Commit 0924ba0c authored by Eric Anholt's avatar Eric Anholt

ir_to_mesa: Convert this code to using linker.cpp's uniform locations.

Fixes: glsl-fs-uniform-array-4.
parent 45388b54
......@@ -929,6 +929,7 @@ add_uniform(void *mem_ctx, exec_list *uniforms, struct hash_table *ht,
n->slots = vec4_slots;
n->u->Name = strdup(name);
n->u->Type = type;
n->u->VertPos = -1;
n->u->FragPos = -1;
n->u->GeomPos = -1;
......
......@@ -260,13 +260,6 @@ public:
GLboolean try_emit_mad(ir_expression *ir,
int mul_operand);
int add_uniform(const char *name,
const glsl_type *type);
void add_aggregate_uniform(ir_instruction *ir,
const char *name,
const struct glsl_type *type,
struct ir_to_mesa_dst_reg temp);
struct hash_table *sampler_map;
void set_sampler_location(ir_variable *sampler, int location);
......@@ -522,10 +515,10 @@ type_size(const struct glsl_type *type)
}
return size;
case GLSL_TYPE_SAMPLER:
/* Samplers take up no register space, since they're baked in at
* link time.
/* Samplers take up one slot in UNIFORMS[], but they're baked in
* at link time.
*/
return 0;
return 1;
default:
assert(0);
return 0;
......@@ -1290,7 +1283,6 @@ get_builtin_matrix_ref(void *mem_ctx, struct gl_program *prog, ir_variable *var,
tokens[1] = 0; /* unused array index */
base_pos = add_matrix_ref(prog, tokens);
}
tokens[4] = matrices[i].modifier;
entry = new(mem_ctx) variable_storage(var,
PROGRAM_STATE_VAR,
......@@ -1303,76 +1295,10 @@ get_builtin_matrix_ref(void *mem_ctx, struct gl_program *prog, ir_variable *var,
return NULL;
}
int
ir_to_mesa_visitor::add_uniform(const char *name,
const glsl_type *type)
{
int len;
if (type->is_vector() ||
type->is_scalar()) {
len = type->vector_elements;
} else {
len = type_size(type) * 4;
}
int loc = _mesa_add_uniform(this->prog->Parameters,
name,
len,
type->gl_type,
NULL);
return loc;
}
/* Recursively add all the members of the aggregate uniform as uniform names
* to Mesa, moving those uniforms to our structured temporary.
*/
void
ir_to_mesa_visitor::add_aggregate_uniform(ir_instruction *ir,
const char *name,
const struct glsl_type *type,
struct ir_to_mesa_dst_reg temp)
{
int loc;
if (type->is_record()) {
void *mem_ctx = talloc_new(NULL);
for (unsigned int i = 0; i < type->length; i++) {
const glsl_type *field_type = type->fields.structure[i].type;
add_aggregate_uniform(ir,
talloc_asprintf(mem_ctx, "%s.%s", name,
type->fields.structure[i].name),
field_type, temp);
temp.index += type_size(field_type);
}
talloc_free(mem_ctx);
return;
}
assert(type->is_vector() || type->is_scalar() || !"FINISHME: other types");
loc = add_uniform(name, type);
ir_to_mesa_src_reg uniform(PROGRAM_UNIFORM, loc, type);
for (int i = 0; i < type_size(type); i++) {
ir_to_mesa_emit_op1(ir, OPCODE_MOV, temp, uniform);
temp.index++;
uniform.index++;
}
}
void
ir_to_mesa_visitor::visit(ir_dereference_variable *ir)
{
variable_storage *entry = find_variable_storage(ir->var);
unsigned int loc;
if (!entry) {
switch (ir->var->mode) {
......@@ -1382,7 +1308,6 @@ ir_to_mesa_visitor::visit(ir_dereference_variable *ir)
if (entry)
break;
/* FINISHME: Fix up uniform name for arrays and things */
if (ir->var->type->base_type == GLSL_TYPE_SAMPLER ||
(ir->var->type->base_type == GLSL_TYPE_ARRAY &&
ir->var->type->fields.array->base_type == GLSL_TYPE_SAMPLER)) {
......@@ -1404,30 +1329,8 @@ ir_to_mesa_visitor::visit(ir_dereference_variable *ir)
break;
}
assert(ir->var->type->gl_type != 0 &&
ir->var->type->gl_type != GL_INVALID_ENUM);
/* Oh, the joy of aggregate types in Mesa. Like constants,
* we can only really do vec4s. So, make a temp, chop the
* aggregate up into vec4s, and move those vec4s to the temp.
*/
if (ir->var->type->is_record()) {
ir_to_mesa_src_reg temp = get_temp(ir->var->type);
entry = new(mem_ctx) variable_storage(ir->var,
temp.file,
temp.index);
this->variables.push_tail(entry);
add_aggregate_uniform(ir->var, ir->var->name, ir->var->type,
ir_to_mesa_dst_reg_from_src(temp));
break;
}
loc = add_uniform(ir->var->name,
ir->var->type);
entry = new(mem_ctx) variable_storage(ir->var, PROGRAM_UNIFORM, loc);
entry = new(mem_ctx) variable_storage(ir->var, PROGRAM_UNIFORM,
ir->var->location);
this->variables.push_tail(entry);
break;
case ir_var_in:
......@@ -2338,25 +2241,81 @@ count_resources(struct gl_program *prog)
_mesa_update_shader_textures_used(prog);
}
/* Each stage has some uniforms in its Parameters list. The Uniforms
* list for the linked shader program has a pointer to these uniforms
* in each of the stage's Parameters list, so that their values can be
* updated when a uniform is set.
/* Add the uniforms to the parameters. The linker chose locations
* in our parameters lists (which weren't created yet), which the
* uniforms code will use to poke values into our parameters list
* when uniforms are updated.
*/
static void
link_uniforms_to_shared_uniform_list(struct gl_uniform_list *uniforms,
struct gl_program *prog)
add_uniforms_to_parameters_list(struct gl_shader_program *shader_program,
struct gl_shader *shader,
struct gl_program *prog)
{
unsigned int i;
for (i = 0; i < prog->Parameters->NumParameters; i++) {
const struct gl_program_parameter *p = prog->Parameters->Parameters + i;
for (i = 0; i < shader_program->Uniforms->NumUniforms; i++) {
struct gl_uniform *uniform = shader_program->Uniforms->Uniforms + i;
const glsl_type *type = uniform->Type;
unsigned int size;
int parameter_index = -1;
switch (shader->Type) {
case GL_VERTEX_SHADER:
parameter_index = uniform->VertPos;
break;
case GL_FRAGMENT_SHADER:
parameter_index = uniform->FragPos;
break;
case GL_GEOMETRY_SHADER:
parameter_index = uniform->GeomPos;
break;
}
/* Only add uniforms used in our target. */
if (parameter_index == -1)
continue;
if (type->is_vector() ||
type->is_scalar()) {
size = type->vector_elements;
} else {
size = type_size(type) * 4;
}
if (type->is_sampler() ||
(type->is_array() && type->fields.array->is_sampler())) {
int array_length;
if (p->Type == PROGRAM_UNIFORM || p->Type == PROGRAM_SAMPLER) {
struct gl_uniform *uniform =
_mesa_append_uniform(uniforms, p->Name, prog->Target, i);
if (uniform)
uniform->Initialized = p->Initialized;
if (type->is_array())
array_length = type->length;
else
array_length = 1;
(void)_mesa_add_sampler(prog->Parameters,
uniform->Name,
type->gl_type,
array_length);
} else {
GLint index = _mesa_lookup_parameter_index(prog->Parameters, -1,
uniform->Name);
if (index < 0) {
index = _mesa_add_parameter(prog->Parameters, PROGRAM_UNIFORM,
uniform->Name, size, type->gl_type,
NULL, NULL, 0x0);
/* The location chosen in the Parameters list here (returned
* from _mesa_add_uniform) has to match what the linker chose.
*/
if (index != parameter_index) {
shader_program->InfoLog =
talloc_asprintf_append(shader_program->InfoLog,
"Allocation of uniform `%s' to target "
"failed (%d vs %d)\n", uniform->Name,
index, parameter_index);
shader_program->LinkStatus = false;
}
}
}
}
}
......@@ -2498,6 +2457,8 @@ get_mesa_program(GLcontext *ctx, struct gl_shader_program *shader_program,
v.ctx = ctx;
v.prog = prog;
add_uniforms_to_parameters_list(shader_program, shader, prog);
/* Emit Mesa IR for main(). */
visit_exec_list(shader->ir, &v);
v.ir_to_mesa_emit_op0(NULL, OPCODE_END);
......@@ -2676,8 +2637,6 @@ _mesa_ir_link_shader(GLcontext *ctx, struct gl_shader_program *prog)
linked_prog = get_mesa_program(ctx, prog, prog->_LinkedShaders[i]);
link_uniforms_to_shared_uniform_list(prog->Uniforms, linked_prog);
switch (prog->_LinkedShaders[i]->Type) {
case GL_VERTEX_SHADER:
_mesa_reference_vertprog(ctx, &prog->VertexProgram,
......@@ -2801,12 +2760,6 @@ _mesa_glsl_link_shader(GLcontext *ctx, struct gl_shader_program *prog)
if (prog->LinkStatus) {
link_shaders(ctx, prog);
/* We don't use the linker's uniforms list, and cook up our own at
* generate time.
*/
_mesa_free_uniform_list(prog->Uniforms);
prog->Uniforms = _mesa_new_uniform_list();
}
if (prog->LinkStatus) {
......
......@@ -51,10 +51,7 @@ struct gl_uniform
GLint FragPos;
GLint GeomPos;
GLboolean Initialized; /**< For debug. Has this uniform been set? */
#if 0
GLenum DataType; /**< GL_FLOAT, GL_FLOAT_VEC2, etc */
GLuint Size; /**< Number of components (1..4) */
#endif
const struct glsl_type *Type;
};
......
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