| /* |
| * 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; |
| |
| 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; |
| } |
| } 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 */ |
| } |
| |
| 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 the 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 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; |
| if (this->ubo_block_index != -1) { |
| this->uniforms[id].block_index = this->ubo_block_index; |
| |
| const unsigned alignment = record_type |
| ? record_type->std140_base_alignment(row_major) |
| : 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 (last_field) |
| this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, 16); |
| |
| 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()) { |
| this->uniforms[id].matrix_stride = 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 (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); |
| } |
| } |
| |
| void |
| link_assign_uniform_block_offsets(struct gl_shader *shader) |
| { |
| for (unsigned b = 0; b < shader->NumUniformBlocks; b++) { |
| struct gl_uniform_block *block = &shader->UniformBlocks[b]; |
| |
| unsigned offset = 0; |
| for (unsigned int i = 0; i < block->NumUniforms; i++) { |
| struct gl_uniform_buffer_variable *ubo_var = &block->Uniforms[i]; |
| const struct glsl_type *type = ubo_var->Type; |
| |
| unsigned alignment = type->std140_base_alignment(ubo_var->RowMajor); |
| unsigned size = type->std140_size(ubo_var->RowMajor); |
| |
| offset = glsl_align(offset, alignment); |
| ubo_var->Offset = offset; |
| offset += size; |
| } |
| |
| /* From the GL_ARB_uniform_buffer_object spec: |
| * |
| * "For uniform blocks laid out according to [std140] rules, |
| * the minimum buffer object size returned by the |
| * UNIFORM_BLOCK_DATA_SIZE query is derived by taking the |
| * offset of the last basic machine unit consumed by the |
| * last uniform of the uniform block (including any |
| * end-of-array or end-of-structure padding), adding one, |
| * and rounding up to the next multiple of the base |
| * alignment required for a vec4." |
| */ |
| block->UniformBufferSize = glsl_align(offset, 16); |
| } |
| } |
| |
| /** |
| * 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; |
| } |
| } |
| } |
| } |
| |
| 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)); |
| } |
| |
| /* 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->UniformStorage = uniforms; |
| |
| link_set_image_access_qualifiers(prog); |
| link_set_uniform_initializers(prog, boolean_true); |
| |
| return; |
| } |