nir: Add support for 16-bit types (half float, int16 and uint16)
[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 "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 static 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 case GLSL_TYPE_UINT16:
85 case GLSL_TYPE_INT16:
86 case GLSL_TYPE_FLOAT16:
87 /* All other types should have already been filtered by other
88 * paths in the caller.
89 */
90 assert(!"Should not get here.");
91 break;
92 }
93 }
94 }
95
96 /**
97 * Initialize an opaque uniform from the value of an explicit binding
98 * qualifier specified in the shader. Atomic counters are different because
99 * they have no storage and should be handled elsewhere.
100 */
101 static void
102 set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
103 const ir_variable *var, const glsl_type *type,
104 const char *name, int *binding)
105 {
106
107 if (type->is_array() && type->fields.array->is_array()) {
108 const glsl_type *const element_type = type->fields.array;
109
110 for (unsigned int i = 0; i < type->length; i++) {
111 const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
112
113 set_opaque_binding(mem_ctx, prog, var, element_type,
114 element_name, binding);
115 }
116 } else {
117 struct gl_uniform_storage *const storage = get_storage(prog, name);
118
119 if (!storage)
120 return;
121
122 const unsigned elements = MAX2(storage->array_elements, 1);
123
124 /* Section 4.4.6 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.50 spec
125 * says:
126 *
127 * "If the binding identifier is used with an array, the first element
128 * of the array takes the specified unit and each subsequent element
129 * takes the next consecutive unit."
130 */
131 for (unsigned int i = 0; i < elements; i++) {
132 storage->storage[i].i = (*binding)++;
133 }
134
135 for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
136 gl_linked_shader *shader = prog->_LinkedShaders[sh];
137
138 if (!shader)
139 continue;
140 if (!storage->opaque[sh].active)
141 continue;
142
143 if (storage->type->is_sampler()) {
144 for (unsigned i = 0; i < elements; i++) {
145 const unsigned index = storage->opaque[sh].index + i;
146
147 if (var->data.bindless) {
148 if (index >= shader->Program->sh.NumBindlessSamplers)
149 break;
150 shader->Program->sh.BindlessSamplers[index].unit =
151 storage->storage[i].i;
152 shader->Program->sh.BindlessSamplers[index].bound = true;
153 shader->Program->sh.HasBoundBindlessSampler = true;
154 } else {
155 if (index >= ARRAY_SIZE(shader->Program->SamplerUnits))
156 break;
157 shader->Program->SamplerUnits[index] =
158 storage->storage[i].i;
159 }
160 }
161 } else if (storage->type->is_image()) {
162 for (unsigned i = 0; i < elements; i++) {
163 const unsigned index = storage->opaque[sh].index + i;
164
165
166 if (var->data.bindless) {
167 if (index >= shader->Program->sh.NumBindlessImages)
168 break;
169 shader->Program->sh.BindlessImages[index].unit =
170 storage->storage[i].i;
171 shader->Program->sh.BindlessImages[index].bound = true;
172 shader->Program->sh.HasBoundBindlessImage = true;
173 } else {
174 if (index >= ARRAY_SIZE(shader->Program->sh.ImageUnits))
175 break;
176 shader->Program->sh.ImageUnits[index] =
177 storage->storage[i].i;
178 }
179 }
180 }
181 }
182 }
183 }
184
185 static void
186 set_block_binding(gl_shader_program *prog, const char *block_name,
187 unsigned mode, int binding)
188 {
189 unsigned num_blocks = mode == ir_var_uniform ?
190 prog->data->NumUniformBlocks :
191 prog->data->NumShaderStorageBlocks;
192 struct gl_uniform_block *blks = mode == ir_var_uniform ?
193 prog->data->UniformBlocks : prog->data->ShaderStorageBlocks;
194
195 for (unsigned i = 0; i < num_blocks; i++) {
196 if (!strcmp(blks[i].Name, block_name)) {
197 blks[i].Binding = binding;
198 return;
199 }
200 }
201
202 unreachable("Failed to initialize block binding");
203 }
204
205 void
206 set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
207 const char *name, const glsl_type *type,
208 ir_constant *val, unsigned int boolean_true)
209 {
210 const glsl_type *t_without_array = type->without_array();
211 if (type->is_record()) {
212 for (unsigned int i = 0; i < type->length; i++) {
213 const glsl_type *field_type = type->fields.structure[i].type;
214 const char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
215 type->fields.structure[i].name);
216 set_uniform_initializer(mem_ctx, prog, field_name,
217 field_type, val->get_record_field(i),
218 boolean_true);
219 }
220 return;
221 } else if (t_without_array->is_record() ||
222 (type->is_array() && type->fields.array->is_array())) {
223 const glsl_type *const element_type = type->fields.array;
224
225 for (unsigned int i = 0; i < type->length; i++) {
226 const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
227
228 set_uniform_initializer(mem_ctx, prog, element_name,
229 element_type, val->const_elements[i],
230 boolean_true);
231 }
232 return;
233 }
234
235 struct gl_uniform_storage *const storage = get_storage(prog, name);
236
237 if (!storage)
238 return;
239
240 if (val->type->is_array()) {
241 const enum glsl_base_type base_type =
242 val->const_elements[0]->type->base_type;
243 const unsigned int elements = val->const_elements[0]->type->components();
244 unsigned int idx = 0;
245 unsigned dmul = glsl_base_type_is_64bit(base_type) ? 2 : 1;
246
247 assert(val->type->length >= storage->array_elements);
248 for (unsigned int i = 0; i < storage->array_elements; i++) {
249 copy_constant_to_storage(& storage->storage[idx],
250 val->const_elements[i],
251 base_type,
252 elements,
253 boolean_true);
254
255 idx += elements * dmul;
256 }
257 } else {
258 copy_constant_to_storage(storage->storage,
259 val,
260 val->type->base_type,
261 val->type->components(),
262 boolean_true);
263
264 if (storage->type->is_sampler()) {
265 for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
266 gl_linked_shader *shader = prog->_LinkedShaders[sh];
267
268 if (shader && storage->opaque[sh].active) {
269 unsigned index = storage->opaque[sh].index;
270
271 shader->Program->SamplerUnits[index] = storage->storage[0].i;
272 }
273 }
274 }
275 }
276 }
277 }
278
279 void
280 link_set_uniform_initializers(struct gl_shader_program *prog,
281 unsigned int boolean_true)
282 {
283 void *mem_ctx = NULL;
284
285 for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
286 struct gl_linked_shader *shader = prog->_LinkedShaders[i];
287
288 if (shader == NULL)
289 continue;
290
291 foreach_in_list(ir_instruction, node, shader->ir) {
292 ir_variable *const var = node->as_variable();
293
294 if (!var || (var->data.mode != ir_var_uniform &&
295 var->data.mode != ir_var_shader_storage))
296 continue;
297
298 if (!mem_ctx)
299 mem_ctx = ralloc_context(NULL);
300
301 if (var->data.explicit_binding) {
302 const glsl_type *const type = var->type;
303
304 if (type->without_array()->is_sampler() ||
305 type->without_array()->is_image()) {
306 int binding = var->data.binding;
307 linker::set_opaque_binding(mem_ctx, prog, var, var->type,
308 var->name, &binding);
309 } else if (var->is_in_buffer_block()) {
310 const glsl_type *const iface_type = var->get_interface_type();
311
312 /* If the variable is an array and it is an interface instance,
313 * we need to set the binding for each array element. Just
314 * checking that the variable is an array is not sufficient.
315 * The variable could be an array element of a uniform block
316 * that lacks an instance name. For example:
317 *
318 * uniform U {
319 * float f[4];
320 * };
321 *
322 * In this case "f" would pass is_in_buffer_block (above) and
323 * type->is_array(), but it will fail is_interface_instance().
324 */
325 if (var->is_interface_instance() && var->type->is_array()) {
326 for (unsigned i = 0; i < var->type->length; i++) {
327 const char *name =
328 ralloc_asprintf(mem_ctx, "%s[%u]", iface_type->name, i);
329
330 /* Section 4.4.3 (Uniform Block Layout Qualifiers) of the
331 * GLSL 4.20 spec says:
332 *
333 * "If the binding identifier is used with a uniform
334 * block instanced as an array then the first element
335 * of the array takes the specified block binding and
336 * each subsequent element takes the next consecutive
337 * uniform block binding point."
338 */
339 linker::set_block_binding(prog, name, var->data.mode,
340 var->data.binding + i);
341 }
342 } else {
343 linker::set_block_binding(prog, iface_type->name,
344 var->data.mode,
345 var->data.binding);
346 }
347 } else if (type->contains_atomic()) {
348 /* we don't actually need to do anything. */
349 } else {
350 assert(!"Explicit binding not on a sampler, UBO or atomic.");
351 }
352 } else if (var->constant_initializer) {
353 linker::set_uniform_initializer(mem_ctx, prog, var->name,
354 var->type, var->constant_initializer,
355 boolean_true);
356 }
357 }
358 }
359
360 ralloc_free(mem_ctx);
361 }