/* * 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 */ /** * 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 gl_shader_program *prog, struct string_to_uint_map *map, struct gl_uniform_storage *uniforms, union gl_constant_value *values) : prog(prog), 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(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; /* Set image access qualifiers */ const GLenum access = (current_var->data.image_read_only ? GL_READ_ONLY : current_var->data.image_write_only ? GL_WRITE_ONLY : GL_READ_WRITE); const unsigned first = this->next_image; /* 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); for (unsigned i = first; i < MIN2(next_image, MAX_IMAGE_UNIFORMS); i++) prog->_LinkedShaders[shader_type]->ImageAccess[i] = access; } } 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); } /** * Current program being processed. */ struct gl_shader_program *prog; 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); } } /** * 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, 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(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; link_set_uniform_initializers(prog, boolean_true); return; }