i965: Add support for struct, array, and matrix uniforms to FS backend.
Fixes 16 piglit cases.
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@ -453,6 +453,7 @@ public:
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void emit_fb_writes();
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struct brw_reg interp_reg(int location, int channel);
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int setup_uniform_values(int loc, const glsl_type *type);
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struct brw_context *brw;
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struct intel_context *intel;
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@ -541,6 +542,64 @@ fs_visitor::variable_storage(ir_variable *var)
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return (fs_reg *)hash_table_find(this->variable_ht, var);
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}
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/* Our support for uniforms is piggy-backed on the struct
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* gl_fragment_program, because that's where the values actually
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* get stored, rather than in some global gl_shader_program uniform
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* store.
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*/
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int
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fs_visitor::setup_uniform_values(int loc, const glsl_type *type)
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{
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const struct gl_program *fp = &this->brw->fragment_program->Base;
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unsigned int offset = 0;
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float *vec_values;
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if (type->is_matrix()) {
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const glsl_type *column = glsl_type::get_instance(GLSL_TYPE_FLOAT,
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type->vector_elements,
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1);
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for (unsigned int i = 0; i < type->matrix_columns; i++) {
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offset += setup_uniform_values(loc + offset, column);
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}
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return offset;
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}
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switch (type->base_type) {
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case GLSL_TYPE_FLOAT:
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case GLSL_TYPE_UINT:
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case GLSL_TYPE_INT:
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case GLSL_TYPE_BOOL:
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vec_values = fp->Parameters->ParameterValues[loc];
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for (unsigned int i = 0; i < type->vector_elements; i++) {
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c->prog_data.param[c->prog_data.nr_params++] = &vec_values[i];
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}
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return 1;
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case GLSL_TYPE_STRUCT:
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for (unsigned int i = 0; i < type->length; i++) {
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offset += setup_uniform_values(loc + offset,
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type->fields.structure[i].type);
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}
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return offset;
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case GLSL_TYPE_ARRAY:
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for (unsigned int i = 0; i < type->length; i++) {
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offset += setup_uniform_values(loc + offset, type->fields.array);
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}
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return offset;
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case GLSL_TYPE_SAMPLER:
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/* The sampler takes up a slot, but we don't use any values from it. */
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return 1;
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default:
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assert(!"not reached");
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return 0;
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}
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}
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void
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fs_visitor::visit(ir_variable *ir)
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{
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@ -560,23 +619,9 @@ fs_visitor::visit(ir_variable *ir)
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}
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if (ir->mode == ir_var_uniform) {
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const float *vec_values;
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int param_index = c->prog_data.nr_params;
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/* FINISHME: This is wildly incomplete. */
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assert(ir->type->is_scalar() || ir->type->is_vector() ||
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ir->type->is_sampler());
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const struct gl_program *fp = &this->brw->fragment_program->Base;
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/* Our support for uniforms is piggy-backed on the struct
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* gl_fragment_program, because that's where the values actually
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* get stored, rather than in some global gl_shader_program uniform
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* store.
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*/
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vec_values = fp->Parameters->ParameterValues[ir->location];
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for (unsigned int i = 0; i < ir->type->vector_elements; i++) {
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c->prog_data.param[c->prog_data.nr_params++] = &vec_values[i];
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}
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setup_uniform_values(ir->location, ir->type);
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reg = new(this->mem_ctx) fs_reg(UNIFORM, param_index);
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}
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