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Diffstat (limited to 'src/compiler/glsl/link_uniforms.cpp')
-rw-r--r-- | src/compiler/glsl/link_uniforms.cpp | 1330 |
1 files changed, 1330 insertions, 0 deletions
diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp new file mode 100644 index 00000000000..33b2d4c8646 --- /dev/null +++ b/src/compiler/glsl/link_uniforms.cpp @@ -0,0 +1,1330 @@ +/* + * 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" +#include "util/hash_table.h" + +/** + * \file link_uniforms.cpp + * Assign locations for GLSL uniforms. + * + * \author Ian Romanick <[email protected]> + */ + +/** + * 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()); + + unsigned record_array_count = 1; + char *name_copy = ralloc_strdup(NULL, name); + unsigned packing = type->interface_packing; + + recursion(type, &name_copy, strlen(name), false, NULL, packing, false, + record_array_count); + ralloc_free(name_copy); +} + +void +program_resource_visitor::process(ir_variable *var) +{ + unsigned record_array_count = 1; + const glsl_type *t = var->type; + const glsl_type *t_without_array = var->type->without_array(); + const bool row_major = + var->data.matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR; + + const unsigned packing = var->get_interface_type() ? + var->get_interface_type()->interface_packing : + var->type->interface_packing; + + /* 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, packing, + false, record_array_count); + } + 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, packing, + false, record_array_count); + ralloc_free(name); + } else if (t_without_array->is_record() || + (t->is_array() && t->fields.array->is_array())) { + char *name = ralloc_strdup(NULL, var->name); + recursion(var->type, &name, strlen(name), row_major, NULL, packing, + false, record_array_count); + ralloc_free(name); + } else if (t_without_array->is_interface()) { + char *name = ralloc_strdup(NULL, t_without_array->name); + recursion(var->type, &name, strlen(name), row_major, NULL, packing, + false, record_array_count); + ralloc_free(name); + } else { + this->set_record_array_count(record_array_count); + this->visit_field(t, var->name, row_major, NULL, packing, false); + } +} + +void +program_resource_visitor::recursion(const glsl_type *t, char **name, + size_t name_length, bool row_major, + const glsl_type *record_type, + const unsigned packing, + bool last_field, + unsigned record_array_count) +{ + /* 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, packing); + + 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, + packing, + (i + 1) == t->length, record_array_count); + + /* 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, packing); + } + } else if (t->without_array()->is_record() || + t->without_array()->is_interface() || + (t->is_array() && t->fields.array->is_array())) { + if (record_type == NULL && t->fields.array->is_record()) + record_type = t->fields.array; + + unsigned length = t->length; + /* Shader storage block unsized arrays: add subscript [0] to variable + * names */ + if (t->is_unsized_array()) + length = 1; + + record_array_count *= length; + + for (unsigned i = 0; i < 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, + packing, + (i + 1) == t->length, record_array_count); + + /* Only the first leaf-field of the record gets called with the + * record type pointer. + */ + record_type = NULL; + } + } else { + this->set_record_array_count(record_array_count); + this->visit_field(t, *name, row_major, record_type, packing, last_field); + } +} + +void +program_resource_visitor::visit_field(const glsl_type *type, const char *name, + bool row_major, + const glsl_type *, + const unsigned, + 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, + const unsigned) +{ +} + +void +program_resource_visitor::leave_record(const glsl_type *, const char *, bool, + const unsigned) +{ +} + +void +program_resource_visitor::set_record_array_count(unsigned) +{ +} + +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, + struct string_to_uint_map *hidden_map) + : num_active_uniforms(0), num_hidden_uniforms(0), num_values(0), + num_shader_samplers(0), num_shader_images(0), + num_shader_uniform_components(0), num_shader_subroutines(0), + is_ubo_var(false), is_shader_storage(false), map(map), + hidden_map(hidden_map) + { + /* empty */ + } + + void start_shader() + { + this->num_shader_samplers = 0; + this->num_shader_images = 0; + this->num_shader_uniform_components = 0; + this->num_shader_subroutines = 0; + } + + void process(ir_variable *var) + { + this->current_var = var; + this->is_ubo_var = var->is_in_buffer_block(); + this->is_shader_storage = var->is_in_shader_storage_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; + + unsigned num_hidden_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; + + /** + * Number of subroutine uniforms used + */ + unsigned num_shader_subroutines; + + bool is_ubo_var; + bool is_shader_storage; + + struct string_to_uint_map *map; + +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()); + assert(!(type->is_array() && type->fields.array->is_array())); + + (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_subroutine()) { + this->num_shader_subroutines += values; + } else 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. + */ + if(!is_shader_storage) + 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 && !is_shader_storage) + 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; + + if (this->current_var->data.how_declared == ir_var_hidden) { + this->hidden_map->put(this->num_hidden_uniforms, name); + this->num_hidden_uniforms++; + } else { + this->map->put(this->num_active_uniforms-this->num_hidden_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 *hidden_map; + + /** + * Current variable being processed. + */ + ir_variable *current_var; +}; + +} /* 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; + this->next_subroutine = 0; + this->record_array_count = 1; + 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; + this->record_next_sampler = new string_to_uint_map; + + ubo_block_index = -1; + if (var->is_in_buffer_block()) { + if (var->is_interface_instance() && var->type->is_array()) { + unsigned l = strlen(var->get_interface_type()->name); + + for (unsigned i = 0; i < prog->NumBufferInterfaceBlocks; i++) { + if (strncmp(var->get_interface_type()->name, + prog->BufferInterfaceBlocks[i].Name, + l) == 0 + && prog->BufferInterfaceBlocks[i].Name[l] == '[') { + ubo_block_index = i; + break; + } + } + } else { + for (unsigned i = 0; i < prog->NumBufferInterfaceBlocks; i++) { + if (strcmp(var->get_interface_type()->name, + prog->BufferInterfaceBlocks[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; + process(var->get_interface_type(), + var->get_interface_type()->name); + } else { + const struct gl_uniform_block *const block = + &prog->BufferInterfaceBlocks[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; + process(var); + } + } else { + /* Store any explicit location and reset data location so we can + * reuse this variable for storing the uniform slot number. + */ + this->explicit_location = current_var->data.location; + current_var->data.location = -1; + + process(var); + } + delete this->record_next_sampler; + } + + 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, const char *name) + { + if (base_type->is_sampler()) { + uniform->opaque[shader_type].active = true; + + /* Handle multiple samplers inside struct arrays */ + if (this->record_array_count > 1) { + unsigned inner_array_size = MAX2(1, uniform->array_elements); + char *name_copy = ralloc_strdup(NULL, name); + + /* Remove all array subscripts from the sampler name */ + char *str_start; + const char *str_end; + while((str_start = strchr(name_copy, '[')) && + (str_end = strchr(name_copy, ']'))) { + memmove(str_start, str_end + 1, 1 + strlen(str_end)); + } + + unsigned index = 0; + if (this->record_next_sampler->get(index, name_copy)) { + /* In this case, we've already seen this uniform so we just use + * the next sampler index recorded the last time we visited. + */ + uniform->opaque[shader_type].index = index; + index = inner_array_size + uniform->opaque[shader_type].index; + this->record_next_sampler->put(index, name_copy); + + ralloc_free(name_copy); + /* Return as everything else has already been initialised in a + * previous pass. + */ + return; + } else { + /* We've never seen this uniform before so we need to allocate + * enough indices to store it. + * + * Nested struct arrays behave like arrays of arrays so we need + * to increase the index by the total number of elements of the + * sampler in case there is more than one sampler inside the + * structs. This allows the offset to be easily calculated for + * indirect indexing. + */ + uniform->opaque[shader_type].index = this->next_sampler; + this->next_sampler += + inner_array_size * this->record_array_count; + + /* Store the next index for future passes over the struct array + */ + index = uniform->opaque[shader_type].index + inner_array_size; + this->record_next_sampler->put(index, name_copy); + ralloc_free(name_copy); + } + } else { + /* Increment the sampler by 1 for non-arrays and by the number of + * array elements for arrays. + */ + uniform->opaque[shader_type].index = this->next_sampler; + 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->opaque[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; + } + } + } + + void handle_images(const glsl_type *base_type, + struct gl_uniform_storage *uniform) + { + if (base_type->is_image()) { + uniform->opaque[shader_type].index = this->next_image; + uniform->opaque[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); + + } + } + + void handle_subroutines(const glsl_type *base_type, + struct gl_uniform_storage *uniform) + { + if (base_type->is_subroutine()) { + uniform->opaque[shader_type].index = this->next_subroutine; + uniform->opaque[shader_type].active = true; + + /* Increment the subroutine index by 1 for non-arrays and by the + * number of array elements for arrays. + */ + this->next_subroutine += MAX2(1, uniform->array_elements); + + } + } + + virtual void set_record_array_count(unsigned record_array_count) + { + this->record_array_count = record_array_count; + } + + 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 *, + bool row_major, const unsigned packing) { + assert(type->is_record()); + if (this->ubo_block_index == -1) + return; + if (packing == GLSL_INTERFACE_PACKING_STD430) + this->ubo_byte_offset = glsl_align( + this->ubo_byte_offset, type->std430_base_alignment(row_major)); + else + 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 *, + bool row_major, const unsigned packing) { + assert(type->is_record()); + if (this->ubo_block_index == -1) + return; + if (packing == GLSL_INTERFACE_PACKING_STD430) + this->ubo_byte_offset = glsl_align( + this->ubo_byte_offset, type->std430_base_alignment(row_major)); + else + 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, + const unsigned packing, + bool /* last_field */) + { + assert(!type->without_array()->is_record()); + assert(!type->without_array()->is_interface()); + assert(!(type->is_array() && type->fields.array->is_array())); + + 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; + } + + /* Initialise opaque data */ + this->uniforms[id].opaque[shader_type].index = ~0; + this->uniforms[id].opaque[shader_type].active = false; + + /* This assigns uniform indices to sampler and image uniforms. */ + handle_samplers(base_type, &this->uniforms[id], name); + handle_images(base_type, &this->uniforms[id]); + handle_subroutines(base_type, &this->uniforms[id]); + + /* For array of arrays or struct arrays the base location may have + * already been set so don't set it again. + */ + if (ubo_block_index == -1 && current_var->data.location == -1) { + current_var->data.location = id; + } + + /* If there is already storage associated with this uniform or if the + * uniform is set as builtin, 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 || this->uniforms[id].builtin) { + return; + } + + /* Assign explicit locations. */ + if (current_var->data.explicit_location) { + /* Set sequential locations for struct fields. */ + if (current_var->type->without_array()->is_record() || + current_var->type->is_array_of_arrays()) { + const unsigned entries = MAX2(1, this->uniforms[id].array_elements); + this->uniforms[id].remap_location = + this->explicit_location + field_counter; + field_counter += entries; + } else { + this->uniforms[id].remap_location = this->explicit_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].atomic_buffer_index = -1; + this->uniforms[id].hidden = + current_var->data.how_declared == ir_var_hidden; + this->uniforms[id].builtin = is_gl_identifier(name); + + /* Do not assign storage if the uniform is builtin */ + if (!this->uniforms[id].builtin) + this->uniforms[id].storage = this->values; + + this->uniforms[id].is_shader_storage = + current_var->is_in_shader_storage_block(); + + if (this->ubo_block_index != -1) { + this->uniforms[id].block_index = this->ubo_block_index; + + unsigned alignment = type->std140_base_alignment(row_major); + if (packing == GLSL_INTERFACE_PACKING_STD430) + alignment = type->std430_base_alignment(row_major); + this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, alignment); + this->uniforms[id].offset = this->ubo_byte_offset; + if (packing == GLSL_INTERFACE_PACKING_STD430) + this->ubo_byte_offset += type->std430_size(row_major); + else + this->ubo_byte_offset += type->std140_size(row_major); + + if (type->is_array()) { + if (packing == GLSL_INTERFACE_PACKING_STD430) + this->uniforms[id].array_stride = + type->without_array()->std430_array_stride(row_major); + else + this->uniforms[id].array_stride = + glsl_align(type->without_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); + if (packing == GLSL_INTERFACE_PACKING_STD430) + this->uniforms[id].matrix_stride = items < 3 ? items * N : + glsl_align(items * N, 16); + else + 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; + unsigned next_subroutine; + + /** + * Field counter is used to take care that uniform structures + * with explicit locations get sequential locations. + */ + unsigned field_counter; + + /** + * Current variable being processed. + */ + ir_variable *current_var; + + /* Used to store the explicit location from current_var so that we can + * reuse the location field for storing the uniform slot id. + */ + int explicit_location; + + /* Stores total struct array elements including nested structs */ + unsigned record_array_count; + + /* Map for temporarily storing next sampler index when handling samplers in + * struct arrays. + */ + struct string_to_uint_map *record_next_sampler; + +public: + union gl_constant_value *values; + + gl_texture_index targets[MAX_SAMPLERS]; + + /** + * 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_buffer_block()) + continue; + + assert(var->data.mode == ir_var_uniform || + var->data.mode == ir_var_shader_storage); + + 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_array() + || var->type->without_array()->is_record())) { + sentinel = '['; + } + + const unsigned l = strlen(var->name); + for (unsigned i = 0; i < shader->NumBufferInterfaceBlocks; i++) { + for (unsigned j = 0; j < shader->BufferInterfaceBlocks[i].NumUniforms; j++) { + if (sentinel) { + const char *begin = shader->BufferInterfaceBlocks[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->BufferInterfaceBlocks[i].Uniforms[j].Name)) { + found = true; + var->data.location = j; + break; + } + } + if (found) + break; + } + assert(found); + } +} + +static void +link_set_image_access_qualifiers(struct gl_shader_program *prog, + gl_shader *sh, unsigned shader_stage, + ir_variable *var, const glsl_type *type, + char **name, size_t name_length) +{ + /* Handle arrays of arrays */ + if (type->is_array() && type->fields.array->is_array()) { + for (unsigned i = 0; i < type->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); + + link_set_image_access_qualifiers(prog, sh, shader_stage, var, + type->fields.array, name, + new_length); + } + } else { + unsigned id = 0; + bool found = prog->UniformHash->get(id, *name); + assert(found); + (void) found; + const gl_uniform_storage *storage = &prog->UniformStorage[id]; + const unsigned index = storage->opaque[shader_stage].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; + } +} + +/** + * Combine the hidden uniform hash map with the uniform hash map so that the + * hidden uniforms will be given indicies at the end of the uniform storage + * array. + */ +static void +assign_hidden_uniform_slot_id(const char *name, unsigned hidden_id, + void *closure) +{ + count_uniform_size *uniform_size = (count_uniform_size *) closure; + unsigned hidden_uniform_start = uniform_size->num_active_uniforms - + uniform_size->num_hidden_uniforms; + + uniform_size->map->put(hidden_uniform_start + hidden_id, name); +} + +void +link_assign_uniform_locations(struct gl_shader_program *prog, + unsigned int boolean_true) +{ + ralloc_free(prog->UniformStorage); + prog->UniformStorage = NULL; + prog->NumUniformStorage = 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. + */ + struct string_to_uint_map *hiddenUniforms = new string_to_uint_map; + count_uniform_size uniform_size(prog->UniformHash, hiddenUniforms); + 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 && + var->data.mode != ir_var_shader_storage)) + 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->NumBufferInterfaceBlocks; i++) { + if (!sh->BufferInterfaceBlocks[i].IsShaderStorage) { + sh->num_combined_uniform_components += + sh->BufferInterfaceBlocks[i].UniformBufferSize / 4; + } + } + } + + const unsigned num_uniforms = uniform_size.num_active_uniforms; + const unsigned num_data_slots = uniform_size.num_values; + const unsigned hidden_uniforms = uniform_size.num_hidden_uniforms; + + /* assign hidden uniforms a slot id */ + hiddenUniforms->iterate(assign_hidden_uniform_slot_id, &uniform_size); + delete hiddenUniforms; + + /* On the outside chance that there were no uniforms, bail out. + */ + if (num_uniforms == 0) + return; + + struct gl_uniform_storage *uniforms = + rzalloc_array(prog, struct gl_uniform_storage, num_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 && + var->data.mode != ir_var_shader_storage)) + 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_uniforms; i++) { + if (uniforms[i].type->is_subroutine() || + uniforms[i].is_shader_storage) + continue; + + 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_uniforms; i++) { + + if (uniforms[i].type->is_subroutine() || + uniforms[i].is_shader_storage) + continue; + + /* Built-in uniforms should not get any location. */ + if (uniforms[i].builtin) + continue; + + /* 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; + } + + /* Reserve all the explicit locations of the active subroutine uniforms. */ + for (unsigned i = 0; i < num_uniforms; i++) { + if (!uniforms[i].type->is_subroutine()) + continue; + + if (uniforms[i].remap_location == UNMAPPED_UNIFORM_LOC) + continue; + + for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) { + struct gl_shader *sh = prog->_LinkedShaders[j]; + if (!sh) + continue; + + if (!uniforms[i].opaque[j].active) + continue; + + /* 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 k = 0; k < entries; k++) { + unsigned element_loc = uniforms[i].remap_location + k; + assert(sh->SubroutineUniformRemapTable[element_loc] == + INACTIVE_UNIFORM_EXPLICIT_LOCATION); + sh->SubroutineUniformRemapTable[element_loc] = &uniforms[i]; + } + } + } + + /* reserve subroutine locations */ + for (unsigned i = 0; i < num_uniforms; i++) { + + if (!uniforms[i].type->is_subroutine()) + continue; + const unsigned entries = MAX2(1, uniforms[i].array_elements); + + if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) + continue; + for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) { + struct gl_shader *sh = prog->_LinkedShaders[j]; + if (!sh) + continue; + + if (!uniforms[i].opaque[j].active) + continue; + + sh->SubroutineUniformRemapTable = + reralloc(sh, + sh->SubroutineUniformRemapTable, + gl_uniform_storage *, + sh->NumSubroutineUniformRemapTable + entries); + + for (unsigned k = 0; k < entries; k++) + sh->SubroutineUniformRemapTable[sh->NumSubroutineUniformRemapTable + k] = &uniforms[i]; + uniforms[i].remap_location = sh->NumSubroutineUniformRemapTable; + sh->NumSubroutineUniformRemapTable += entries; + } + } + +#ifndef NDEBUG + for (unsigned i = 0; i < num_uniforms; i++) { + assert(uniforms[i].storage != NULL || uniforms[i].builtin); + } + + assert(parcel.values == data_end); +#endif + + prog->NumUniformStorage = num_uniforms; + prog->NumHiddenUniforms = hidden_uniforms; + prog->UniformStorage = uniforms; + + /** + * Scan the program for image uniforms and store image unit access + * information into the gl_shader data structure. + */ + 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()) { + char *name_copy = ralloc_strdup(NULL, var->name); + link_set_image_access_qualifiers(prog, sh, i, var, var->type, + &name_copy, strlen(var->name)); + ralloc_free(name_copy); + } + } + } + + link_set_uniform_initializers(prog, boolean_true); + + return; +} |