diff options
author | Emil Velikov <[email protected]> | 2016-01-18 12:16:48 +0200 |
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committer | Emil Velikov <[email protected]> | 2016-01-26 16:08:33 +0000 |
commit | eb63640c1d38a200a7b1540405051d3ff79d0d8a (patch) | |
tree | da46321a41f309b1d02aeb14d5d5487791c45aeb /src/compiler/glsl/link_uniform_initializers.cpp | |
parent | a39a8fbbaa129f4e52f2a3ad2747182e9a74d910 (diff) |
glsl: move to compiler/
Signed-off-by: Emil Velikov <[email protected]>
Acked-by: Matt Turner <[email protected]>
Acked-by: Jose Fonseca <[email protected]>
Diffstat (limited to 'src/compiler/glsl/link_uniform_initializers.cpp')
-rw-r--r-- | src/compiler/glsl/link_uniform_initializers.cpp | 355 |
1 files changed, 355 insertions, 0 deletions
diff --git a/src/compiler/glsl/link_uniform_initializers.cpp b/src/compiler/glsl/link_uniform_initializers.cpp new file mode 100644 index 00000000000..58d21e5125e --- /dev/null +++ b/src/compiler/glsl/link_uniform_initializers.cpp @@ -0,0 +1,355 @@ +/* + * Copyright © 2012 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" + +/* These functions are put in a "private" namespace instead of being marked + * static so that the unit tests can access them. See + * http://code.google.com/p/googletest/wiki/AdvancedGuide#Testing_Private_Code + */ +namespace linker { + +gl_uniform_storage * +get_storage(gl_uniform_storage *storage, unsigned num_storage, + const char *name) +{ + for (unsigned int i = 0; i < num_storage; i++) { + if (strcmp(name, storage[i].name) == 0) + return &storage[i]; + } + + return NULL; +} + +static unsigned +get_uniform_block_index(const gl_shader_program *shProg, + const char *uniformBlockName) +{ + for (unsigned i = 0; i < shProg->NumBufferInterfaceBlocks; i++) { + if (!strcmp(shProg->BufferInterfaceBlocks[i].Name, uniformBlockName)) + return i; + } + + return GL_INVALID_INDEX; +} + +void +copy_constant_to_storage(union gl_constant_value *storage, + const ir_constant *val, + const enum glsl_base_type base_type, + const unsigned int elements, + unsigned int boolean_true) +{ + for (unsigned int i = 0; i < elements; i++) { + switch (base_type) { + case GLSL_TYPE_UINT: + storage[i].u = val->value.u[i]; + break; + case GLSL_TYPE_INT: + case GLSL_TYPE_SAMPLER: + storage[i].i = val->value.i[i]; + break; + case GLSL_TYPE_FLOAT: + storage[i].f = val->value.f[i]; + break; + case GLSL_TYPE_DOUBLE: + /* XXX need to check on big-endian */ + storage[i * 2].u = *(uint32_t *)&val->value.d[i]; + storage[i * 2 + 1].u = *(((uint32_t *)&val->value.d[i]) + 1); + break; + case GLSL_TYPE_BOOL: + storage[i].b = val->value.b[i] ? boolean_true : 0; + break; + case GLSL_TYPE_ARRAY: + case GLSL_TYPE_STRUCT: + case GLSL_TYPE_IMAGE: + case GLSL_TYPE_ATOMIC_UINT: + case GLSL_TYPE_INTERFACE: + case GLSL_TYPE_VOID: + case GLSL_TYPE_SUBROUTINE: + case GLSL_TYPE_ERROR: + /* All other types should have already been filtered by other + * paths in the caller. + */ + assert(!"Should not get here."); + break; + } + } +} + +/** + * Initialize an opaque uniform from the value of an explicit binding + * qualifier specified in the shader. Atomic counters are different because + * they have no storage and should be handled elsewhere. + */ +void +set_opaque_binding(void *mem_ctx, gl_shader_program *prog, + const glsl_type *type, const char *name, int *binding) +{ + + if (type->is_array() && type->fields.array->is_array()) { + const glsl_type *const element_type = type->fields.array; + + for (unsigned int i = 0; i < type->length; i++) { + const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i); + + set_opaque_binding(mem_ctx, prog, element_type, + element_name, binding); + } + } else { + struct gl_uniform_storage *const storage = + get_storage(prog->UniformStorage, prog->NumUniformStorage, name); + + if (storage == NULL) { + assert(storage != NULL); + return; + } + + const unsigned elements = MAX2(storage->array_elements, 1); + + /* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 spec + * says: + * + * "If the binding identifier is used with an array, the first element + * of the array takes the specified unit and each subsequent element + * takes the next consecutive unit." + */ + for (unsigned int i = 0; i < elements; i++) { + storage->storage[i].i = (*binding)++; + } + + for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) { + gl_shader *shader = prog->_LinkedShaders[sh]; + + if (shader) { + if (storage->type->base_type == GLSL_TYPE_SAMPLER && + storage->opaque[sh].active) { + for (unsigned i = 0; i < elements; i++) { + const unsigned index = storage->opaque[sh].index + i; + shader->SamplerUnits[index] = storage->storage[i].i; + } + + } else if (storage->type->base_type == GLSL_TYPE_IMAGE && + storage->opaque[sh].active) { + for (unsigned i = 0; i < elements; i++) { + const unsigned index = storage->opaque[sh].index + i; + shader->ImageUnits[index] = storage->storage[i].i; + } + } + } + } + + storage->initialized = true; + } +} + +void +set_block_binding(gl_shader_program *prog, const char *block_name, int binding) +{ + const unsigned block_index = get_uniform_block_index(prog, block_name); + + if (block_index == GL_INVALID_INDEX) { + assert(block_index != GL_INVALID_INDEX); + return; + } + + /* This is a field of a UBO. val is the binding index. */ + for (int i = 0; i < MESA_SHADER_STAGES; i++) { + int stage_index = prog->InterfaceBlockStageIndex[i][block_index]; + + if (stage_index != -1) { + struct gl_shader *sh = prog->_LinkedShaders[i]; + sh->BufferInterfaceBlocks[stage_index].Binding = binding; + } + } +} + +void +set_uniform_initializer(void *mem_ctx, gl_shader_program *prog, + const char *name, const glsl_type *type, + ir_constant *val, unsigned int boolean_true) +{ + const glsl_type *t_without_array = type->without_array(); + if (type->is_record()) { + ir_constant *field_constant; + + field_constant = (ir_constant *)val->components.get_head(); + + for (unsigned int i = 0; i < type->length; i++) { + const glsl_type *field_type = type->fields.structure[i].type; + const char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name, + type->fields.structure[i].name); + set_uniform_initializer(mem_ctx, prog, field_name, + field_type, field_constant, boolean_true); + field_constant = (ir_constant *)field_constant->next; + } + return; + } else if (t_without_array->is_record() || + (type->is_array() && type->fields.array->is_array())) { + const glsl_type *const element_type = type->fields.array; + + for (unsigned int i = 0; i < type->length; i++) { + const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i); + + set_uniform_initializer(mem_ctx, prog, element_name, + element_type, val->array_elements[i], + boolean_true); + } + return; + } + + struct gl_uniform_storage *const storage = + get_storage(prog->UniformStorage, + prog->NumUniformStorage, + name); + if (storage == NULL) { + assert(storage != NULL); + return; + } + + if (val->type->is_array()) { + const enum glsl_base_type base_type = + val->array_elements[0]->type->base_type; + const unsigned int elements = val->array_elements[0]->type->components(); + unsigned int idx = 0; + unsigned dmul = (base_type == GLSL_TYPE_DOUBLE) ? 2 : 1; + + assert(val->type->length >= storage->array_elements); + for (unsigned int i = 0; i < storage->array_elements; i++) { + copy_constant_to_storage(& storage->storage[idx], + val->array_elements[i], + base_type, + elements, + boolean_true); + + idx += elements * dmul; + } + } else { + copy_constant_to_storage(storage->storage, + val, + val->type->base_type, + val->type->components(), + boolean_true); + + if (storage->type->is_sampler()) { + for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) { + gl_shader *shader = prog->_LinkedShaders[sh]; + + if (shader && storage->opaque[sh].active) { + unsigned index = storage->opaque[sh].index; + + shader->SamplerUnits[index] = storage->storage[0].i; + } + } + } + } + + storage->initialized = true; +} +} + +void +link_set_uniform_initializers(struct gl_shader_program *prog, + unsigned int boolean_true) +{ + void *mem_ctx = NULL; + + for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) { + struct gl_shader *shader = prog->_LinkedShaders[i]; + + if (shader == NULL) + continue; + + foreach_in_list(ir_instruction, node, shader->ir) { + ir_variable *const var = node->as_variable(); + + if (!var || (var->data.mode != ir_var_uniform && + var->data.mode != ir_var_shader_storage)) + continue; + + if (!mem_ctx) + mem_ctx = ralloc_context(NULL); + + if (var->data.explicit_binding) { + const glsl_type *const type = var->type; + + if (type->without_array()->is_sampler() || + type->without_array()->is_image()) { + int binding = var->data.binding; + linker::set_opaque_binding(mem_ctx, prog, var->type, + var->name, &binding); + } else if (var->is_in_buffer_block()) { + const glsl_type *const iface_type = var->get_interface_type(); + + /* If the variable is an array and it is an interface instance, + * we need to set the binding for each array element. Just + * checking that the variable is an array is not sufficient. + * The variable could be an array element of a uniform block + * that lacks an instance name. For example: + * + * uniform U { + * float f[4]; + * }; + * + * In this case "f" would pass is_in_buffer_block (above) and + * type->is_array(), but it will fail is_interface_instance(). + */ + if (var->is_interface_instance() && var->type->is_array()) { + for (unsigned i = 0; i < var->type->length; i++) { + const char *name = + ralloc_asprintf(mem_ctx, "%s[%u]", iface_type->name, i); + + /* Section 4.4.3 (Uniform Block Layout Qualifiers) of the + * GLSL 4.20 spec says: + * + * "If the binding identifier is used with a uniform + * block instanced as an array then the first element + * of the array takes the specified block binding and + * each subsequent element takes the next consecutive + * uniform block binding point." + */ + linker::set_block_binding(prog, name, + var->data.binding + i); + } + } else { + linker::set_block_binding(prog, iface_type->name, + var->data.binding); + } + } else if (type->contains_atomic()) { + /* we don't actually need to do anything. */ + } else { + assert(!"Explicit binding not on a sampler, UBO or atomic."); + } + } else if (var->constant_initializer) { + linker::set_uniform_initializer(mem_ctx, prog, var->name, + var->type, var->constant_initializer, + boolean_true); + } + } + } + + ralloc_free(mem_ctx); +} |