[Mesa-dev] [PATCH v2 14/21] nir/linker: Set the uniform initial values

Alejandro Piñeiro apinheiro at igalia.com
Sat May 12 09:40:52 UTC 2018


From: Neil Roberts <nroberts at igalia.com>

This is based on link_uniform_initializers.cpp.

v2: move from compiler/nir to compiler/glsl (Timothy Arceri)
---
 src/compiler/Makefile.sources                      |   1 +
 .../glsl/gl_nir_link_uniform_initializers.c        | 292 +++++++++++++++++++++
 src/compiler/glsl/gl_nir_link_uniforms.c           |   1 +
 src/compiler/glsl/gl_nir_linker.h                  |   3 +
 src/compiler/glsl/meson.build                      |   1 +
 5 files changed, 298 insertions(+)
 create mode 100644 src/compiler/glsl/gl_nir_link_uniform_initializers.c

diff --git a/src/compiler/Makefile.sources b/src/compiler/Makefile.sources
index ee2a25d53ac..27c135e913b 100644
--- a/src/compiler/Makefile.sources
+++ b/src/compiler/Makefile.sources
@@ -28,6 +28,7 @@ LIBGLSL_FILES = \
 	glsl/gl_nir_lower_atomics.c \
 	glsl/gl_nir_lower_samplers.c \
 	glsl/gl_nir_lower_samplers_as_deref.c \
+	glsl/gl_nir_link_uniform_initializers.c \
 	glsl/gl_nir_link_uniforms.c \
 	glsl/gl_nir_linker.h \
 	glsl/gl_nir.h \
diff --git a/src/compiler/glsl/gl_nir_link_uniform_initializers.c b/src/compiler/glsl/gl_nir_link_uniform_initializers.c
new file mode 100644
index 00000000000..8eefa71c885
--- /dev/null
+++ b/src/compiler/glsl/gl_nir_link_uniform_initializers.c
@@ -0,0 +1,292 @@
+/*
+ * Copyright © 2018 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#include "nir.h"
+#include "gl_nir_linker.h"
+#include "compiler/glsl/ir_uniform.h" /* for gl_uniform_storage */
+#include "main/context.h"
+#include "main/mtypes.h"
+
+struct set_opaque_binding_closure {
+   struct gl_shader_program *shader_prog;
+   struct gl_program *prog;
+   const nir_variable *var;
+   int binding;
+   int location;
+};
+
+static void
+set_opaque_binding(struct set_opaque_binding_closure *data,
+                   const struct glsl_type *type)
+{
+   if (glsl_type_is_array(type) &&
+       glsl_type_is_array(glsl_get_array_element(type))) {
+      const struct glsl_type *element_type = glsl_get_array_element(type);
+
+      for (unsigned int i = 0; i < glsl_get_length(type); i++)
+         set_opaque_binding(data, element_type);
+
+      return;
+   }
+
+   if (data->location < 0 ||
+       data->location >= data->prog->sh.data->NumUniformStorage)
+      return;
+
+   struct gl_uniform_storage *storage =
+      data->prog->sh.data->UniformStorage + data->location++;
+
+   const unsigned elements = MAX2(storage->array_elements, 1);
+
+   for (unsigned int i = 0; i < elements; i++)
+      storage->storage[i].i = data->binding++;
+
+   for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
+      struct gl_linked_shader *shader = data->shader_prog->_LinkedShaders[sh];
+
+      if (!shader)
+         continue;
+      if (!storage->opaque[sh].active)
+         continue;
+
+      if (glsl_type_is_sampler(storage->type)) {
+         for (unsigned i = 0; i < elements; i++) {
+            const unsigned index = storage->opaque[sh].index + i;
+
+            if (storage->is_bindless) {
+               if (index >= shader->Program->sh.NumBindlessSamplers)
+                  break;
+               shader->Program->sh.BindlessSamplers[index].unit =
+                  storage->storage[i].i;
+               shader->Program->sh.BindlessSamplers[index].bound = true;
+               shader->Program->sh.HasBoundBindlessSampler = true;
+            } else {
+               if (index >= ARRAY_SIZE(shader->Program->SamplerUnits))
+                  break;
+               shader->Program->SamplerUnits[index] =
+                  storage->storage[i].i;
+            }
+         }
+      } else if (glsl_type_is_image(type)) {
+         for (unsigned i = 0; i < elements; i++) {
+            const unsigned index = storage->opaque[sh].index + i;
+
+            if (storage->is_bindless) {
+               if (index >= shader->Program->sh.NumBindlessImages)
+                  break;
+               shader->Program->sh.BindlessImages[index].unit =
+                  storage->storage[i].i;
+               shader->Program->sh.BindlessImages[index].bound = true;
+               shader->Program->sh.HasBoundBindlessImage = true;
+            } else {
+               if (index >= ARRAY_SIZE(shader->Program->sh.ImageUnits))
+                  break;
+               shader->Program->sh.ImageUnits[index] =
+                  storage->storage[i].i;
+            }
+         }
+      }
+   }
+}
+
+static void
+copy_constant_to_storage(union gl_constant_value *storage,
+                         const nir_constant *val,
+                         const struct glsl_type *type,
+                         unsigned int boolean_true)
+{
+   const enum glsl_base_type base_type = glsl_get_base_type(type);
+   const unsigned n_columns = glsl_get_matrix_columns(type);
+   const unsigned n_rows = glsl_get_vector_elements(type);
+   int i = 0;
+
+   for (unsigned int column = 0; column < n_columns; column++) {
+      for (unsigned int row = 0; row < n_rows; row++) {
+         switch (base_type) {
+         case GLSL_TYPE_UINT:
+            storage[i].u = val->values[column].u32[row];
+            break;
+         case GLSL_TYPE_INT:
+         case GLSL_TYPE_SAMPLER:
+            storage[i].i = val->values[column].i32[row];
+            break;
+         case GLSL_TYPE_FLOAT:
+            storage[i].f = val->values[column].f32[row];
+            break;
+         case GLSL_TYPE_DOUBLE:
+         case GLSL_TYPE_UINT64:
+         case GLSL_TYPE_INT64:
+            /* XXX need to check on big-endian */
+            memcpy(&storage[i * 2].u,
+                   &val->values[column].f64[row],
+                   sizeof(double));
+            break;
+         case GLSL_TYPE_BOOL:
+            storage[i].b = val->values[column].u32[row] ? boolean_true : 0;
+            break;
+         case GLSL_TYPE_ARRAY:
+         case GLSL_TYPE_STRUCT:
+         case GLSL_TYPE_IMAGE:
+         case GLSL_TYPE_ATOMIC_UINT:
+         case GLSL_TYPE_INTERFACE:
+         case GLSL_TYPE_VOID:
+         case GLSL_TYPE_SUBROUTINE:
+         case GLSL_TYPE_FUNCTION:
+         case GLSL_TYPE_ERROR:
+         case GLSL_TYPE_UINT16:
+         case GLSL_TYPE_INT16:
+         case GLSL_TYPE_UINT8:
+         case GLSL_TYPE_INT8:
+         case GLSL_TYPE_FLOAT16:
+            /* All other types should have already been filtered by other
+             * paths in the caller.
+             */
+            assert(!"Should not get here.");
+            break;
+         }
+         i++;
+      }
+   }
+}
+
+struct set_uniform_initializer_closure {
+   struct gl_shader_program *shader_prog;
+   struct gl_program *prog;
+   const nir_variable *var;
+   int location;
+   unsigned int boolean_true;
+};
+
+static void
+set_uniform_initializer(struct set_uniform_initializer_closure *data,
+                        const struct glsl_type *type,
+                        const nir_constant *val)
+{
+   const struct glsl_type *t_without_array = glsl_without_array(type);
+
+   if (glsl_type_is_struct(type)) {
+      for (unsigned int i = 0; i < glsl_get_length(type); i++) {
+         const struct glsl_type *field_type = glsl_get_struct_field(type, i);
+         set_uniform_initializer(data, field_type, val->elements[i]);
+      }
+      return;
+   }
+
+   if (glsl_type_is_struct(t_without_array) ||
+       (glsl_type_is_array(type) &&
+        glsl_type_is_array(glsl_get_array_element(type)))) {
+      const struct glsl_type *element_type = glsl_get_array_element(type);
+
+      for (unsigned int i = 0; i < glsl_get_length(type); i++)
+         set_uniform_initializer(data, element_type, val->elements[i]);
+
+      return;
+   }
+
+   if (data->location < 0 ||
+       data->location >= data->prog->sh.data->NumUniformStorage)
+      return;
+
+   struct gl_uniform_storage *storage =
+      data->prog->sh.data->UniformStorage + data->location++;
+
+   if (glsl_type_is_array(type)) {
+      const struct glsl_type *element_type = glsl_get_array_element(type);
+      const enum glsl_base_type base_type = glsl_get_base_type(element_type);
+      const unsigned int elements = glsl_get_components(element_type);
+      unsigned int idx = 0;
+      unsigned dmul = glsl_base_type_is_64bit(base_type) ? 2 : 1;
+
+      assert(glsl_get_length(type) >= storage->array_elements);
+      for (unsigned int i = 0; i < storage->array_elements; i++) {
+         copy_constant_to_storage(&storage->storage[idx],
+                                  val->elements[i],
+                                  element_type,
+                                  data->boolean_true);
+
+         idx += elements * dmul;
+      }
+   } else {
+      copy_constant_to_storage(storage->storage,
+                               val,
+                               type,
+                               data->boolean_true);
+
+      if (glsl_type_is_sampler(storage->type)) {
+         for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
+            struct gl_linked_shader *shader =
+               data->shader_prog->_LinkedShaders[sh];
+
+            if (shader && storage->opaque[sh].active) {
+               unsigned index = storage->opaque[sh].index;
+
+               shader->Program->SamplerUnits[index] = storage->storage[0].i;
+            }
+         }
+      }
+   }
+}
+
+void
+gl_nir_set_uniform_initializers(struct gl_context *ctx,
+                                struct gl_shader_program *prog)
+{
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      struct gl_linked_shader *sh = prog->_LinkedShaders[i];
+      if (!sh)
+         continue;
+
+      nir_shader *nir = sh->Program->nir;
+      assert(nir);
+
+      nir_foreach_variable(var, &nir->uniforms) {
+         if (var->constant_initializer) {
+            struct set_uniform_initializer_closure data = {
+               .shader_prog = prog,
+               .prog = sh->Program,
+               .var = var,
+               .location = var->data.location,
+               .boolean_true = ctx->Const.UniformBooleanTrue
+            };
+            set_uniform_initializer(&data,
+                                    var->type,
+                                    var->constant_initializer);
+         } else if (var->data.explicit_binding) {
+            const struct glsl_type *without_array =
+               glsl_without_array(var->type);
+
+            if (glsl_type_is_sampler(without_array) ||
+                glsl_type_is_image(without_array)) {
+               struct set_opaque_binding_closure data = {
+                  .shader_prog = prog,
+                  .prog = sh->Program,
+                  .var = var,
+                  .binding = var->data.binding,
+                  .location = var->data.location
+               };
+               set_opaque_binding(&data, var->type);
+            }
+         }
+      }
+   }
+}
diff --git a/src/compiler/glsl/gl_nir_link_uniforms.c b/src/compiler/glsl/gl_nir_link_uniforms.c
index a8ebde73270..5b7848ccbc2 100644
--- a/src/compiler/glsl/gl_nir_link_uniforms.c
+++ b/src/compiler/glsl/gl_nir_link_uniforms.c
@@ -455,6 +455,7 @@ gl_nir_link_uniforms(struct gl_context *ctx,
    prog->data->NumUniformDataSlots = state.num_values;
 
    nir_setup_uniform_remap_tables(ctx, prog);
+   gl_nir_set_uniform_initializers(ctx, prog);
 
    return true;
 }
diff --git a/src/compiler/glsl/gl_nir_linker.h b/src/compiler/glsl/gl_nir_linker.h
index 31e8fe1a201..5c650ce0455 100644
--- a/src/compiler/glsl/gl_nir_linker.h
+++ b/src/compiler/glsl/gl_nir_linker.h
@@ -34,6 +34,9 @@ struct gl_shader_program;
 bool gl_nir_link_uniforms(struct gl_context *ctx,
                           struct gl_shader_program *prog);
 
+void gl_nir_set_uniform_initializers(struct gl_context *ctx,
+                                     struct gl_shader_program *prog);
+
 #ifdef __cplusplus
 } /* extern "C" */
 #endif
diff --git a/src/compiler/glsl/meson.build b/src/compiler/glsl/meson.build
index a42c68b5eeb..2605fef9585 100644
--- a/src/compiler/glsl/meson.build
+++ b/src/compiler/glsl/meson.build
@@ -69,6 +69,7 @@ files_libglsl = files(
   'gl_nir_lower_atomics.c',
   'gl_nir_lower_samplers.c',
   'gl_nir_lower_samplers_as_deref.c',
+  'gl_nir_link_uniform_initializers.c',
   'gl_nir_link_uniforms.c',
   'gl_nir_linker.h',
   'gl_nir.h',
-- 
2.14.1



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