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diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp
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+/*
+ * 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;
+}