri/i965/brw_fs.h
+++ b/src/mesa/drivers/dri/i965/brw_fs.h
@@ -429,8 +429,12 @@ public:
    fs_reg get_timestamp(fs_inst **out_mov);
 
    struct brw_reg interp_reg(int location, int channel);
+
+   virtual void setup_vector_uniform_values(const gl_constant_value *values,
+                                            unsigned n);
    void setup_uniform_values(ir_variable *ir);
    void setup_builtin_uniform_values(ir_variable *ir);
+
    int implied_mrf_writes(fs_inst *inst);
 
    virtual void dump_instructions();
diff --git a/src/mesa/drivers/dri/i965/brw_shader.h b/src/mesa/drivers/dri/i965/brw_shader.h
index ebce51d..6aa7e09 100644
--- a/src/mesa/drivers/dri/i965/brw_shader.h
+++ b/src/mesa/drivers/dri/i965/brw_shader.h
@@ -26,6 +26,7 @@
 #include "brw_defines.h"
 #include "main/compiler.h"
 #include "glsl/ir.h"
+#include "program/prog_parameter.h"
 
 #ifdef __cplusplus
 #include "brw_ir_allocator.h"
@@ -257,6 +258,9 @@ public:
    void assign_common_binding_table_offsets(uint32_t next_binding_table_offset);
 
    virtual void invalidate_live_intervals() = 0;
+
+   virtual void setup_vector_uniform_values(const gl_constant_value *values,
+                                            unsigned n) = 0;
 };
 
 uint32_t brw_texture_offset(int *offsets, unsigned num_components);
diff --git a/src/mesa/drivers/dri/i965/brw_vec4.h b/src/mesa/drivers/dri/i965/brw_vec4.h
index 628c631..3021e6f 100644
--- a/src/mesa/drivers/dri/i965/brw_vec4.h
+++ b/src/mesa/drivers/dri/i965/brw_vec4.h
@@ -182,9 +182,12 @@ public:
    void fail(const char *msg, ...);
 
    void setup_uniform_clipplane_values();
+   virtual void setup_vector_uniform_values(const gl_constant_value *values,
+                                            unsigned n);
    void setup_uniform_values(ir_variable *ir);
    void setup_builtin_uniform_values(ir_variable *ir);
    int setup_uniforms(int payload_reg);
+
    bool reg_allocate_trivial();
    bool reg_allocate();
    void evaluate_spill_costs(float *spill_costs, bool *no_spill);
diff --git a/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp b/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp
index 203ac46..4fbb158 100644
--- a/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp
+++ b/src/mesa/drivers/dri/i965/brw_vec4_visitor.cpp
@@ -667,6 +667,21 @@ dst_reg::dst_reg(class vec4_visitor *v, const struct glsl_type *type)
    this->type = brw_type_for_base_type(type);
 }
 
+void
+vec4_visitor::setup_vector_uniform_values(const gl_constant_value *values,
+                                          unsigned n)
+{
+   static const gl_constant_value zero = { 0 };
+
+   for (unsigned i = 0; i < n; ++i)
+      stage_prog_data->param[4 * uniforms + i] = &values[i];
+
+   for (unsigned i = n; i < 4; ++i)
+      stage_prog_data->param[4 * uniforms + i] = &zero;
+
+   uniform_vector_size[uniforms++] = n;
+}
+
 /* Our support for uniforms is piggy-backed on the struct
  * gl_fragment_program, because that's where the values actually
  * get stored, rather than in some global gl_shader_program uniform
@@ -693,26 +708,13 @@ vec4_visitor::setup_uniform_values(ir_variable *ir)
          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 gl_constant_value zero = { 0.0 };
-            stage_prog_data->param[uniforms * 4 + i] = &zero;
-         }
+      const unsigned vector_count = (MAX2(storage->array_elements, 1) *
+                                     storage->type->matrix_columns);
+      const unsigned vector_size = storage->type->vector_elements;
 
-         uniforms++;
-      }
+      for (unsigned s = 0; s < vector_count; s++)
+         setup_vector_uniform_values(&storage->storage[s * vector_size],
+                                     vector_size);
    }
 }
 
-- 
2.3.5



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