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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.h"
#include "string_to_uint_map.h"
#include "ir_array_refcount.h"
/**
* \file link_uniforms.cpp
* Assign locations for GLSL uniforms.
*
* \author Ian Romanick <ian.d.romanick@intel.com>
*/
/**
* Used by linker to indicate uniforms that have no location set.
*/
#define UNMAPPED_UNIFORM_LOC ~0u
void
program_resource_visitor::process(const glsl_type *type, const char *name,
bool use_std430_as_default)
{
assert(type->without_array()->is_record()
|| type->without_array()->is_interface());
unsigned record_array_count = 1;
char *name_copy = ralloc_strdup(NULL, name);
enum glsl_interface_packing packing =
type->get_internal_ifc_packing(use_std430_as_default);
recursion(type, &name_copy, strlen(name), false, NULL, packing, false,
record_array_count, NULL);
ralloc_free(name_copy);
}
void
program_resource_visitor::process(ir_variable *var, bool use_std430_as_default)
{
unsigned record_array_count = 1;
const bool row_major =
var->data.matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
enum glsl_interface_packing packing = var->get_interface_type() ?
var->get_interface_type()->
get_internal_ifc_packing(use_std430_as_default) :
var->type->get_internal_ifc_packing(use_std430_as_default);
const glsl_type *t =
var->data.from_named_ifc_block ? var->get_interface_type() : var->type;
const glsl_type *t_without_array = t->without_array();
/* 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.
*/
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, NULL);
ralloc_free(name);
} else if (t_without_array->is_interface()) {
char *name = ralloc_strdup(NULL, t_without_array->name);
const glsl_struct_field *ifc_member = var->data.from_named_ifc_block ?
&t_without_array->
fields.structure[t_without_array->field_index(var->name)] : NULL;
recursion(t, &name, strlen(name), row_major, NULL, packing,
false, record_array_count, ifc_member);
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 enum glsl_interface_packing packing,
bool last_field,
unsigned record_array_count,
const glsl_struct_field *named_ifc_member)
{
/* 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_interface() && named_ifc_member) {
ralloc_asprintf_rewrite_tail(name, &name_length, ".%s",
named_ifc_member->name);
recursion(named_ifc_member->type, name, name_length, row_major, NULL,
packing, false, record_array_count, NULL);
} else 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->is_interface() && t->fields.structure[i].offset != -1)
this->set_buffer_offset(t->fields.structure[i].offset);
/* 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, NULL);
/* 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,
named_ifc_member);
/* 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::enter_record(const glsl_type *, const char *, bool,
const enum glsl_interface_packing)
{
}
void
program_resource_visitor::leave_record(const glsl_type *, const char *, bool,
const enum glsl_interface_packing)
{
}
void
program_resource_visitor::set_buffer_offset(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,
bool use_std430_as_default)
: 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_buffer_block(false), is_shader_storage(false), map(map),
hidden_map(hidden_map), current_var(NULL),
use_std430_as_default(use_std430_as_default)
{
/* 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_buffer_block = 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,
use_std430_as_default);
else
program_resource_visitor::process(var, use_std430_as_default);
}
/**
* 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_buffer_block;
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 */,
const glsl_type * /* record_type */,
const enum glsl_interface_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()));
/* 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 = type->component_slots();
if (type->contains_subroutine()) {
this->num_shader_subroutines += values;
} else if (type->contains_sampler() && !current_var->data.bindless) {
/* Samplers (bound or bindless) are counted as two components as
* specified by ARB_bindless_texture. */
this->num_shader_samplers += values / 2;
} else if (type->contains_image() && !current_var->data.bindless) {
/* Images (bound or bindless) are counted as two components as
* specified by ARB_bindless_texture. */
this->num_shader_images += values / 2;
/* 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_buffer_block)
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++;
if(!is_gl_identifier(name) && !is_shader_storage && !is_buffer_block)
this->num_values += values;
}
struct string_to_uint_map *hidden_map;
/**
* Current variable being processed.
*/
ir_variable *current_var;
bool use_std430_as_default;
};
} /* anonymous namespace */
unsigned
link_calculate_matrix_stride(const glsl_type *matrix, bool row_major,
enum glsl_interface_packing packing)
{
const unsigned N = matrix->is_double() ? 8 : 4;
const unsigned items =
row_major ? matrix->matrix_columns : matrix->vector_elements;
assert(items <= 4);
/* Matrix stride for std430 mat2xY matrices are not rounded up to
* vec4 size.
*
* Section 7.6.2.2 "Standard Uniform Block Layout" of the OpenGL 4.3 spec
* says:
*
* 2. If the member is a two- or four-component vector with components
* consuming N basic machine units, the base alignment is 2N or 4N,
* respectively.
* ...
* 4. If the member is an array of scalars or vectors, the base
* alignment and array stride are set to match the base alignment of
* a single array element, according to rules (1), (2), and (3), and
* rounded up to the base alignment of a vec4.
* ...
* 7. If the member is a row-major matrix with C columns and R rows, the
* matrix is stored identically to an array of R row vectors with C
* components each, according to rule (4).
* ...
*
* When using the std430 storage layout, shader storage blocks will be
* laid out in buffer storage identically to uniform and shader storage
* blocks using the std140 layout, except that the base alignment and
* stride of arrays of scalars and vectors in rule 4 and of structures
* in rule 9 are not rounded up a multiple of the base alignment of a
* vec4.
*/
return packing == GLSL_INTERFACE_PACKING_STD430
? (items < 3 ? items * N : glsl_align(items * N, 16))
: glsl_align(items * N, 16);
}
/**
* 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,
bool use_std430_as_default)
: prog(prog), map(map), uniforms(uniforms),
use_std430_as_default(use_std430_as_default), values(values),
bindless_targets(NULL), bindless_access(NULL)
{
}
virtual ~parcel_out_uniform_storage()
{
free(this->bindless_targets);
free(this->bindless_access);
}
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));
this->num_bindless_samplers = 0;
this->next_bindless_sampler = 0;
free(this->bindless_targets);
this->bindless_targets = NULL;
this->num_bindless_images = 0;
this->next_bindless_image = 0;
free(this->bindless_access);
this->bindless_access = NULL;
}
void set_and_process(ir_variable *var)
{
current_var = var;
field_counter = 0;
this->record_next_sampler = new string_to_uint_map;
this->record_next_bindless_sampler = new string_to_uint_map;
this->record_next_image = new string_to_uint_map;
this->record_next_bindless_image = new string_to_uint_map;
buffer_block_index = -1;
if (var->is_in_buffer_block()) {
struct gl_uniform_block *blks = var->is_in_shader_storage_block() ?
prog->data->ShaderStorageBlocks : prog->data->UniformBlocks;
unsigned num_blks = var->is_in_shader_storage_block() ?
prog->data->NumShaderStorageBlocks : prog->data->NumUniformBlocks;
if (var->is_interface_instance() && var->type->is_array()) {
unsigned l = strlen(var->get_interface_type()->name);
for (unsigned i = 0; i < num_blks; i++) {
if (strncmp(var->get_interface_type()->name, blks[i].Name, l)
== 0 && blks[i].Name[l] == '[') {
buffer_block_index = i;
break;
}
}
} else {
for (unsigned i = 0; i < num_blks; i++) {
if (strcmp(var->get_interface_type()->name, blks[i].Name) == 0) {
buffer_block_index = i;
break;
}
}
}
assert(buffer_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,
use_std430_as_default);
} else {
const struct gl_uniform_block *const block =
&blks[buffer_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, use_std430_as_default);
}
} 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, use_std430_as_default);
}
delete this->record_next_sampler;
delete this->record_next_bindless_sampler;
delete this->record_next_image;
delete this->record_next_bindless_image;
}
int buffer_block_index;
int ubo_byte_offset;
gl_shader_stage shader_type;
private:
bool set_opaque_indices(const glsl_type *base_type,
struct gl_uniform_storage *uniform,
const char *name, unsigned &next_index,
struct string_to_uint_map *record_next_index)
{
assert(base_type->is_sampler() || base_type->is_image());
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/image 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 + 1));
}
unsigned index = 0;
if (record_next_index->get(index, name_copy)) {
/* In this case, we've already seen this uniform so we just use the
* next sampler/image index recorded the last time we visited.
*/
uniform->opaque[shader_type].index = index;
index = inner_array_size + uniform->opaque[shader_type].index;
record_next_index->put(index, name_copy);
ralloc_free(name_copy);
/* Return as everything else has already been initialised in a
* previous pass.
*/
return false;
} 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/image in case there is more than one sampler/image
* inside the structs. This allows the offset to be easily
* calculated for indirect indexing.
*/
uniform->opaque[shader_type].index = next_index;
next_index += 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;
record_next_index->put(index, name_copy);
ralloc_free(name_copy);
}
} else {
/* Increment the sampler/image by 1 for non-arrays and by the number
* of array elements for arrays.
*/
uniform->opaque[shader_type].index = next_index;
next_index += MAX2(1, uniform->array_elements);
}
return true;
}
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;
const gl_texture_index target = base_type->sampler_index();
const unsigned shadow = base_type->sampler_shadow;
if (current_var->data.bindless) {
if (!set_opaque_indices(base_type, uniform, name,
this->next_bindless_sampler,
this->record_next_bindless_sampler))
return;
this->num_bindless_samplers = this->next_bindless_sampler;
this->bindless_targets = (gl_texture_index *)
realloc(this->bindless_targets,
this->num_bindless_samplers * sizeof(gl_texture_index));
for (unsigned i = uniform->opaque[shader_type].index;
i < this->num_bindless_samplers;
i++) {
this->bindless_targets[i] = target;
}
} else {
if (!set_opaque_indices(base_type, uniform, name,
this->next_sampler,
this->record_next_sampler))
return;
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, const char *name)
{
if (base_type->is_image()) {
uniform->opaque[shader_type].active = true;
/* Set image access qualifiers */
const GLenum access =
(current_var->data.memory_read_only ? GL_READ_ONLY :
current_var->data.memory_write_only ? GL_WRITE_ONLY :
GL_READ_WRITE);
if (current_var->data.bindless) {
if (!set_opaque_indices(base_type, uniform, name,
this->next_bindless_image,
this->record_next_bindless_image))
return;
this->num_bindless_images = this->next_bindless_image;
this->bindless_access = (GLenum *)
realloc(this->bindless_access,
this->num_bindless_images * sizeof(GLenum));
for (unsigned i = uniform->opaque[shader_type].index;
i < this->num_bindless_images;
i++) {
this->bindless_access[i] = access;
}
} else {
if (!set_opaque_indices(base_type, uniform, name,
this->next_image,
this->record_next_image))
return;
for (unsigned i = uniform->opaque[shader_type].index;
i < MIN2(this->next_image, MAX_IMAGE_UNIFORMS);
i++) {
prog->_LinkedShaders[shader_type]->Program->sh.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;
prog->_LinkedShaders[shader_type]->Program->sh.NumSubroutineUniforms++;
/* 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_buffer_offset(unsigned offset)
{
this->ubo_byte_offset = offset;
}
virtual void set_record_array_count(unsigned record_array_count)
{
this->record_array_count = record_array_count;
}
virtual void enter_record(const glsl_type *type, const char *,
bool row_major,
const enum glsl_interface_packing packing)
{
assert(type->is_record());
if (this->buffer_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 enum glsl_interface_packing packing)
{
assert(type->is_record());
if (this->buffer_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 enum glsl_interface_packing 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->uniforms[id].active_shader_mask |= 1 << shader_type;
/* This assigns uniform indices to sampler and image uniforms. */
handle_samplers(base_type, &this->uniforms[id], name);
handle_images(base_type, &this->uniforms[id], name);
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 (buffer_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].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);
this->uniforms[id].is_shader_storage =
current_var->is_in_shader_storage_block();
this->uniforms[id].is_bindless = current_var->data.bindless;
/* Do not assign storage if the uniform is a builtin or buffer object */
if (!this->uniforms[id].builtin &&
!this->uniforms[id].is_shader_storage &&
this->buffer_block_index == -1)
this->uniforms[id].storage = this->values;
if (this->buffer_block_index != -1) {
this->uniforms[id].block_index = this->buffer_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()) {
this->uniforms[id].matrix_stride =
link_calculate_matrix_stride(type->without_array(),
row_major,
packing);
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;
}
if (!this->uniforms[id].builtin &&
!this->uniforms[id].is_shader_storage &&
this->buffer_block_index == -1)
this->values += type->component_slots();
}
/**
* 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_bindless_sampler;
unsigned next_image;
unsigned next_bindless_image;
unsigned next_subroutine;
bool use_std430_as_default;
/**
* 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;
/* Map for temporarily storing next imager index when handling images in
* struct arrays.
*/
struct string_to_uint_map *record_next_image;
/* Map for temporarily storing next bindless sampler index when handling
* bindless samplers in struct arrays.
*/
struct string_to_uint_map *record_next_bindless_sampler;
/* Map for temporarily storing next bindless image index when handling
* bindless images in struct arrays.
*/
struct string_to_uint_map *record_next_bindless_image;
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;
/**
* Number of bindless samplers used by the current shader stage.
*/
unsigned num_bindless_samplers;
/**
* Texture targets for bindless samplers used by the current stage.
*/
gl_texture_index *bindless_targets;
/**
* Number of bindless images used by the current shader stage.
*/
unsigned num_bindless_images;
/**
* Access types for bindless images used by the current stage.
*/
GLenum *bindless_access;
};
static bool
variable_is_referenced(ir_array_refcount_visitor &v, ir_variable *var)
{
ir_array_refcount_entry *const entry = v.get_variable_entry(var);
return entry->is_referenced;
}
/**
* 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_linked_shader *shader,
unsigned stage)
{
ir_array_refcount_visitor v;
v.run(shader->ir);
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);
unsigned num_blocks = var->data.mode == ir_var_uniform ?
shader->Program->info.num_ubos : shader->Program->info.num_ssbos;
struct gl_uniform_block **blks = var->data.mode == ir_var_uniform ?
shader->Program->sh.UniformBlocks :
shader->Program->sh.ShaderStorageBlocks;
if (var->is_interface_instance()) {
const ir_array_refcount_entry *const entry = v.get_variable_entry(var);
if (entry->is_referenced) {
/* Since this is an interface instance, the instance type will be
* same as the array-stripped variable type. If the variable type
* is an array, then the block names will be suffixed with [0]
* through [n-1]. Unlike for non-interface instances, there will
* not be structure types here, so the only name sentinel that we
* have to worry about is [.
*/
assert(var->type->without_array() == var->get_interface_type());
const char sentinel = var->type->is_array() ? '[' : '\0';
const ptrdiff_t len = strlen(var->get_interface_type()->name);
for (unsigned i = 0; i < num_blocks; i++) {
const char *const begin = blks[i]->Name;
const char *const end = strchr(begin, sentinel);
if (end == NULL)
continue;
if (len != (end - begin))
continue;
/* Even when a match is found, do not "break" here. This could
* be an array of instances, and all elements of the array need
* to be marked as referenced.
*/
if (strncmp(begin, var->get_interface_type()->name, len) == 0 &&
(!var->type->is_array() ||
entry->is_linearized_index_referenced(blks[i]->linearized_array_index))) {
blks[i]->stageref |= 1U << stage;
}
}
}
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 < num_blocks; i++) {
for (unsigned j = 0; j < blks[i]->NumUniforms; j++) {
if (sentinel) {
const char *begin = blks[i]->Uniforms[j].Name;
const char *end = strchr(begin, sentinel);
if (end == NULL)
continue;
if ((ptrdiff_t) l != (end - begin))
continue;
found = strncmp(var->name, begin, l) == 0;
} else {
found = strcmp(var->name, blks[i]->Uniforms[j].Name) == 0;
}
if (found) {
var->data.location = j;
if (variable_is_referenced(v, var))
blks[i]->stageref |= 1U << stage;
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);
}
/**
* Search through the list of empty blocks to find one that fits the current
* uniform.
*/
static int
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;
}
static void
link_setup_uniform_remap_tables(struct gl_context *ctx,
struct gl_shader_program *prog)
{
unsigned total_entries = prog->NumExplicitUniformLocations;
unsigned empty_locs = prog->NumUniformRemapTable - total_entries;
/* Reserve all the explicit locations of the active uniforms. */
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
if (prog->data->UniformStorage[i].type->is_subroutine() ||
prog->data->UniformStorage[i].is_shader_storage)
continue;
if (prog->data->UniformStorage[i].remap_location !=
UNMAPPED_UNIFORM_LOC) {
/* How many new entries for this uniform? */
const unsigned entries =
MAX2(1, prog->data->UniformStorage[i].array_elements);
/* Set remap table entries point to correct gl_uniform_storage. */
for (unsigned j = 0; j < entries; j++) {
unsigned element_loc =
prog->data->UniformStorage[i].remap_location + j;
assert(prog->UniformRemapTable[element_loc] ==
INACTIVE_UNIFORM_EXPLICIT_LOCATION);
prog->UniformRemapTable[element_loc] =
&prog->data->UniformStorage[i];
}
}
}
/* Reserve locations for rest of the uniforms. */
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
if (prog->data->UniformStorage[i].type->is_subroutine() ||
prog->data->UniformStorage[i].is_shader_storage)
continue;
/* Built-in uniforms should not get any location. */
if (prog->data->UniformStorage[i].builtin)
continue;
/* Explicit ones have been set already. */
if (prog->data->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
continue;
/* how many new entries for this uniform? */
const unsigned entries =
MAX2(1, prog->data->UniformStorage[i].array_elements);
/* Find UniformRemapTable for empty blocks where we can fit this uniform. */
int chosen_location = -1;
if (empty_locs)
chosen_location = find_empty_block(prog, &prog->data->UniformStorage[i]);
/* Add new entries to the total amount of entries. */
total_entries += entries;
if (chosen_location != -1) {
empty_locs -= entries;
} else {
chosen_location = prog->NumUniformRemapTable;
/* resize remap table to fit new entries */
prog->UniformRemapTable =
reralloc(prog,
prog->UniformRemapTable,
gl_uniform_storage *,
prog->NumUniformRemapTable + entries);
prog->NumUniformRemapTable += entries;
}
/* set pointers for this uniform */
for (unsigned j = 0; j < entries; j++)
prog->UniformRemapTable[chosen_location + j] =
&prog->data->UniformStorage[i];
/* set the base location in remap table for the uniform */
prog->data->UniformStorage[i].remap_location = chosen_location;
}
/* Verify that total amount of entries for explicit and implicit locations
* is less than MAX_UNIFORM_LOCATIONS.
*/
if (total_entries > ctx->Const.MaxUserAssignableUniformLocations) {
linker_error(prog, "count of uniform locations > MAX_UNIFORM_LOCATIONS"
"(%u > %u)", total_entries,
ctx->Const.MaxUserAssignableUniformLocations);
}
/* Reserve all the explicit locations of the active subroutine uniforms. */
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
if (!prog->data->UniformStorage[i].type->is_subroutine())
continue;
if (prog->data->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
continue;
/* How many new entries for this uniform? */
const unsigned entries =
MAX2(1, prog->data->UniformStorage[i].array_elements);
unsigned mask = prog->data->linked_stages;
while (mask) {
const int j = u_bit_scan(&mask);
struct gl_program *p = prog->_LinkedShaders[j]->Program;
if (!prog->data->UniformStorage[i].opaque[j].active)
continue;
/* Set remap table entries point to correct gl_uniform_storage. */
for (unsigned k = 0; k < entries; k++) {
unsigned element_loc =
prog->data->UniformStorage[i].remap_location + k;
assert(p->sh.SubroutineUniformRemapTable[element_loc] ==
INACTIVE_UNIFORM_EXPLICIT_LOCATION);
p->sh.SubroutineUniformRemapTable[element_loc] =
&prog->data->UniformStorage[i];
}
}
}
/* reserve subroutine locations */
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
if (!prog->data->UniformStorage[i].type->is_subroutine())
continue;
if (prog->data->UniformStorage[i].remap_location !=
UNMAPPED_UNIFORM_LOC)
continue;
const unsigned entries =
MAX2(1, prog->data->UniformStorage[i].array_elements);
unsigned mask = prog->data->linked_stages;
while (mask) {
const int j = u_bit_scan(&mask);
struct gl_program *p = prog->_LinkedShaders[j]->Program;
if (!prog->data->UniformStorage[i].opaque[j].active)
continue;
p->sh.SubroutineUniformRemapTable =
reralloc(p,
p->sh.SubroutineUniformRemapTable,
gl_uniform_storage *,
p->sh.NumSubroutineUniformRemapTable + entries);
for (unsigned k = 0; k < entries; k++) {
p->sh.SubroutineUniformRemapTable[p->sh.NumSubroutineUniformRemapTable + k] =
&prog->data->UniformStorage[i];
}
prog->data->UniformStorage[i].remap_location =
p->sh.NumSubroutineUniformRemapTable;
p->sh.NumSubroutineUniformRemapTable += entries;
}
}
}
static void
link_assign_uniform_storage(struct gl_context *ctx,
struct gl_shader_program *prog,
const unsigned num_data_slots)
{
/* On the outside chance that there were no uniforms, bail out.
*/
if (prog->data->NumUniformStorage == 0)
return;
unsigned int boolean_true = ctx->Const.UniformBooleanTrue;
union gl_constant_value *data;
if (prog->data->UniformStorage == NULL) {
prog->data->UniformStorage = rzalloc_array(prog->data,
struct gl_uniform_storage,
prog->data->NumUniformStorage);
data = rzalloc_array(prog->data->UniformStorage,
union gl_constant_value, num_data_slots);
prog->data->UniformDataDefaults =
rzalloc_array(prog->data->UniformStorage,
union gl_constant_value, num_data_slots);
} else {
data = prog->data->UniformDataSlots;
}
#ifndef NDEBUG
union gl_constant_value *data_end = &data[num_data_slots];
#endif
parcel_out_uniform_storage parcel(prog, prog->UniformHash,
prog->data->UniformStorage, data,
ctx->Const.UseSTD430AsDefaultPacking);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_linked_shader *shader = prog->_LinkedShaders[i];
if (!shader)
continue;
parcel.start_shader((gl_shader_stage)i);
foreach_in_list(ir_instruction, node, shader->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);
}
shader->Program->SamplersUsed = parcel.shader_samplers_used;
shader->shadow_samplers = parcel.shader_shadow_samplers;
if (parcel.num_bindless_samplers > 0) {
shader->Program->sh.NumBindlessSamplers = parcel.num_bindless_samplers;
shader->Program->sh.BindlessSamplers =
rzalloc_array(shader->Program, gl_bindless_sampler,
parcel.num_bindless_samplers);
for (unsigned j = 0; j < parcel.num_bindless_samplers; j++) {
shader->Program->sh.BindlessSamplers[j].target =
parcel.bindless_targets[j];
}
}
if (parcel.num_bindless_images > 0) {
shader->Program->sh.NumBindlessImages = parcel.num_bindless_images;
shader->Program->sh.BindlessImages =
rzalloc_array(shader->Program, gl_bindless_image,
parcel.num_bindless_images);
for (unsigned j = 0; j < parcel.num_bindless_images; j++) {
shader->Program->sh.BindlessImages[j].access =
parcel.bindless_access[j];
}
}
STATIC_ASSERT(sizeof(shader->Program->sh.SamplerTargets) ==
sizeof(parcel.targets));
memcpy(shader->Program->sh.SamplerTargets,
parcel.targets,
sizeof(shader->Program->sh.SamplerTargets));
}
#ifndef NDEBUG
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
assert(prog->data->UniformStorage[i].storage != NULL ||
prog->data->UniformStorage[i].builtin ||
prog->data->UniformStorage[i].is_shader_storage ||
prog->data->UniformStorage[i].block_index != -1);
}
assert(parcel.values == data_end);
#endif
link_setup_uniform_remap_tables(ctx, prog);
/* Set shader cache fields */
prog->data->NumUniformDataSlots = num_data_slots;
prog->data->UniformDataSlots = data;
link_set_uniform_initializers(prog, boolean_true);
}
void
link_assign_uniform_locations(struct gl_shader_program *prog,
struct gl_context *ctx)
{
ralloc_free(prog->data->UniformStorage);
prog->data->UniformStorage = NULL;
prog->data->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,
ctx->Const.UseSTD430AsDefaultPacking);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
if (sh == NULL)
continue;
link_update_uniform_buffer_variables(sh, i);
/* 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->Program->info.num_textures = uniform_size.num_shader_samplers;
sh->Program->info.num_images = 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->Program->info.num_ubos; i++) {
sh->num_combined_uniform_components +=
sh->Program->sh.UniformBlocks[i]->UniformBufferSize / 4;
}
}
prog->data->NumUniformStorage = uniform_size.num_active_uniforms;
prog->data->NumHiddenUniforms = uniform_size.num_hidden_uniforms;
/* assign hidden uniforms a slot id */
hiddenUniforms->iterate(assign_hidden_uniform_slot_id, &uniform_size);
delete hiddenUniforms;
link_assign_uniform_storage(ctx, prog, uniform_size.num_values);
}
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