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/*
* Copyright © 2018 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/mtypes.h"
#include "linker_util.h"
#include "util/set.h"
#include "ir_uniform.h" /* for gl_uniform_storage */
/* Utility methods shared between the GLSL IR and the NIR */
/* From the OpenGL 4.6 specification, 7.3.1.1 Naming Active Resources:
*
* "For an active shader storage block member declared as an array of an
* aggregate type, an entry will be generated only for the first array
* element, regardless of its type. Such block members are referred to as
* top-level arrays. If the block member is an aggregate type, the
* enumeration rules are then applied recursively."
*/
bool
link_util_should_add_buffer_variable(struct gl_shader_program *prog,
struct gl_uniform_storage *uniform,
int top_level_array_base_offset,
int top_level_array_size_in_bytes,
int second_element_offset,
int block_index)
{
/* If the uniform is not a shader storage buffer or is not an array return
* true.
*/
if (!uniform->is_shader_storage || top_level_array_size_in_bytes == 0)
return true;
int after_top_level_array = top_level_array_base_offset +
top_level_array_size_in_bytes;
/* Check for a new block, or that we are not dealing with array elements of
* a top member array other than the first element.
*/
if (block_index != uniform->block_index ||
uniform->offset >= after_top_level_array ||
uniform->offset < second_element_offset) {
return true;
}
return false;
}
bool
link_util_add_program_resource(struct gl_shader_program *prog,
struct set *resource_set,
GLenum type, const void *data, uint8_t stages)
{
assert(data);
/* If resource already exists, do not add it again. */
if (_mesa_set_search(resource_set, data))
return true;
prog->data->ProgramResourceList =
reralloc(prog->data,
prog->data->ProgramResourceList,
gl_program_resource,
prog->data->NumProgramResourceList + 1);
if (!prog->data->ProgramResourceList) {
linker_error(prog, "Out of memory during linking.\n");
return false;
}
struct gl_program_resource *res =
&prog->data->ProgramResourceList[prog->data->NumProgramResourceList];
res->Type = type;
res->Data = data;
res->StageReferences = stages;
prog->data->NumProgramResourceList++;
_mesa_set_add(resource_set, data);
return true;
}
/**
* Search through the list of empty blocks to find one that fits the current
* uniform.
*/
int
link_util_find_empty_block(struct gl_shader_program *prog,
struct gl_uniform_storage *uniform)
{
const unsigned entries = MAX2(1, uniform->array_elements);
foreach_list_typed(struct empty_uniform_block, block, link,
&prog->EmptyUniformLocations) {
/* Found a block with enough slots to fit the uniform */
if (block->slots == entries) {
unsigned start = block->start;
exec_node_remove(&block->link);
ralloc_free(block);
return start;
/* Found a block with more slots than needed. It can still be used. */
} else if (block->slots > entries) {
unsigned start = block->start;
block->start += entries;
block->slots -= entries;
return start;
}
}
return -1;
}
void
link_util_update_empty_uniform_locations(struct gl_shader_program *prog)
{
struct empty_uniform_block *current_block = NULL;
for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
/* We found empty space in UniformRemapTable. */
if (prog->UniformRemapTable[i] == NULL) {
/* We've found the beginning of a new continous block of empty slots */
if (!current_block || current_block->start + current_block->slots != i) {
current_block = rzalloc(prog, struct empty_uniform_block);
current_block->start = i;
exec_list_push_tail(&prog->EmptyUniformLocations,
&current_block->link);
}
/* The current block continues, so we simply increment its slots */
current_block->slots++;
}
}
}