/* * Copyright © 2018 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/mtypes.h" #include "linker_util.h" #include "util/set.h" #include "ir_uniform.h" /* for gl_uniform_storage */ /* Utility methods shared between the GLSL IR and the NIR */ /* From the OpenGL 4.6 specification, 7.3.1.1 Naming Active Resources: * * "For an active shader storage block member declared as an array of an * aggregate type, an entry will be generated only for the first array * element, regardless of its type. Such block members are referred to as * top-level arrays. If the block member is an aggregate type, the * enumeration rules are then applied recursively." */ bool link_util_should_add_buffer_variable(struct gl_shader_program *prog, struct gl_uniform_storage *uniform, int top_level_array_base_offset, int top_level_array_size_in_bytes, int second_element_offset, int block_index) { /* If the uniform is not a shader storage buffer or is not an array return * true. */ if (!uniform->is_shader_storage || top_level_array_size_in_bytes == 0) return true; int after_top_level_array = top_level_array_base_offset + top_level_array_size_in_bytes; /* Check for a new block, or that we are not dealing with array elements of * a top member array other than the first element. */ if (block_index != uniform->block_index || uniform->offset >= after_top_level_array || uniform->offset < second_element_offset) { return true; } return false; } bool link_util_add_program_resource(struct gl_shader_program *prog, struct set *resource_set, GLenum type, const void *data, uint8_t stages) { assert(data); /* If resource already exists, do not add it again. */ if (_mesa_set_search(resource_set, data)) return true; prog->data->ProgramResourceList = reralloc(prog->data, prog->data->ProgramResourceList, gl_program_resource, prog->data->NumProgramResourceList + 1); if (!prog->data->ProgramResourceList) { linker_error(prog, "Out of memory during linking.\n"); return false; } struct gl_program_resource *res = &prog->data->ProgramResourceList[prog->data->NumProgramResourceList]; res->Type = type; res->Data = data; res->StageReferences = stages; prog->data->NumProgramResourceList++; _mesa_set_add(resource_set, data); return true; } /** * Search through the list of empty blocks to find one that fits the current * uniform. */ int link_util_find_empty_block(struct gl_shader_program *prog, struct gl_uniform_storage *uniform) { const unsigned entries = MAX2(1, uniform->array_elements); foreach_list_typed(struct empty_uniform_block, block, link, &prog->EmptyUniformLocations) { /* Found a block with enough slots to fit the uniform */ if (block->slots == entries) { unsigned start = block->start; exec_node_remove(&block->link); ralloc_free(block); return start; /* Found a block with more slots than needed. It can still be used. */ } else if (block->slots > entries) { unsigned start = block->start; block->start += entries; block->slots -= entries; return start; } } return -1; } void link_util_update_empty_uniform_locations(struct gl_shader_program *prog) { struct empty_uniform_block *current_block = NULL; for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) { /* We found empty space in UniformRemapTable. */ if (prog->UniformRemapTable[i] == NULL) { /* We've found the beginning of a new continous block of empty slots */ if (!current_block || current_block->start + current_block->slots != i) { current_block = rzalloc(prog, struct empty_uniform_block); current_block->start = i; exec_list_push_tail(&prog->EmptyUniformLocations, ¤t_block->link); } /* The current block continues, so we simply increment its slots */ current_block->slots++; } } }