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|
/*
* Copyright © 2011 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 "main/core.h"
#include "ir.h"
#include "linker.h"
#include "ir_uniform.h"
#include "glsl_symbol_table.h"
#include "program/hash_table.h"
#include "program.h"
/**
* \file link_uniforms.cpp
* Assign locations for GLSL uniforms.
*
* \author Ian Romanick <ian.d.romanick@intel.com>
*/
/**
* Used by linker to indicate uniforms that have no location set.
*/
#define UNMAPPED_UNIFORM_LOC ~0u
/**
* Count the backing storage requirements for a type
*/
static unsigned
values_for_type(const glsl_type *type)
{
if (type->is_sampler()) {
return 1;
} else if (type->is_array() && type->fields.array->is_sampler()) {
return type->array_size();
} else {
return type->component_slots();
}
}
void
program_resource_visitor::process(const glsl_type *type, const char *name)
{
assert(type->without_array()->is_record()
|| type->without_array()->is_interface());
char *name_copy = ralloc_strdup(NULL, name);
recursion(type, &name_copy, strlen(name), false, NULL, false);
ralloc_free(name_copy);
}
void
program_resource_visitor::process(ir_variable *var)
{
const glsl_type *t = var->type;
const bool row_major =
var->data.matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
/* false is always passed for the row_major parameter to the other
* processing functions because no information is available to do
* otherwise. See the warning in linker.h.
*/
/* Only strdup the name if we actually will need to modify it. */
if (var->data.from_named_ifc_block_array) {
/* lower_named_interface_blocks created this variable by lowering an
* interface block array to an array variable. For example if the
* original source code was:
*
* out Blk { vec4 bar } foo[3];
*
* Then the variable is now:
*
* out vec4 bar[3];
*
* We need to visit each array element using the names constructed like
* so:
*
* Blk[0].bar
* Blk[1].bar
* Blk[2].bar
*/
assert(t->is_array());
const glsl_type *ifc_type = var->get_interface_type();
char *name = ralloc_strdup(NULL, ifc_type->name);
size_t name_length = strlen(name);
for (unsigned i = 0; i < t->length; i++) {
size_t new_length = name_length;
ralloc_asprintf_rewrite_tail(&name, &new_length, "[%u].%s", i,
var->name);
/* Note: row_major is only meaningful for uniform blocks, and
* lowering is only applied to non-uniform interface blocks, so we
* can safely pass false for row_major.
*/
recursion(var->type, &name, new_length, row_major, NULL, false);
}
ralloc_free(name);
} else if (var->data.from_named_ifc_block_nonarray) {
/* lower_named_interface_blocks created this variable by lowering a
* named interface block (non-array) to an ordinary variable. For
* example if the original source code was:
*
* out Blk { vec4 bar } foo;
*
* Then the variable is now:
*
* out vec4 bar;
*
* We need to visit this variable using the name:
*
* Blk.bar
*/
const glsl_type *ifc_type = var->get_interface_type();
char *name = ralloc_asprintf(NULL, "%s.%s", ifc_type->name, var->name);
/* Note: row_major is only meaningful for uniform blocks, and lowering
* is only applied to non-uniform interface blocks, so we can safely
* pass false for row_major.
*/
recursion(var->type, &name, strlen(name), row_major, NULL, false);
ralloc_free(name);
} else if (t->without_array()->is_record()) {
char *name = ralloc_strdup(NULL, var->name);
recursion(var->type, &name, strlen(name), row_major, NULL, false);
ralloc_free(name);
} else if (t->is_interface()) {
char *name = ralloc_strdup(NULL, var->type->name);
recursion(var->type, &name, strlen(name), row_major, NULL, false);
ralloc_free(name);
} else if (t->is_array() && t->fields.array->is_interface()) {
char *name = ralloc_strdup(NULL, var->type->fields.array->name);
recursion(var->type, &name, strlen(name), row_major, NULL, false);
ralloc_free(name);
} else {
this->visit_field(t, var->name, row_major, NULL, false);
}
}
void
program_resource_visitor::recursion(const glsl_type *t, char **name,
size_t name_length, bool row_major,
const glsl_type *record_type,
bool last_field)
{
/* Records need to have each field processed individually.
*
* Arrays of records need to have each array element processed
* individually, then each field of the resulting array elements processed
* individually.
*/
if (t->is_record() || t->is_interface()) {
if (record_type == NULL && t->is_record())
record_type = t;
if (t->is_record())
this->enter_record(t, *name, row_major);
for (unsigned i = 0; i < t->length; i++) {
const char *field = t->fields.structure[i].name;
size_t new_length = name_length;
if (t->fields.structure[i].type->is_record())
this->visit_field(&t->fields.structure[i]);
/* Append '.field' to the current variable name. */
if (name_length == 0) {
ralloc_asprintf_rewrite_tail(name, &new_length, "%s", field);
} else {
ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
}
/* The layout of structures at the top level of the block is set
* during parsing. For matrices contained in multiple levels of
* structures in the block, the inner structures have no layout.
* These cases must potentially inherit the layout from the outer
* levels.
*/
bool field_row_major = row_major;
const enum glsl_matrix_layout matrix_layout =
glsl_matrix_layout(t->fields.structure[i].matrix_layout);
if (matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
field_row_major = true;
} else if (matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
field_row_major = false;
}
recursion(t->fields.structure[i].type, name, new_length,
field_row_major,
record_type,
(i + 1) == t->length);
/* Only the first leaf-field of the record gets called with the
* record type pointer.
*/
record_type = NULL;
}
if (t->is_record()) {
(*name)[name_length] = '\0';
this->leave_record(t, *name, row_major);
}
} else if (t->is_array() && (t->fields.array->is_record()
|| t->fields.array->is_interface())) {
if (record_type == NULL && t->fields.array->is_record())
record_type = t->fields.array;
for (unsigned i = 0; i < t->length; i++) {
size_t new_length = name_length;
/* Append the subscript to the current variable name */
ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
recursion(t->fields.array, name, new_length, row_major,
record_type,
(i + 1) == t->length);
/* Only the first leaf-field of the record gets called with the
* record type pointer.
*/
record_type = NULL;
}
} else {
this->visit_field(t, *name, row_major, record_type, last_field);
}
}
void
program_resource_visitor::visit_field(const glsl_type *type, const char *name,
bool row_major,
const glsl_type *,
bool /* last_field */)
{
visit_field(type, name, row_major);
}
void
program_resource_visitor::visit_field(const glsl_struct_field *field)
{
(void) field;
/* empty */
}
void
program_resource_visitor::enter_record(const glsl_type *, const char *, bool)
{
}
void
program_resource_visitor::leave_record(const glsl_type *, const char *, bool)
{
}
namespace {
/**
* Class to help calculate the storage requirements for a set of uniforms
*
* As uniforms are added to the active set the number of active uniforms and
* the storage requirements for those uniforms are accumulated. The active
* uniforms are added to the hash table supplied to the constructor.
*
* If the same uniform is added multiple times (i.e., once for each shader
* target), it will only be accounted once.
*/
class count_uniform_size : public program_resource_visitor {
public:
count_uniform_size(struct string_to_uint_map *map)
: num_active_uniforms(0), num_values(0), num_shader_samplers(0),
num_shader_images(0), num_shader_uniform_components(0),
is_ubo_var(false), map(map)
{
/* empty */
}
void start_shader()
{
this->num_shader_samplers = 0;
this->num_shader_images = 0;
this->num_shader_uniform_components = 0;
}
void process(ir_variable *var)
{
this->is_ubo_var = var->is_in_uniform_block();
if (var->is_interface_instance())
program_resource_visitor::process(var->get_interface_type(),
var->get_interface_type()->name);
else
program_resource_visitor::process(var);
}
/**
* Total number of active uniforms counted
*/
unsigned num_active_uniforms;
/**
* Number of data values required to back the storage for the active uniforms
*/
unsigned num_values;
/**
* Number of samplers used
*/
unsigned num_shader_samplers;
/**
* Number of images used
*/
unsigned num_shader_images;
/**
* Number of uniforms used in the current shader
*/
unsigned num_shader_uniform_components;
bool is_ubo_var;
private:
virtual void visit_field(const glsl_type *type, const char *name,
bool row_major)
{
assert(!type->without_array()->is_record());
assert(!type->without_array()->is_interface());
(void) row_major;
/* Count the number of samplers regardless of whether the uniform is
* already in the hash table. The hash table prevents adding the same
* uniform for multiple shader targets, but in this case we want to
* count it for each shader target.
*/
const unsigned values = values_for_type(type);
if (type->contains_sampler()) {
this->num_shader_samplers += values;
} else if (type->contains_image()) {
this->num_shader_images += values;
/* As drivers are likely to represent image uniforms as
* scalar indices, count them against the limit of uniform
* components in the default block. The spec allows image
* uniforms to use up no more than one scalar slot.
*/
this->num_shader_uniform_components += values;
} else {
/* Accumulate the total number of uniform slots used by this shader.
* Note that samplers do not count against this limit because they
* don't use any storage on current hardware.
*/
if (!is_ubo_var)
this->num_shader_uniform_components += values;
}
/* If the uniform is already in the map, there's nothing more to do.
*/
unsigned id;
if (this->map->get(id, name))
return;
this->map->put(this->num_active_uniforms, name);
/* Each leaf uniform occupies one entry in the list of active
* uniforms.
*/
this->num_active_uniforms++;
this->num_values += values;
}
struct string_to_uint_map *map;
};
} /* anonymous namespace */
/**
* Class to help parcel out pieces of backing storage to uniforms
*
* Each uniform processed has some range of the \c gl_constant_value
* structures associated with it. The association is done by finding
* the uniform in the \c string_to_uint_map and using the value from
* the map to connect that slot in the \c gl_uniform_storage table
* with the next available slot in the \c gl_constant_value array.
*
* \warning
* This class assumes that every uniform that will be processed is
* already in the \c string_to_uint_map. In addition, it assumes that
* the \c gl_uniform_storage and \c gl_constant_value arrays are "big
* enough."
*/
class parcel_out_uniform_storage : public program_resource_visitor {
public:
parcel_out_uniform_storage(struct string_to_uint_map *map,
struct gl_uniform_storage *uniforms,
union gl_constant_value *values)
: map(map), uniforms(uniforms), values(values)
{
}
void start_shader(gl_shader_stage shader_type)
{
assert(shader_type < MESA_SHADER_STAGES);
this->shader_type = shader_type;
this->shader_samplers_used = 0;
this->shader_shadow_samplers = 0;
this->next_sampler = 0;
this->next_image = 0;
memset(this->targets, 0, sizeof(this->targets));
}
void set_and_process(struct gl_shader_program *prog,
ir_variable *var)
{
current_var = var;
field_counter = 0;
ubo_block_index = -1;
if (var->is_in_uniform_block()) {
if (var->is_interface_instance() && var->type->is_array()) {
unsigned l = strlen(var->get_interface_type()->name);
for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
if (strncmp(var->get_interface_type()->name,
prog->UniformBlocks[i].Name,
l) == 0
&& prog->UniformBlocks[i].Name[l] == '[') {
ubo_block_index = i;
break;
}
}
} else {
for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
if (strcmp(var->get_interface_type()->name,
prog->UniformBlocks[i].Name) == 0) {
ubo_block_index = i;
break;
}
}
}
assert(ubo_block_index != -1);
/* Uniform blocks that were specified with an instance name must be
* handled a little bit differently. The name of the variable is the
* name used to reference the uniform block instead of being the name
* of a variable within the block. Therefore, searching for the name
* within the block will fail.
*/
if (var->is_interface_instance()) {
ubo_byte_offset = 0;
} else {
const struct gl_uniform_block *const block =
&prog->UniformBlocks[ubo_block_index];
assert(var->data.location != -1);
const struct gl_uniform_buffer_variable *const ubo_var =
&block->Uniforms[var->data.location];
ubo_byte_offset = ubo_var->Offset;
}
if (var->is_interface_instance())
process(var->get_interface_type(),
var->get_interface_type()->name);
else
process(var);
} else
process(var);
}
int ubo_block_index;
int ubo_byte_offset;
gl_shader_stage shader_type;
private:
void handle_samplers(const glsl_type *base_type,
struct gl_uniform_storage *uniform)
{
if (base_type->is_sampler()) {
uniform->sampler[shader_type].index = this->next_sampler;
uniform->sampler[shader_type].active = true;
/* Increment the sampler by 1 for non-arrays and by the number of
* array elements for arrays.
*/
this->next_sampler +=
MAX2(1, uniform->array_elements);
const gl_texture_index target = base_type->sampler_index();
const unsigned shadow = base_type->sampler_shadow;
for (unsigned i = uniform->sampler[shader_type].index;
i < MIN2(this->next_sampler, MAX_SAMPLERS);
i++) {
this->targets[i] = target;
this->shader_samplers_used |= 1U << i;
this->shader_shadow_samplers |= shadow << i;
}
} else {
uniform->sampler[shader_type].index = ~0;
uniform->sampler[shader_type].active = false;
}
}
void handle_images(const glsl_type *base_type,
struct gl_uniform_storage *uniform)
{
if (base_type->is_image()) {
uniform->image[shader_type].index = this->next_image;
uniform->image[shader_type].active = true;
/* Increment the image index by 1 for non-arrays and by the
* number of array elements for arrays.
*/
this->next_image += MAX2(1, uniform->array_elements);
} else {
uniform->image[shader_type].index = ~0;
uniform->image[shader_type].active = false;
}
}
virtual void visit_field(const glsl_type *type, const char *name,
bool row_major)
{
(void) type;
(void) name;
(void) row_major;
assert(!"Should not get here.");
}
virtual void enter_record(const glsl_type *type, const char *name,
bool row_major) {
assert(type->is_record());
if (this->ubo_block_index == -1)
return;
this->ubo_byte_offset = glsl_align(
this->ubo_byte_offset, type->std140_base_alignment(row_major));
}
virtual void leave_record(const glsl_type *type, const char *name,
bool row_major) {
assert(type->is_record());
if (this->ubo_block_index == -1)
return;
this->ubo_byte_offset = glsl_align(
this->ubo_byte_offset, type->std140_base_alignment(row_major));
}
virtual void visit_field(const glsl_type *type, const char *name,
bool row_major, const glsl_type *record_type,
bool last_field)
{
assert(!type->without_array()->is_record());
assert(!type->without_array()->is_interface());
unsigned id;
bool found = this->map->get(id, name);
assert(found);
if (!found)
return;
const glsl_type *base_type;
if (type->is_array()) {
this->uniforms[id].array_elements = type->length;
base_type = type->fields.array;
} else {
this->uniforms[id].array_elements = 0;
base_type = type;
}
/* This assigns uniform indices to sampler and image uniforms. */
handle_samplers(base_type, &this->uniforms[id]);
handle_images(base_type, &this->uniforms[id]);
/* If there is already storage associated with this uniform, it means
* that it was set while processing an earlier shader stage. For
* example, we may be processing the uniform in the fragment shader, but
* the uniform was already processed in the vertex shader.
*/
if (this->uniforms[id].storage != NULL) {
return;
}
/* Assign explicit locations. */
if (current_var->data.explicit_location) {
/* Set sequential locations for struct fields. */
if (record_type != NULL) {
const unsigned entries = MAX2(1, this->uniforms[id].array_elements);
this->uniforms[id].remap_location =
current_var->data.location + field_counter;
field_counter += entries;
} else {
this->uniforms[id].remap_location = current_var->data.location;
}
} else {
/* Initialize to to indicate that no location is set */
this->uniforms[id].remap_location = UNMAPPED_UNIFORM_LOC;
}
this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
this->uniforms[id].type = base_type;
this->uniforms[id].initialized = 0;
this->uniforms[id].num_driver_storage = 0;
this->uniforms[id].driver_storage = NULL;
this->uniforms[id].storage = this->values;
this->uniforms[id].atomic_buffer_index = -1;
this->uniforms[id].hidden =
current_var->data.how_declared == ir_var_hidden;
if (this->ubo_block_index != -1) {
this->uniforms[id].block_index = this->ubo_block_index;
const unsigned alignment = type->std140_base_alignment(row_major);
this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, alignment);
this->uniforms[id].offset = this->ubo_byte_offset;
this->ubo_byte_offset += type->std140_size(row_major);
if (type->is_array()) {
this->uniforms[id].array_stride =
glsl_align(type->fields.array->std140_size(row_major), 16);
} else {
this->uniforms[id].array_stride = 0;
}
if (type->without_array()->is_matrix()) {
const glsl_type *matrix = type->without_array();
const unsigned N = matrix->base_type == GLSL_TYPE_DOUBLE ? 8 : 4;
const unsigned items = row_major ? matrix->matrix_columns : matrix->vector_elements;
assert(items <= 4);
this->uniforms[id].matrix_stride = glsl_align(items * N, 16);
this->uniforms[id].row_major = row_major;
} else {
this->uniforms[id].matrix_stride = 0;
this->uniforms[id].row_major = false;
}
} else {
this->uniforms[id].block_index = -1;
this->uniforms[id].offset = -1;
this->uniforms[id].array_stride = -1;
this->uniforms[id].matrix_stride = -1;
this->uniforms[id].row_major = false;
}
this->values += values_for_type(type);
}
struct string_to_uint_map *map;
struct gl_uniform_storage *uniforms;
unsigned next_sampler;
unsigned next_image;
public:
union gl_constant_value *values;
gl_texture_index targets[MAX_SAMPLERS];
/**
* Current variable being processed.
*/
ir_variable *current_var;
/**
* Field counter is used to take care that uniform structures
* with explicit locations get sequential locations.
*/
unsigned field_counter;
/**
* Mask of samplers used by the current shader stage.
*/
unsigned shader_samplers_used;
/**
* Mask of samplers used by the current shader stage for shadows.
*/
unsigned shader_shadow_samplers;
};
/**
* Merges a uniform block into an array of uniform blocks that may or
* may not already contain a copy of it.
*
* Returns the index of the new block in the array.
*/
int
link_cross_validate_uniform_block(void *mem_ctx,
struct gl_uniform_block **linked_blocks,
unsigned int *num_linked_blocks,
struct gl_uniform_block *new_block)
{
for (unsigned int i = 0; i < *num_linked_blocks; i++) {
struct gl_uniform_block *old_block = &(*linked_blocks)[i];
if (strcmp(old_block->Name, new_block->Name) == 0)
return link_uniform_blocks_are_compatible(old_block, new_block)
? i : -1;
}
*linked_blocks = reralloc(mem_ctx, *linked_blocks,
struct gl_uniform_block,
*num_linked_blocks + 1);
int linked_block_index = (*num_linked_blocks)++;
struct gl_uniform_block *linked_block = &(*linked_blocks)[linked_block_index];
memcpy(linked_block, new_block, sizeof(*new_block));
linked_block->Uniforms = ralloc_array(*linked_blocks,
struct gl_uniform_buffer_variable,
linked_block->NumUniforms);
memcpy(linked_block->Uniforms,
new_block->Uniforms,
sizeof(*linked_block->Uniforms) * linked_block->NumUniforms);
for (unsigned int i = 0; i < linked_block->NumUniforms; i++) {
struct gl_uniform_buffer_variable *ubo_var =
&linked_block->Uniforms[i];
if (ubo_var->Name == ubo_var->IndexName) {
ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
ubo_var->IndexName = ubo_var->Name;
} else {
ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
ubo_var->IndexName = ralloc_strdup(*linked_blocks, ubo_var->IndexName);
}
}
return linked_block_index;
}
/**
* Walks the IR and update the references to uniform blocks in the
* ir_variables to point at linked shader's list (previously, they
* would point at the uniform block list in one of the pre-linked
* shaders).
*/
static void
link_update_uniform_buffer_variables(struct gl_shader *shader)
{
foreach_in_list(ir_instruction, node, shader->ir) {
ir_variable *const var = node->as_variable();
if ((var == NULL) || !var->is_in_uniform_block())
continue;
assert(var->data.mode == ir_var_uniform);
if (var->is_interface_instance()) {
var->data.location = 0;
continue;
}
bool found = false;
char sentinel = '\0';
if (var->type->is_record()) {
sentinel = '.';
} else if (var->type->is_array()
&& var->type->fields.array->is_record()) {
sentinel = '[';
}
const unsigned l = strlen(var->name);
for (unsigned i = 0; i < shader->NumUniformBlocks; i++) {
for (unsigned j = 0; j < shader->UniformBlocks[i].NumUniforms; j++) {
if (sentinel) {
const char *begin = shader->UniformBlocks[i].Uniforms[j].Name;
const char *end = strchr(begin, sentinel);
if (end == NULL)
continue;
if ((ptrdiff_t) l != (end - begin))
continue;
if (strncmp(var->name, begin, l) == 0) {
found = true;
var->data.location = j;
break;
}
} else if (!strcmp(var->name,
shader->UniformBlocks[i].Uniforms[j].Name)) {
found = true;
var->data.location = j;
break;
}
}
if (found)
break;
}
assert(found);
}
}
/**
* Scan the program for image uniforms and store image unit access
* information into the gl_shader data structure.
*/
static void
link_set_image_access_qualifiers(struct gl_shader_program *prog)
{
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
gl_shader *sh = prog->_LinkedShaders[i];
if (sh == NULL)
continue;
foreach_in_list(ir_instruction, node, sh->ir) {
ir_variable *var = node->as_variable();
if (var && var->data.mode == ir_var_uniform &&
var->type->contains_image()) {
unsigned id = 0;
bool found = prog->UniformHash->get(id, var->name);
assert(found);
(void) found;
const gl_uniform_storage *storage = &prog->UniformStorage[id];
const unsigned index = storage->image[i].index;
const GLenum access = (var->data.image_read_only ? GL_READ_ONLY :
var->data.image_write_only ? GL_WRITE_ONLY :
GL_READ_WRITE);
for (unsigned j = 0; j < MAX2(1, storage->array_elements); ++j)
sh->ImageAccess[index + j] = access;
}
}
}
}
/**
* Sort the array of uniform storage so that the non-hidden uniforms are first
*
* This function sorts the list "in place." This is important because some of
* the storage accessible from \c uniforms has \c uniforms as its \c ralloc
* context. If \c uniforms is freed, some other storage will also be freed.
*/
static unsigned
move_hidden_uniforms_to_end(struct gl_shader_program *prog,
struct gl_uniform_storage *uniforms,
unsigned num_elements)
{
struct gl_uniform_storage *sorted_uniforms =
ralloc_array(prog, struct gl_uniform_storage, num_elements);
unsigned hidden_uniforms = 0;
unsigned j = 0;
/* Add the non-hidden uniforms. */
for (unsigned i = 0; i < num_elements; i++) {
if (!uniforms[i].hidden)
sorted_uniforms[j++] = uniforms[i];
}
/* Add and count the hidden uniforms. */
for (unsigned i = 0; i < num_elements; i++) {
if (uniforms[i].hidden) {
sorted_uniforms[j++] = uniforms[i];
hidden_uniforms++;
}
}
assert(prog->UniformHash != NULL);
prog->UniformHash->clear();
for (unsigned i = 0; i < num_elements; i++) {
if (sorted_uniforms[i].name != NULL)
prog->UniformHash->put(i, sorted_uniforms[i].name);
}
memcpy(uniforms, sorted_uniforms, sizeof(uniforms[0]) * num_elements);
ralloc_free(sorted_uniforms);
return hidden_uniforms;
}
void
link_assign_uniform_locations(struct gl_shader_program *prog,
unsigned int boolean_true)
{
ralloc_free(prog->UniformStorage);
prog->UniformStorage = NULL;
prog->NumUserUniformStorage = 0;
if (prog->UniformHash != NULL) {
prog->UniformHash->clear();
} else {
prog->UniformHash = new string_to_uint_map;
}
/* First pass: Count the uniform resources used by the user-defined
* uniforms. While this happens, each active uniform will have an index
* assigned to it.
*
* Note: this is *NOT* the index that is returned to the application by
* glGetUniformLocation.
*/
count_uniform_size uniform_size(prog->UniformHash);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_shader *sh = prog->_LinkedShaders[i];
if (sh == NULL)
continue;
/* Uniforms that lack an initializer in the shader code have an initial
* value of zero. This includes sampler uniforms.
*
* Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
*
* "The link time initial value is either the value of the variable's
* initializer, if present, or 0 if no initializer is present. Sampler
* types cannot have initializers."
*/
memset(sh->SamplerUnits, 0, sizeof(sh->SamplerUnits));
memset(sh->ImageUnits, 0, sizeof(sh->ImageUnits));
link_update_uniform_buffer_variables(sh);
/* Reset various per-shader target counts.
*/
uniform_size.start_shader();
foreach_in_list(ir_instruction, node, sh->ir) {
ir_variable *const var = node->as_variable();
if ((var == NULL) || (var->data.mode != ir_var_uniform))
continue;
/* FINISHME: Update code to process built-in uniforms!
*/
if (is_gl_identifier(var->name)) {
uniform_size.num_shader_uniform_components +=
var->type->component_slots();
continue;
}
uniform_size.process(var);
}
sh->num_samplers = uniform_size.num_shader_samplers;
sh->NumImages = uniform_size.num_shader_images;
sh->num_uniform_components = uniform_size.num_shader_uniform_components;
sh->num_combined_uniform_components = sh->num_uniform_components;
for (unsigned i = 0; i < sh->NumUniformBlocks; i++) {
sh->num_combined_uniform_components +=
sh->UniformBlocks[i].UniformBufferSize / 4;
}
}
const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
const unsigned num_data_slots = uniform_size.num_values;
/* On the outside chance that there were no uniforms, bail out.
*/
if (num_user_uniforms == 0)
return;
struct gl_uniform_storage *uniforms =
rzalloc_array(prog, struct gl_uniform_storage, num_user_uniforms);
union gl_constant_value *data =
rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
#ifndef NDEBUG
union gl_constant_value *data_end = &data[num_data_slots];
#endif
parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
parcel.start_shader((gl_shader_stage)i);
foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
ir_variable *const var = node->as_variable();
if ((var == NULL) || (var->data.mode != ir_var_uniform))
continue;
/* FINISHME: Update code to process built-in uniforms!
*/
if (is_gl_identifier(var->name))
continue;
parcel.set_and_process(prog, var);
}
prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->SamplerTargets) == sizeof(parcel.targets));
memcpy(prog->_LinkedShaders[i]->SamplerTargets, parcel.targets,
sizeof(prog->_LinkedShaders[i]->SamplerTargets));
}
const unsigned hidden_uniforms =
move_hidden_uniforms_to_end(prog, uniforms, num_user_uniforms);
/* Reserve all the explicit locations of the active uniforms. */
for (unsigned i = 0; i < num_user_uniforms; i++) {
if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) {
/* How many new entries for this uniform? */
const unsigned entries = MAX2(1, uniforms[i].array_elements);
/* Set remap table entries point to correct gl_uniform_storage. */
for (unsigned j = 0; j < entries; j++) {
unsigned element_loc = uniforms[i].remap_location + j;
assert(prog->UniformRemapTable[element_loc] ==
INACTIVE_UNIFORM_EXPLICIT_LOCATION);
prog->UniformRemapTable[element_loc] = &uniforms[i];
}
}
}
/* Reserve locations for rest of the uniforms. */
for (unsigned i = 0; i < num_user_uniforms; i++) {
/* Explicit ones have been set already. */
if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC)
continue;
/* how many new entries for this uniform? */
const unsigned entries = MAX2(1, uniforms[i].array_elements);
/* resize remap table to fit new entries */
prog->UniformRemapTable =
reralloc(prog,
prog->UniformRemapTable,
gl_uniform_storage *,
prog->NumUniformRemapTable + entries);
/* set pointers for this uniform */
for (unsigned j = 0; j < entries; j++)
prog->UniformRemapTable[prog->NumUniformRemapTable+j] = &uniforms[i];
/* set the base location in remap table for the uniform */
uniforms[i].remap_location = prog->NumUniformRemapTable;
prog->NumUniformRemapTable += entries;
}
#ifndef NDEBUG
for (unsigned i = 0; i < num_user_uniforms; i++) {
assert(uniforms[i].storage != NULL);
}
assert(parcel.values == data_end);
#endif
prog->NumUserUniformStorage = num_user_uniforms;
prog->NumHiddenUniforms = hidden_uniforms;
prog->UniformStorage = uniforms;
link_set_image_access_qualifiers(prog);
link_set_uniform_initializers(prog, boolean_true);
return;
}
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