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authorEmil Velikov <[email protected]>2016-01-18 12:16:48 +0200
committerEmil Velikov <[email protected]>2016-01-26 16:08:33 +0000
commiteb63640c1d38a200a7b1540405051d3ff79d0d8a (patch)
treeda46321a41f309b1d02aeb14d5d5487791c45aeb /src/compiler/glsl/link_uniform_initializers.cpp
parenta39a8fbbaa129f4e52f2a3ad2747182e9a74d910 (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.cpp355
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
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+/*
+ * 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);
+}