glsl: Calcluate Mesa state slots in front-end instead of back-end
This should be the last bit of infrastructure changes before generating GLSL IR for assembly shaders. This commit leaves some odd code formatting in ir_to_mesa and brw_fs. This was done to minimize whitespace changes / reindentation in some loops. The following commit will restore formatting sanity. Reviewed-by: Eric Anholt <eric@anholt.net> Reviewed-by: Chad Versace <chad.versace@intel.com>
This commit is contained in:
@@ -253,6 +253,16 @@ enum ir_depth_layout {
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const char*
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depth_layout_string(ir_depth_layout layout);
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/**
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* Description of built-in state associated with a uniform
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*
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* \sa ir_variable::state_slots
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*/
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struct ir_state_slot {
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int tokens[5];
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int swizzle;
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};
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class ir_variable : public ir_instruction {
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public:
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ir_variable(const struct glsl_type *, const char *, ir_variable_mode);
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@@ -385,6 +395,22 @@ public:
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*/
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int location;
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/**
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* Built-in state that backs this uniform
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*
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* Once set at variable creation, \c state_slots must remain invariant.
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* This is because, ideally, this array would be shared by all clones of
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* this variable in the IR tree. In other words, we'd really like for it
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* to be a fly-weight.
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*
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* If the variable is not a uniform, \c num_state_slots will be zero and
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* \c state_slots will be \c NULL.
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*/
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/*@{*/
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unsigned num_state_slots; /**< Number of state slots used */
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ir_state_slot *state_slots; /**< State descriptors. */
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/*@}*/
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/**
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* Emit a warning if this variable is accessed.
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*/
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@@ -53,6 +53,18 @@ ir_variable::clone(void *mem_ctx, struct hash_table *ht) const
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var->origin_upper_left = this->origin_upper_left;
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var->pixel_center_integer = this->pixel_center_integer;
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var->explicit_location = this->explicit_location;
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var->num_state_slots = this->num_state_slots;
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if (this->state_slots) {
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/* FINISHME: This really wants to use something like talloc_reference, but
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* FINISHME: ralloc doesn't have any similar function.
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*/
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var->state_slots = ralloc_array(var, ir_state_slot,
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this->num_state_slots);
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memcpy(var->state_slots, this->state_slots,
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sizeof(this->state_slots[0]) * var->num_state_slots);
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}
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if (this->explicit_location)
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var->location = this->location;
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@@ -327,7 +327,43 @@ static ir_variable *
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add_uniform(exec_list *instructions, glsl_symbol_table *symtab,
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const char *name, const glsl_type *type)
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{
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return add_variable(instructions, symtab, name, type, ir_var_uniform, -1);
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ir_variable *const uni =
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add_variable(instructions, symtab, name, type, ir_var_uniform, -1);
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unsigned i;
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for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
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if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
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break;
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}
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}
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assert(_mesa_builtin_uniform_desc[i].name != NULL);
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const struct gl_builtin_uniform_desc* const statevar =
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&_mesa_builtin_uniform_desc[i];
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const unsigned array_count = type->is_array() ? type->length : 1;
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uni->num_state_slots = array_count * statevar->num_elements;
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ir_state_slot *slots =
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ralloc_array(uni, ir_state_slot, uni->num_state_slots);
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uni->state_slots = slots;
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for (unsigned a = 0; a < array_count; a++) {
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for (unsigned j = 0; j < statevar->num_elements; j++) {
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struct gl_builtin_uniform_element *element = &statevar->elements[j];
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memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
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if (type->is_array()) {
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slots->tokens[1] = a;
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}
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slots->swizzle = element->swizzle;
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slots++;
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}
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}
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return uni;
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}
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static void
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@@ -341,8 +377,12 @@ add_builtin_variable(exec_list *instructions, glsl_symbol_table *symtab,
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assert(type != NULL);
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add_variable(instructions, symtab, proto->name, type, proto->mode,
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proto->slot);
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if (proto->mode == ir_var_uniform) {
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add_uniform(instructions, symtab, proto->name, type);
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} else {
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add_variable(instructions, symtab, proto->name, type, proto->mode,
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proto->slot);
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}
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}
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static void
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@@ -994,6 +994,19 @@ update_array_sizes(struct gl_shader_program *prog)
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}
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if (size + 1 != var->type->fields.array->length) {
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/* If this is a built-in uniform (i.e., it's backed by some
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* fixed-function state), adjust the number of state slots to
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* match the new array size. The number of slots per array entry
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* is not known. It seems saft to assume that the total number of
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* slots is an integer multiple of the number of array elements.
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* Determine the number of slots per array element by dividing by
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* the old (total) size.
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*/
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if (var->num_state_slots > 0) {
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var->num_state_slots = (size + 1)
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* (var->num_state_slots / var->type->length);
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}
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var->type = glsl_type::get_array_instance(var->type->fields.array,
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size + 1);
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/* FINISHME: We should update the types of array
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@@ -399,41 +399,16 @@ fs_visitor::setup_uniform_values(int loc, const glsl_type *type)
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void
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fs_visitor::setup_builtin_uniform_values(ir_variable *ir)
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{
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const struct gl_builtin_uniform_desc *statevar = NULL;
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for (unsigned int i = 0; _mesa_builtin_uniform_desc[i].name; i++) {
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statevar = &_mesa_builtin_uniform_desc[i];
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if (strcmp(ir->name, _mesa_builtin_uniform_desc[i].name) == 0)
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break;
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}
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if (!statevar->name) {
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fail("Failed to find builtin uniform `%s'\n", ir->name);
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return;
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}
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int array_count;
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if (ir->type->is_array()) {
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array_count = ir->type->length;
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} else {
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array_count = 1;
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}
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for (int a = 0; a < array_count; a++) {
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for (unsigned int i = 0; i < statevar->num_elements; i++) {
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struct gl_builtin_uniform_element *element = &statevar->elements[i];
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int tokens[STATE_LENGTH];
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memcpy(tokens, element->tokens, sizeof(element->tokens));
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if (ir->type->is_array()) {
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tokens[1] = a;
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}
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const ir_state_slot *const slots = ir->state_slots;
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assert(ir->state_slots != NULL);
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{
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for (unsigned int i = 0; i < ir->num_state_slots; i++) {
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/* This state reference has already been setup by ir_to_mesa,
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* but we'll get the same index back here.
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*/
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int index = _mesa_add_state_reference(this->fp->Base.Parameters,
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(gl_state_index *)tokens);
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(gl_state_index *)slots[i].tokens);
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/* Add each of the unique swizzles of the element as a
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* parameter. This'll end up matching the expected layout of
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@@ -441,7 +416,7 @@ fs_visitor::setup_builtin_uniform_values(ir_variable *ir)
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*/
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int last_swiz = -1;
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for (unsigned int j = 0; j < 4; j++) {
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int swiz = GET_SWZ(element->swizzle, j);
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int swiz = GET_SWZ(slots[i].swizzle, j);
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if (swiz == last_swiz)
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break;
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last_swiz = swiz;
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@@ -754,27 +754,8 @@ ir_to_mesa_visitor::visit(ir_variable *ir)
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if (ir->mode == ir_var_uniform && strncmp(ir->name, "gl_", 3) == 0) {
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unsigned int i;
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const struct gl_builtin_uniform_desc *statevar;
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for (i = 0; _mesa_builtin_uniform_desc[i].name; i++) {
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if (strcmp(ir->name, _mesa_builtin_uniform_desc[i].name) == 0)
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break;
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}
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if (!_mesa_builtin_uniform_desc[i].name) {
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fail_link(this->shader_program,
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"Failed to find builtin uniform `%s'\n", ir->name);
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return;
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}
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statevar = &_mesa_builtin_uniform_desc[i];
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int array_count;
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if (ir->type->is_array()) {
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array_count = ir->type->length;
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} else {
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array_count = 1;
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}
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const ir_state_slot *const slots = ir->state_slots;
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assert(ir->state_slots != NULL);
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/* Check if this statevar's setup in the STATE file exactly
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* matches how we'll want to reference it as a
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@@ -782,21 +763,27 @@ ir_to_mesa_visitor::visit(ir_variable *ir)
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* temporary storage and hope that it'll get copy-propagated
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* out.
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*/
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for (i = 0; i < statevar->num_elements; i++) {
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if (statevar->elements[i].swizzle != SWIZZLE_XYZW) {
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for (i = 0; i < ir->num_state_slots; i++) {
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if (slots[i].swizzle != SWIZZLE_XYZW) {
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break;
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}
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}
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struct variable_storage *storage;
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ir_to_mesa_dst_reg dst;
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if (i == statevar->num_elements) {
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if (i == ir->num_state_slots) {
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/* We'll set the index later. */
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storage = new(mem_ctx) variable_storage(ir, PROGRAM_STATE_VAR, -1);
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this->variables.push_tail(storage);
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dst = ir_to_mesa_undef_dst;
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} else {
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/* The variable_storage constructor allocates slots based on the size
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* of the type. However, this had better match the number of state
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* elements that we're going to copy into the new temporary.
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*/
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assert(ir->num_state_slots == type_size(ir->type));
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storage = new(mem_ctx) variable_storage(ir, PROGRAM_TEMPORARY,
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this->next_temp);
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this->variables.push_tail(storage);
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@@ -808,29 +795,20 @@ ir_to_mesa_visitor::visit(ir_variable *ir)
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}
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for (int a = 0; a < array_count; a++) {
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for (unsigned int i = 0; i < statevar->num_elements; i++) {
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struct gl_builtin_uniform_element *element = &statevar->elements[i];
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int tokens[STATE_LENGTH];
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memcpy(tokens, element->tokens, sizeof(element->tokens));
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if (ir->type->is_array()) {
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tokens[1] = a;
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}
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{
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for (unsigned int i = 0; i < ir->num_state_slots; i++) {
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int index = _mesa_add_state_reference(this->prog->Parameters,
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(gl_state_index *)tokens);
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(gl_state_index *)slots[i].tokens);
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if (storage->file == PROGRAM_STATE_VAR) {
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if (storage->index == -1) {
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storage->index = index;
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} else {
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assert(index ==
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(int)(storage->index + a * statevar->num_elements + i));
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assert(index == storage->index + (int)i);
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}
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} else {
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ir_to_mesa_src_reg src(PROGRAM_STATE_VAR, index, NULL);
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src.swizzle = element->swizzle;
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src.swizzle = slots[i].swizzle;
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ir_to_mesa_emit_op1(ir, OPCODE_MOV, dst, src);
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/* even a float takes up a whole vec4 reg in a struct/array. */
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dst.index++;
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@@ -838,7 +816,7 @@ ir_to_mesa_visitor::visit(ir_variable *ir)
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}
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}
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if (storage->file == PROGRAM_TEMPORARY &&
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dst.index != storage->index + type_size(ir->type)) {
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dst.index != storage->index + ir->num_state_slots) {
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fail_link(this->shader_program,
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"failed to load builtin uniform `%s' (%d/%d regs loaded)\n",
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ir->name, dst.index - storage->index,
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