glsl: use is_sampler() anywhere it's possible
[mesa.git] / src / compiler / glsl / link_uniform_initializers.cpp
1 /*
2 * Copyright © 2012 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 */
23
24 #include "main/core.h"
25 #include "ir.h"
26 #include "linker.h"
27 #include "ir_uniform.h"
28 #include "util/string_to_uint_map.h"
29
30 /* These functions are put in a "private" namespace instead of being marked
31 * static so that the unit tests can access them. See
32 * http://code.google.com/p/googletest/wiki/AdvancedGuide#Testing_Private_Code
33 */
34 namespace linker {
35
36 gl_uniform_storage *
37 get_storage(struct gl_shader_program *prog, const char *name)
38 {
39 unsigned id;
40 if (prog->UniformHash->get(id, name))
41 return &prog->data->UniformStorage[id];
42
43 assert(!"No uniform storage found!");
44 return NULL;
45 }
46
47 void
48 copy_constant_to_storage(union gl_constant_value *storage,
49 const ir_constant *val,
50 const enum glsl_base_type base_type,
51 const unsigned int elements,
52 unsigned int boolean_true)
53 {
54 for (unsigned int i = 0; i < elements; i++) {
55 switch (base_type) {
56 case GLSL_TYPE_UINT:
57 storage[i].u = val->value.u[i];
58 break;
59 case GLSL_TYPE_INT:
60 case GLSL_TYPE_SAMPLER:
61 storage[i].i = val->value.i[i];
62 break;
63 case GLSL_TYPE_FLOAT:
64 storage[i].f = val->value.f[i];
65 break;
66 case GLSL_TYPE_DOUBLE:
67 case GLSL_TYPE_UINT64:
68 case GLSL_TYPE_INT64:
69 /* XXX need to check on big-endian */
70 memcpy(&storage[i * 2].u, &val->value.d[i], sizeof(double));
71 break;
72 case GLSL_TYPE_BOOL:
73 storage[i].b = val->value.b[i] ? boolean_true : 0;
74 break;
75 case GLSL_TYPE_ARRAY:
76 case GLSL_TYPE_STRUCT:
77 case GLSL_TYPE_IMAGE:
78 case GLSL_TYPE_ATOMIC_UINT:
79 case GLSL_TYPE_INTERFACE:
80 case GLSL_TYPE_VOID:
81 case GLSL_TYPE_SUBROUTINE:
82 case GLSL_TYPE_FUNCTION:
83 case GLSL_TYPE_ERROR:
84 /* All other types should have already been filtered by other
85 * paths in the caller.
86 */
87 assert(!"Should not get here.");
88 break;
89 }
90 }
91 }
92
93 /**
94 * Initialize an opaque uniform from the value of an explicit binding
95 * qualifier specified in the shader. Atomic counters are different because
96 * they have no storage and should be handled elsewhere.
97 */
98 void
99 set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
100 const glsl_type *type, const char *name, int *binding)
101 {
102
103 if (type->is_array() && type->fields.array->is_array()) {
104 const glsl_type *const element_type = type->fields.array;
105
106 for (unsigned int i = 0; i < type->length; i++) {
107 const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
108
109 set_opaque_binding(mem_ctx, prog, element_type,
110 element_name, binding);
111 }
112 } else {
113 struct gl_uniform_storage *const storage = get_storage(prog, name);
114
115 if (!storage)
116 return;
117
118 const unsigned elements = MAX2(storage->array_elements, 1);
119
120 /* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 spec
121 * says:
122 *
123 * "If the binding identifier is used with an array, the first element
124 * of the array takes the specified unit and each subsequent element
125 * takes the next consecutive unit."
126 */
127 for (unsigned int i = 0; i < elements; i++) {
128 storage->storage[i].i = (*binding)++;
129 }
130
131 for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
132 gl_linked_shader *shader = prog->_LinkedShaders[sh];
133
134 if (shader) {
135 if (storage->type->is_sampler() && storage->opaque[sh].active) {
136 for (unsigned i = 0; i < elements; i++) {
137 const unsigned index = storage->opaque[sh].index + i;
138 shader->Program->SamplerUnits[index] =
139 storage->storage[i].i;
140 }
141
142 } else if (storage->type->is_image() &&
143 storage->opaque[sh].active) {
144 for (unsigned i = 0; i < elements; i++) {
145 const unsigned index = storage->opaque[sh].index + i;
146 if (index >= ARRAY_SIZE(shader->Program->sh.ImageUnits))
147 break;
148 shader->Program->sh.ImageUnits[index] =
149 storage->storage[i].i;
150 }
151 }
152 }
153 }
154 }
155 }
156
157 void
158 set_block_binding(gl_shader_program *prog, const char *block_name,
159 unsigned mode, int binding)
160 {
161 unsigned num_blocks = mode == ir_var_uniform ?
162 prog->data->NumUniformBlocks :
163 prog->data->NumShaderStorageBlocks;
164 struct gl_uniform_block *blks = mode == ir_var_uniform ?
165 prog->data->UniformBlocks : prog->data->ShaderStorageBlocks;
166
167 for (unsigned i = 0; i < num_blocks; i++) {
168 if (!strcmp(blks[i].Name, block_name)) {
169 blks[i].Binding = binding;
170 return;
171 }
172 }
173
174 unreachable("Failed to initialize block binding");
175 }
176
177 void
178 set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
179 const char *name, const glsl_type *type,
180 ir_constant *val, unsigned int boolean_true)
181 {
182 const glsl_type *t_without_array = type->without_array();
183 if (type->is_record()) {
184 ir_constant *field_constant;
185
186 field_constant = (ir_constant *)val->components.get_head();
187
188 for (unsigned int i = 0; i < type->length; i++) {
189 const glsl_type *field_type = type->fields.structure[i].type;
190 const char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
191 type->fields.structure[i].name);
192 set_uniform_initializer(mem_ctx, prog, field_name,
193 field_type, field_constant, boolean_true);
194 field_constant = (ir_constant *)field_constant->next;
195 }
196 return;
197 } else if (t_without_array->is_record() ||
198 (type->is_array() && type->fields.array->is_array())) {
199 const glsl_type *const element_type = type->fields.array;
200
201 for (unsigned int i = 0; i < type->length; i++) {
202 const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
203
204 set_uniform_initializer(mem_ctx, prog, element_name,
205 element_type, val->array_elements[i],
206 boolean_true);
207 }
208 return;
209 }
210
211 struct gl_uniform_storage *const storage = get_storage(prog, name);
212
213 if (!storage)
214 return;
215
216 if (val->type->is_array()) {
217 const enum glsl_base_type base_type =
218 val->array_elements[0]->type->base_type;
219 const unsigned int elements = val->array_elements[0]->type->components();
220 unsigned int idx = 0;
221 unsigned dmul = glsl_base_type_is_64bit(base_type) ? 2 : 1;
222
223 assert(val->type->length >= storage->array_elements);
224 for (unsigned int i = 0; i < storage->array_elements; i++) {
225 copy_constant_to_storage(& storage->storage[idx],
226 val->array_elements[i],
227 base_type,
228 elements,
229 boolean_true);
230
231 idx += elements * dmul;
232 }
233 } else {
234 copy_constant_to_storage(storage->storage,
235 val,
236 val->type->base_type,
237 val->type->components(),
238 boolean_true);
239
240 if (storage->type->is_sampler()) {
241 for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
242 gl_linked_shader *shader = prog->_LinkedShaders[sh];
243
244 if (shader && storage->opaque[sh].active) {
245 unsigned index = storage->opaque[sh].index;
246
247 shader->Program->SamplerUnits[index] = storage->storage[0].i;
248 }
249 }
250 }
251 }
252 }
253 }
254
255 void
256 link_set_uniform_initializers(struct gl_shader_program *prog,
257 unsigned int boolean_true)
258 {
259 void *mem_ctx = NULL;
260
261 for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
262 struct gl_linked_shader *shader = prog->_LinkedShaders[i];
263
264 if (shader == NULL)
265 continue;
266
267 foreach_in_list(ir_instruction, node, shader->ir) {
268 ir_variable *const var = node->as_variable();
269
270 if (!var || (var->data.mode != ir_var_uniform &&
271 var->data.mode != ir_var_shader_storage))
272 continue;
273
274 if (!mem_ctx)
275 mem_ctx = ralloc_context(NULL);
276
277 if (var->data.explicit_binding) {
278 const glsl_type *const type = var->type;
279
280 if (type->without_array()->is_sampler() ||
281 type->without_array()->is_image()) {
282 int binding = var->data.binding;
283 linker::set_opaque_binding(mem_ctx, prog, var->type,
284 var->name, &binding);
285 } else if (var->is_in_buffer_block()) {
286 const glsl_type *const iface_type = var->get_interface_type();
287
288 /* If the variable is an array and it is an interface instance,
289 * we need to set the binding for each array element. Just
290 * checking that the variable is an array is not sufficient.
291 * The variable could be an array element of a uniform block
292 * that lacks an instance name. For example:
293 *
294 * uniform U {
295 * float f[4];
296 * };
297 *
298 * In this case "f" would pass is_in_buffer_block (above) and
299 * type->is_array(), but it will fail is_interface_instance().
300 */
301 if (var->is_interface_instance() && var->type->is_array()) {
302 for (unsigned i = 0; i < var->type->length; i++) {
303 const char *name =
304 ralloc_asprintf(mem_ctx, "%s[%u]", iface_type->name, i);
305
306 /* Section 4.4.3 (Uniform Block Layout Qualifiers) of the
307 * GLSL 4.20 spec says:
308 *
309 * "If the binding identifier is used with a uniform
310 * block instanced as an array then the first element
311 * of the array takes the specified block binding and
312 * each subsequent element takes the next consecutive
313 * uniform block binding point."
314 */
315 linker::set_block_binding(prog, name, var->data.mode,
316 var->data.binding + i);
317 }
318 } else {
319 linker::set_block_binding(prog, iface_type->name,
320 var->data.mode,
321 var->data.binding);
322 }
323 } else if (type->contains_atomic()) {
324 /* we don't actually need to do anything. */
325 } else {
326 assert(!"Explicit binding not on a sampler, UBO or atomic.");
327 }
328 } else if (var->constant_initializer) {
329 linker::set_uniform_initializer(mem_ctx, prog, var->name,
330 var->type, var->constant_initializer,
331 boolean_true);
332 }
333 }
334 }
335
336 ralloc_free(mem_ctx);
337 }