glsl: Unify ir_constant::const_elements and ::components
[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 /* 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 static void
99 set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
100 const ir_variable *var, const glsl_type *type,
101 const char *name, int *binding)
102 {
103
104 if (type->is_array() && type->fields.array->is_array()) {
105 const glsl_type *const element_type = type->fields.array;
106
107 for (unsigned int i = 0; i < type->length; i++) {
108 const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
109
110 set_opaque_binding(mem_ctx, prog, var, element_type,
111 element_name, binding);
112 }
113 } else {
114 struct gl_uniform_storage *const storage = get_storage(prog, name);
115
116 if (!storage)
117 return;
118
119 const unsigned elements = MAX2(storage->array_elements, 1);
120
121 /* Section 4.4.6 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.50 spec
122 * says:
123 *
124 * "If the binding identifier is used with an array, the first element
125 * of the array takes the specified unit and each subsequent element
126 * takes the next consecutive unit."
127 */
128 for (unsigned int i = 0; i < elements; i++) {
129 storage->storage[i].i = (*binding)++;
130 }
131
132 for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
133 gl_linked_shader *shader = prog->_LinkedShaders[sh];
134
135 if (!shader)
136 continue;
137 if (!storage->opaque[sh].active)
138 continue;
139
140 if (storage->type->is_sampler()) {
141 for (unsigned i = 0; i < elements; i++) {
142 const unsigned index = storage->opaque[sh].index + i;
143
144 if (var->data.bindless) {
145 if (index >= shader->Program->sh.NumBindlessSamplers)
146 break;
147 shader->Program->sh.BindlessSamplers[index].unit =
148 storage->storage[i].i;
149 shader->Program->sh.BindlessSamplers[index].bound = true;
150 shader->Program->sh.HasBoundBindlessSampler = true;
151 } else {
152 if (index >= ARRAY_SIZE(shader->Program->SamplerUnits))
153 break;
154 shader->Program->SamplerUnits[index] =
155 storage->storage[i].i;
156 }
157 }
158 } else if (storage->type->is_image()) {
159 for (unsigned i = 0; i < elements; i++) {
160 const unsigned index = storage->opaque[sh].index + i;
161
162
163 if (var->data.bindless) {
164 if (index >= shader->Program->sh.NumBindlessImages)
165 break;
166 shader->Program->sh.BindlessImages[index].unit =
167 storage->storage[i].i;
168 shader->Program->sh.BindlessImages[index].bound = true;
169 shader->Program->sh.HasBoundBindlessImage = true;
170 } else {
171 if (index >= ARRAY_SIZE(shader->Program->sh.ImageUnits))
172 break;
173 shader->Program->sh.ImageUnits[index] =
174 storage->storage[i].i;
175 }
176 }
177 }
178 }
179 }
180 }
181
182 static void
183 set_block_binding(gl_shader_program *prog, const char *block_name,
184 unsigned mode, int binding)
185 {
186 unsigned num_blocks = mode == ir_var_uniform ?
187 prog->data->NumUniformBlocks :
188 prog->data->NumShaderStorageBlocks;
189 struct gl_uniform_block *blks = mode == ir_var_uniform ?
190 prog->data->UniformBlocks : prog->data->ShaderStorageBlocks;
191
192 for (unsigned i = 0; i < num_blocks; i++) {
193 if (!strcmp(blks[i].Name, block_name)) {
194 blks[i].Binding = binding;
195 return;
196 }
197 }
198
199 unreachable("Failed to initialize block binding");
200 }
201
202 void
203 set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
204 const char *name, const glsl_type *type,
205 ir_constant *val, unsigned int boolean_true)
206 {
207 const glsl_type *t_without_array = type->without_array();
208 if (type->is_record()) {
209 for (unsigned int i = 0; i < type->length; i++) {
210 const glsl_type *field_type = type->fields.structure[i].type;
211 const char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
212 type->fields.structure[i].name);
213 set_uniform_initializer(mem_ctx, prog, field_name,
214 field_type, val->get_record_field(i),
215 boolean_true);
216 }
217 return;
218 } else if (t_without_array->is_record() ||
219 (type->is_array() && type->fields.array->is_array())) {
220 const glsl_type *const element_type = type->fields.array;
221
222 for (unsigned int i = 0; i < type->length; i++) {
223 const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
224
225 set_uniform_initializer(mem_ctx, prog, element_name,
226 element_type, val->const_elements[i],
227 boolean_true);
228 }
229 return;
230 }
231
232 struct gl_uniform_storage *const storage = get_storage(prog, name);
233
234 if (!storage)
235 return;
236
237 if (val->type->is_array()) {
238 const enum glsl_base_type base_type =
239 val->const_elements[0]->type->base_type;
240 const unsigned int elements = val->const_elements[0]->type->components();
241 unsigned int idx = 0;
242 unsigned dmul = glsl_base_type_is_64bit(base_type) ? 2 : 1;
243
244 assert(val->type->length >= storage->array_elements);
245 for (unsigned int i = 0; i < storage->array_elements; i++) {
246 copy_constant_to_storage(& storage->storage[idx],
247 val->const_elements[i],
248 base_type,
249 elements,
250 boolean_true);
251
252 idx += elements * dmul;
253 }
254 } else {
255 copy_constant_to_storage(storage->storage,
256 val,
257 val->type->base_type,
258 val->type->components(),
259 boolean_true);
260
261 if (storage->type->is_sampler()) {
262 for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
263 gl_linked_shader *shader = prog->_LinkedShaders[sh];
264
265 if (shader && storage->opaque[sh].active) {
266 unsigned index = storage->opaque[sh].index;
267
268 shader->Program->SamplerUnits[index] = storage->storage[0].i;
269 }
270 }
271 }
272 }
273 }
274 }
275
276 void
277 link_set_uniform_initializers(struct gl_shader_program *prog,
278 unsigned int boolean_true)
279 {
280 void *mem_ctx = NULL;
281
282 for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
283 struct gl_linked_shader *shader = prog->_LinkedShaders[i];
284
285 if (shader == NULL)
286 continue;
287
288 foreach_in_list(ir_instruction, node, shader->ir) {
289 ir_variable *const var = node->as_variable();
290
291 if (!var || (var->data.mode != ir_var_uniform &&
292 var->data.mode != ir_var_shader_storage))
293 continue;
294
295 if (!mem_ctx)
296 mem_ctx = ralloc_context(NULL);
297
298 if (var->data.explicit_binding) {
299 const glsl_type *const type = var->type;
300
301 if (type->without_array()->is_sampler() ||
302 type->without_array()->is_image()) {
303 int binding = var->data.binding;
304 linker::set_opaque_binding(mem_ctx, prog, var, var->type,
305 var->name, &binding);
306 } else if (var->is_in_buffer_block()) {
307 const glsl_type *const iface_type = var->get_interface_type();
308
309 /* If the variable is an array and it is an interface instance,
310 * we need to set the binding for each array element. Just
311 * checking that the variable is an array is not sufficient.
312 * The variable could be an array element of a uniform block
313 * that lacks an instance name. For example:
314 *
315 * uniform U {
316 * float f[4];
317 * };
318 *
319 * In this case "f" would pass is_in_buffer_block (above) and
320 * type->is_array(), but it will fail is_interface_instance().
321 */
322 if (var->is_interface_instance() && var->type->is_array()) {
323 for (unsigned i = 0; i < var->type->length; i++) {
324 const char *name =
325 ralloc_asprintf(mem_ctx, "%s[%u]", iface_type->name, i);
326
327 /* Section 4.4.3 (Uniform Block Layout Qualifiers) of the
328 * GLSL 4.20 spec says:
329 *
330 * "If the binding identifier is used with a uniform
331 * block instanced as an array then the first element
332 * of the array takes the specified block binding and
333 * each subsequent element takes the next consecutive
334 * uniform block binding point."
335 */
336 linker::set_block_binding(prog, name, var->data.mode,
337 var->data.binding + i);
338 }
339 } else {
340 linker::set_block_binding(prog, iface_type->name,
341 var->data.mode,
342 var->data.binding);
343 }
344 } else if (type->contains_atomic()) {
345 /* we don't actually need to do anything. */
346 } else {
347 assert(!"Explicit binding not on a sampler, UBO or atomic.");
348 }
349 } else if (var->constant_initializer) {
350 linker::set_uniform_initializer(mem_ctx, prog, var->name,
351 var->type, var->constant_initializer,
352 boolean_true);
353 }
354 }
355 }
356
357 ralloc_free(mem_ctx);
358 }