Commit 2c2a7b29 by Alexis Hetu Committed by Alexis Hétu

Passing uniform buffers to the vertex/pixel programs

This cl contains the necessary changes to make uniform buffers usable in shaders. A few things to note: - Uniform buffers can be set, but nothing will attempt to access them in this cl. - While the 'index' of uniforms is expressed in terms of registers, uniform buffer 'index' is expressed in bytes in both PixelProgram and VertexProgram. This is necessary because of packing which can potentially put some variables in the middle of registers. Technically, std140 always packs variables in multiples of byte4, but other future layouts may not, so using bytes as the unit is more future proof. - The above mentioned 'index' will have to be computed in OutputASM and extra operations will need to be added (to fetch a row from a row major matrix, for example). Change-Id: I636cc4bdc6fe90d6f5697e735f4288f48d18a75b Reviewed-on: https://swiftshader-review.googlesource.com/4151Tested-by: 's avatarAlexis Hétu <sugoi@google.com> Reviewed-by: 's avatarNicolas Capens <capn@google.com>
parent 2cb618d6
......@@ -87,7 +87,7 @@ enum
MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS = MAX_UNIFORM_BLOCKS_COMPONENTS + 4 * FRAGMENT_UNIFORM_VECTORS,
MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS = MAX_UNIFORM_BLOCKS_COMPONENTS + 4 * VERTEX_UNIFORM_VECTORS,
MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = 4,
MAX_UNIFORM_BUFFER_BINDINGS = 36,
MAX_UNIFORM_BUFFER_BINDINGS = 36, // Limited to 127 by SourceParameter.bufferIndex in Shader.hpp
MAX_CLIP_PLANES = 6,
RENDERTARGETS = 4,
};
......
......@@ -3038,8 +3038,8 @@ void Context::applyShaders()
mAppliedProgramSerial = programObject->getSerial();
}
programObject->applyUniformBuffers(mState.uniformBuffers);
programObject->applyUniforms();
programObject->applyUniformBuffers();
}
void Context::applyTextures()
......
......@@ -62,9 +62,16 @@ namespace es2
const BlockInfo &blockInfo)
: type(type), precision(precision), name(name), arraySize(arraySize), blockInfo(blockInfo)
{
int bytes = UniformTypeSize(type) * size();
data = new unsigned char[bytes];
memset(data, 0, bytes);
if(blockInfo.index == -1)
{
int bytes = UniformTypeSize(type) * size();
data = new unsigned char[bytes];
memset(data, 0, bytes);
}
else
{
data = nullptr;
}
dirty = true;
psRegisterIndex = -1;
......@@ -1065,7 +1072,7 @@ namespace es2
Uniform *targetUniform = uniforms[uniformIndex[location].index];
if(targetUniform->dirty)
if(targetUniform->dirty && (targetUniform->blockInfo.index == -1))
{
int size = targetUniform->size();
GLfloat *f = (GLfloat*)targetUniform->data;
......@@ -1125,25 +1132,26 @@ namespace es2
}
}
void Program::applyUniformBuffers()
void Program::applyUniformBuffers(gl::BindingPointer<Buffer>* uniformBuffers)
{
GLint vertexUniformBuffers[IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS];
GLint fragmentUniformBuffers[IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS];
for(unsigned int registerIndex = 0; registerIndex < IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS; ++registerIndex)
for(unsigned int bufferBindingIndex = 0; bufferBindingIndex < IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS; ++bufferBindingIndex)
{
vertexUniformBuffers[registerIndex] = -1;
vertexUniformBuffers[bufferBindingIndex] = -1;
}
for(unsigned int registerIndex = 0; registerIndex < IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS; ++registerIndex)
for(unsigned int bufferBindingIndex = 0; bufferBindingIndex < IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS; ++bufferBindingIndex)
{
fragmentUniformBuffers[registerIndex] = -1;
fragmentUniformBuffers[bufferBindingIndex] = -1;
}
int vertexUniformBufferIndex = 0;
int fragmentUniformBufferIndex = 0;
for(unsigned int uniformBlockIndex = 0; uniformBlockIndex < uniformBlocks.size(); uniformBlockIndex++)
{
UniformBlock &uniformBlock = *uniformBlocks[uniformBlockIndex];
GLuint blockBinding = uniformBlockBindings[uniformBlockIndex];
// Unnecessary to apply an unreferenced standard or shared UBO
if(!uniformBlock.isReferencedByVertexShader() && !uniformBlock.isReferencedByFragmentShader())
......@@ -1151,20 +1159,26 @@ namespace es2
continue;
}
GLuint blockBinding = uniformBlockBindings[uniformBlockIndex];
if(uniformBlock.isReferencedByVertexShader())
{
unsigned int registerIndex = uniformBlock.vsRegisterIndex;
ASSERT(vertexUniformBuffers[registerIndex] == -1);
vertexUniformBuffers[registerIndex] = blockBinding;
vertexUniformBuffers[vertexUniformBufferIndex++] = blockBinding;
}
if(uniformBlock.isReferencedByFragmentShader())
{
unsigned int registerIndex = uniformBlock.psRegisterIndex;
ASSERT(fragmentUniformBuffers[registerIndex] == -1);
fragmentUniformBuffers[registerIndex] = blockBinding;
fragmentUniformBuffers[fragmentUniformBufferIndex++] = blockBinding;
}
}
for(unsigned int bufferBindingIndex = 0; bufferBindingIndex < IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS; ++bufferBindingIndex)
{
int index = vertexUniformBuffers[bufferBindingIndex];
device->VertexProcessor::setUniformBuffer(bufferBindingIndex, (index != -1) ? uniformBuffers[index]->getResource() : nullptr, 0);
index = fragmentUniformBuffers[bufferBindingIndex];
device->PixelProcessor::setUniformBuffer(bufferBindingIndex, (index != -1) ? uniformBuffers[index]->getResource() : nullptr, 0);
}
}
bool Program::linkVaryings()
......
......@@ -167,7 +167,7 @@ namespace es2
void dirtyAllUniforms();
void applyUniforms();
void applyUniformBuffers();
void applyUniformBuffers(gl::BindingPointer<Buffer>* uniformBuffers);
void link();
bool isLinked() const;
......
......@@ -136,6 +136,32 @@ namespace sw
else ASSERT(false);
}
void PixelProcessor::setUniformBuffer(int index, sw::Resource* buffer, int offset)
{
uniformBuffer[index] = buffer;
uniformBufferOffset[index] = offset;
}
void PixelProcessor::lockUniformBuffers(byte** u)
{
for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; ++i)
{
u[i] = uniformBuffer[i] ? static_cast<byte*>(uniformBuffer[i]->lock(PUBLIC, PRIVATE)) + uniformBufferOffset[i] : nullptr;
}
}
void PixelProcessor::unlockUniformBuffers()
{
for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; ++i)
{
if(uniformBuffer[i])
{
uniformBuffer[i]->unlock();
uniformBuffer[i] = nullptr;
}
}
}
void PixelProcessor::setRenderTarget(int index, Surface *renderTarget)
{
context->renderTarget[index] = renderTarget;
......
......@@ -191,6 +191,10 @@ namespace sw
virtual void setIntegerConstant(unsigned int index, const int value[4]);
virtual void setBooleanConstant(unsigned int index, int boolean);
virtual void setUniformBuffer(int index, sw::Resource* buffer, int offset);
virtual void lockUniformBuffers(byte** u);
virtual void unlockUniformBuffers();
virtual void setRenderTarget(int index, Surface *renderTarget);
virtual void setDepthStencil(Surface *depthStencil);
......@@ -299,6 +303,8 @@ namespace sw
float4 c[FRAGMENT_UNIFORM_VECTORS];
int4 i[16];
bool b[16];
Resource* uniformBuffer[MAX_UNIFORM_BUFFER_BINDINGS];
int uniformBufferOffset[MAX_UNIFORM_BUFFER_BINDINGS];
// Other semi-constants
Stencil stencil;
......
......@@ -382,6 +382,8 @@ namespace sw
memcpy(&data->ps.b, PixelProcessor::b, sizeof(bool) * draw->psDirtyConstB);
draw->psDirtyConstB = 0;
}
PixelProcessor::lockUniformBuffers(data->ps.u);
}
if(context->pixelShaderVersion() <= 0x0104)
......@@ -434,6 +436,8 @@ namespace sw
{
data->instanceID = context->instanceID;
}
VertexProcessor::lockUniformBuffers(data->vs.u);
}
else
{
......@@ -954,6 +958,9 @@ namespace sw
draw.indexBuffer->unlock();
}
PixelProcessor::unlockUniformBuffers();
VertexProcessor::unlockUniformBuffers();
draw.vertexRoutine->unbind();
draw.setupRoutine->unbind();
draw.pixelRoutine->unbind();
......
......@@ -121,6 +121,7 @@ namespace sw
struct VS
{
float4 c[VERTEX_UNIFORM_VECTORS + 1]; // One extra for indices out of range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0}
byte* u[MAX_UNIFORM_BUFFER_BINDINGS];
int4 i[16];
bool b[16];
};
......@@ -129,6 +130,7 @@ namespace sw
{
word4 cW[8][4];
float4 c[FRAGMENT_UNIFORM_VECTORS];
byte* u[MAX_UNIFORM_BUFFER_BINDINGS];
int4 i[16];
bool b[16];
};
......
......@@ -157,6 +157,32 @@ namespace sw
else ASSERT(false);
}
void VertexProcessor::setUniformBuffer(int index, sw::Resource* buffer, int offset)
{
uniformBuffer[index] = buffer;
uniformBufferOffset[index] = offset;
}
void VertexProcessor::lockUniformBuffers(byte** u)
{
for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; ++i)
{
u[i] = uniformBuffer[i] ? static_cast<byte*>(uniformBuffer[i]->lock(PUBLIC, PRIVATE)) + uniformBufferOffset[i] : nullptr;
}
}
void VertexProcessor::unlockUniformBuffers()
{
for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; ++i)
{
if(uniformBuffer[i])
{
uniformBuffer[i]->unlock();
uniformBuffer[i] = nullptr;
}
}
}
void VertexProcessor::setModelMatrix(const Matrix &M, int i)
{
if(i < 12)
......
......@@ -185,6 +185,10 @@ namespace sw
virtual void setIntegerConstant(unsigned int index, const int integer[4]);
virtual void setBooleanConstant(unsigned int index, int boolean);
virtual void setUniformBuffer(int index, sw::Resource* uniformBuffer, int offset);
virtual void lockUniformBuffers(byte** u);
virtual void unlockUniformBuffers();
// Transformations
virtual void setModelMatrix(const Matrix &M, int i = 0);
virtual void setViewMatrix(const Matrix &V);
......@@ -269,6 +273,8 @@ namespace sw
float4 c[VERTEX_UNIFORM_VECTORS + 1]; // One extra for indices out of range, c[VERTEX_UNIFORM_VECTORS] = {0, 0, 0, 0}
int4 i[16];
bool b[16];
Resource* uniformBuffer[MAX_UNIFORM_BUFFER_BINDINGS];
int uniformBufferOffset[MAX_UNIFORM_BUFFER_BINDINGS];
PointSprite point;
FixedFunction ff;
......
......@@ -743,7 +743,7 @@ namespace sw
}
else
{
Int a = relativeAddress(src);
Int a = relativeAddress(src, src.bufferIndex);
reg = r[i + a];
}
......@@ -756,7 +756,7 @@ namespace sw
}
else
{
Int a = relativeAddress(src);
Int a = relativeAddress(src, src.bufferIndex);
reg = v[i + a];
}
......@@ -800,7 +800,7 @@ namespace sw
}
else
{
Int a = relativeAddress(src);
Int a = relativeAddress(src, src.bufferIndex);
reg = oC[i + a];
}
......@@ -858,6 +858,23 @@ namespace sw
return mod;
}
RValue<Pointer<Byte>> PixelProgram::uniformAddress(int bufferIndex, unsigned int index)
{
if(bufferIndex == -1)
{
return data + OFFSET(DrawData, ps.c[index]);
}
else
{
return *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, ps.u[bufferIndex])) + index;
}
}
RValue<Pointer<Byte>> PixelProgram::uniformAddress(int bufferIndex, unsigned int index, Int& offset)
{
return uniformAddress(bufferIndex, index) + offset * sizeof(float4);
}
Vector4f PixelProgram::readConstant(const Src &src, unsigned int offset)
{
Vector4f c;
......@@ -865,7 +882,7 @@ namespace sw
if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
{
c.x = c.y = c.z = c.w = *Pointer<Float4>(data + OFFSET(DrawData, ps.c[i]));
c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i));
c.x = c.x.xxxx;
c.y = c.y.yyyy;
......@@ -897,7 +914,7 @@ namespace sw
{
Int loopCounter = aL[loopDepth];
c.x = c.y = c.z = c.w = *Pointer<Float4>(data + OFFSET(DrawData, ps.c[i]) + loopCounter * 16);
c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, loopCounter));
c.x = c.x.xxxx;
c.y = c.y.yyyy;
......@@ -906,9 +923,9 @@ namespace sw
}
else
{
Int a = relativeAddress(src);
Int a = relativeAddress(src, src.bufferIndex);
c.x = c.y = c.z = c.w = *Pointer<Float4>(data + OFFSET(DrawData, ps.c[i]) + a * 16);
c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, a));
c.x = c.x.xxxx;
c.y = c.y.yyyy;
......@@ -919,7 +936,7 @@ namespace sw
return c;
}
Int PixelProgram::relativeAddress(const Shader::Parameter &var)
Int PixelProgram::relativeAddress(const Shader::Parameter &var, int bufferIndex)
{
ASSERT(var.rel.deterministic);
......@@ -937,7 +954,7 @@ namespace sw
}
else if(var.rel.type == Shader::PARAMETER_CONST)
{
RValue<Int4> c = *Pointer<Int4>(data + OFFSET(DrawData, ps.c[var.rel.index]));
RValue<Int4> c = *Pointer<Int4>(uniformAddress(bufferIndex, var.rel.index));
return Extract(c, 0) * var.rel.scale;
}
......
......@@ -88,7 +88,9 @@ namespace sw
Vector4f fetchRegisterF(const Src &src, unsigned int offset = 0);
Vector4f readConstant(const Src &src, unsigned int offset = 0);
Int relativeAddress(const Shader::Parameter &var);
RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index);
RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index, Int& offset);
Int relativeAddress(const Shader::Parameter &var, int bufferIndex = -1);
Float4 linearToSRGB(const Float4 &x);
......
......@@ -455,7 +455,7 @@ namespace sw
struct SourceParameter : Parameter
{
SourceParameter() : swizzle(0xE4), modifier(MODIFIER_NONE)
SourceParameter() : swizzle(0xE4), modifier(MODIFIER_NONE), bufferIndex(-1)
{
}
......@@ -465,6 +465,7 @@ namespace sw
unsigned int swizzle : 8;
Modifier modifier : 8;
int bufferIndex : 8;
};
struct Instruction
......
......@@ -659,7 +659,7 @@ namespace sw
}
else
{
reg = r[i + relativeAddress(src)];
reg = r[i + relativeAddress(src, src.bufferIndex)];
}
break;
case Shader::PARAMETER_CONST:
......@@ -672,7 +672,7 @@ namespace sw
}
else
{
reg = v[i + relativeAddress(src)];
reg = v[i + relativeAddress(src, src.bufferIndex)];
}
break;
case Shader::PARAMETER_VOID: return r[0]; // Dummy
......@@ -704,7 +704,7 @@ namespace sw
}
else
{
reg = o[i + relativeAddress(src)];
reg = o[i + relativeAddress(src, src.bufferIndex)];
}
break;
case Shader::PARAMETER_MISCTYPE:
......@@ -760,6 +760,23 @@ namespace sw
return mod;
}
RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index)
{
if(bufferIndex == -1)
{
return data + OFFSET(DrawData, vs.c[index]);
}
else
{
return *Pointer<Pointer<Byte>>(data + OFFSET(DrawData, vs.u[bufferIndex])) + index;
}
}
RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index, Int& offset)
{
return uniformAddress(bufferIndex, index) + offset * sizeof(float4);
}
Vector4f VertexProgram::readConstant(const Src &src, unsigned int offset)
{
Vector4f c;
......@@ -767,7 +784,7 @@ namespace sw
if(src.rel.type == Shader::PARAMETER_VOID) // Not relative
{
c.x = c.y = c.z = c.w = *Pointer<Float4>(data + OFFSET(DrawData,vs.c[i]));
c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i));
c.x = c.x.xxxx;
c.y = c.y.yyyy;
......@@ -799,7 +816,7 @@ namespace sw
{
Int loopCounter = aL[loopDepth];
c.x = c.y = c.z = c.w = *Pointer<Float4>(data + OFFSET(DrawData,vs.c[i]) + loopCounter * 16);
c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, loopCounter));
c.x = c.x.xxxx;
c.y = c.y.yyyy;
......@@ -810,7 +827,9 @@ namespace sw
{
if(src.rel.deterministic)
{
Int a = relativeAddress(src);
Int a = relativeAddress(src, src.bufferIndex);
c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, a));
c.x = c.y = c.z = c.w = *Pointer<Float4>(data + OFFSET(DrawData,vs.c[i]) + a * 16);
......@@ -830,7 +849,7 @@ namespace sw
case Shader::PARAMETER_TEMP: a = r[src.rel.index][component]; break;
case Shader::PARAMETER_INPUT: a = v[src.rel.index][component]; break;
case Shader::PARAMETER_OUTPUT: a = o[src.rel.index][component]; break;
case Shader::PARAMETER_CONST: a = *Pointer<Float>(data + OFFSET(DrawData,vs.c[src.rel.index][component])); break;
case Shader::PARAMETER_CONST: a = *Pointer<Float>(uniformAddress(src.bufferIndex, src.rel.index) + component * sizeof(float)); break;
default: ASSERT(false);
}
......@@ -843,10 +862,10 @@ namespace sw
Int index2 = Extract(index, 2);
Int index3 = Extract(index, 3);
c.x = *Pointer<Float4>(data + OFFSET(DrawData,vs.c) + index0 * 16, 16);
c.y = *Pointer<Float4>(data + OFFSET(DrawData,vs.c) + index1 * 16, 16);
c.z = *Pointer<Float4>(data + OFFSET(DrawData,vs.c) + index2 * 16, 16);
c.w = *Pointer<Float4>(data + OFFSET(DrawData,vs.c) + index3 * 16, 16);
c.x = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index0), 16);
c.y = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index1), 16);
c.z = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index2), 16);
c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index3), 16);
transpose4x4(c.x, c.y, c.z, c.w);
}
......@@ -855,7 +874,7 @@ namespace sw
return c;
}
Int VertexProgram::relativeAddress(const Shader::Parameter &var)
Int VertexProgram::relativeAddress(const Shader::Parameter &var, int bufferIndex)
{
ASSERT(var.rel.deterministic);
......@@ -873,7 +892,7 @@ namespace sw
}
else if(var.rel.type == Shader::PARAMETER_CONST)
{
RValue<Int4> c = *Pointer<Int4>(data + OFFSET(DrawData, vs.c[var.rel.index]));
RValue<Int4> c = *Pointer<Int4>(uniformAddress(bufferIndex, var.rel.index));
return Extract(c, 0) * var.rel.scale;
}
......
......@@ -65,7 +65,9 @@ namespace sw
Vector4f fetchRegisterF(const Src &src, unsigned int offset = 0);
Vector4f readConstant(const Src &src, unsigned int offset = 0);
Int relativeAddress(const Shader::Parameter &var);
RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index);
RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index, Int& offset);
Int relativeAddress(const Shader::Parameter &var, int bufferIndex = -1);
Int4 enableMask(const Shader::Instruction *instruction);
void M3X2(Vector4f &dst, Vector4f &src0, Src &src1);
......
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