2 * Copyright © 2011 Intel Corporation
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:
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
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.
24 #include "main/core.h"
27 #include "ir_uniform.h"
28 #include "glsl_symbol_table.h"
30 #include "string_to_uint_map.h"
31 #include "ir_array_refcount.h"
34 * \file link_uniforms.cpp
35 * Assign locations for GLSL uniforms.
37 * \author Ian Romanick <ian.d.romanick@intel.com>
41 * Used by linker to indicate uniforms that have no location set.
43 #define UNMAPPED_UNIFORM_LOC ~0u
46 program_resource_visitor::process(const glsl_type
*type
, const char *name
,
47 bool use_std430_as_default
)
49 assert(type
->without_array()->is_record()
50 || type
->without_array()->is_interface());
52 unsigned record_array_count
= 1;
53 char *name_copy
= ralloc_strdup(NULL
, name
);
55 enum glsl_interface_packing packing
=
56 type
->get_internal_ifc_packing(use_std430_as_default
);
58 recursion(type
, &name_copy
, strlen(name
), false, NULL
, packing
, false,
59 record_array_count
, NULL
);
60 ralloc_free(name_copy
);
64 program_resource_visitor::process(ir_variable
*var
, bool use_std430_as_default
)
66 unsigned record_array_count
= 1;
67 const bool row_major
=
68 var
->data
.matrix_layout
== GLSL_MATRIX_LAYOUT_ROW_MAJOR
;
70 enum glsl_interface_packing packing
= var
->get_interface_type() ?
71 var
->get_interface_type()->
72 get_internal_ifc_packing(use_std430_as_default
) :
73 var
->type
->get_internal_ifc_packing(use_std430_as_default
);
76 var
->data
.from_named_ifc_block
? var
->get_interface_type() : var
->type
;
77 const glsl_type
*t_without_array
= t
->without_array();
79 /* false is always passed for the row_major parameter to the other
80 * processing functions because no information is available to do
81 * otherwise. See the warning in linker.h.
83 if (t_without_array
->is_record() ||
84 (t
->is_array() && t
->fields
.array
->is_array())) {
85 char *name
= ralloc_strdup(NULL
, var
->name
);
86 recursion(var
->type
, &name
, strlen(name
), row_major
, NULL
, packing
,
87 false, record_array_count
, NULL
);
89 } else if (t_without_array
->is_interface()) {
90 char *name
= ralloc_strdup(NULL
, t_without_array
->name
);
91 const glsl_struct_field
*ifc_member
= var
->data
.from_named_ifc_block
?
93 fields
.structure
[t_without_array
->field_index(var
->name
)] : NULL
;
95 recursion(t
, &name
, strlen(name
), row_major
, NULL
, packing
,
96 false, record_array_count
, ifc_member
);
99 this->set_record_array_count(record_array_count
);
100 this->visit_field(t
, var
->name
, row_major
, NULL
, packing
, false);
105 program_resource_visitor::recursion(const glsl_type
*t
, char **name
,
106 size_t name_length
, bool row_major
,
107 const glsl_type
*record_type
,
108 const enum glsl_interface_packing packing
,
110 unsigned record_array_count
,
111 const glsl_struct_field
*named_ifc_member
)
113 /* Records need to have each field processed individually.
115 * Arrays of records need to have each array element processed
116 * individually, then each field of the resulting array elements processed
119 if (t
->is_interface() && named_ifc_member
) {
120 ralloc_asprintf_rewrite_tail(name
, &name_length
, ".%s",
121 named_ifc_member
->name
);
122 recursion(named_ifc_member
->type
, name
, name_length
, row_major
, NULL
,
123 packing
, false, record_array_count
, NULL
);
124 } else if (t
->is_record() || t
->is_interface()) {
125 if (record_type
== NULL
&& t
->is_record())
129 this->enter_record(t
, *name
, row_major
, packing
);
131 for (unsigned i
= 0; i
< t
->length
; i
++) {
132 const char *field
= t
->fields
.structure
[i
].name
;
133 size_t new_length
= name_length
;
135 if (t
->is_interface() && t
->fields
.structure
[i
].offset
!= -1)
136 this->set_buffer_offset(t
->fields
.structure
[i
].offset
);
138 /* Append '.field' to the current variable name. */
139 if (name_length
== 0) {
140 ralloc_asprintf_rewrite_tail(name
, &new_length
, "%s", field
);
142 ralloc_asprintf_rewrite_tail(name
, &new_length
, ".%s", field
);
145 /* The layout of structures at the top level of the block is set
146 * during parsing. For matrices contained in multiple levels of
147 * structures in the block, the inner structures have no layout.
148 * These cases must potentially inherit the layout from the outer
151 bool field_row_major
= row_major
;
152 const enum glsl_matrix_layout matrix_layout
=
153 glsl_matrix_layout(t
->fields
.structure
[i
].matrix_layout
);
154 if (matrix_layout
== GLSL_MATRIX_LAYOUT_ROW_MAJOR
) {
155 field_row_major
= true;
156 } else if (matrix_layout
== GLSL_MATRIX_LAYOUT_COLUMN_MAJOR
) {
157 field_row_major
= false;
160 recursion(t
->fields
.structure
[i
].type
, name
, new_length
,
164 (i
+ 1) == t
->length
, record_array_count
, NULL
);
166 /* Only the first leaf-field of the record gets called with the
167 * record type pointer.
172 if (t
->is_record()) {
173 (*name
)[name_length
] = '\0';
174 this->leave_record(t
, *name
, row_major
, packing
);
176 } else if (t
->without_array()->is_record() ||
177 t
->without_array()->is_interface() ||
178 (t
->is_array() && t
->fields
.array
->is_array())) {
179 if (record_type
== NULL
&& t
->fields
.array
->is_record())
180 record_type
= t
->fields
.array
;
182 unsigned length
= t
->length
;
184 /* Shader storage block unsized arrays: add subscript [0] to variable
187 if (t
->is_unsized_array())
190 record_array_count
*= length
;
192 for (unsigned i
= 0; i
< length
; i
++) {
193 size_t new_length
= name_length
;
195 /* Append the subscript to the current variable name */
196 ralloc_asprintf_rewrite_tail(name
, &new_length
, "[%u]", i
);
198 recursion(t
->fields
.array
, name
, new_length
, row_major
,
201 (i
+ 1) == t
->length
, record_array_count
,
204 /* Only the first leaf-field of the record gets called with the
205 * record type pointer.
210 this->set_record_array_count(record_array_count
);
211 this->visit_field(t
, *name
, row_major
, record_type
, packing
, last_field
);
216 program_resource_visitor::enter_record(const glsl_type
*, const char *, bool,
217 const enum glsl_interface_packing
)
222 program_resource_visitor::leave_record(const glsl_type
*, const char *, bool,
223 const enum glsl_interface_packing
)
228 program_resource_visitor::set_buffer_offset(unsigned)
233 program_resource_visitor::set_record_array_count(unsigned)
240 * Class to help calculate the storage requirements for a set of uniforms
242 * As uniforms are added to the active set the number of active uniforms and
243 * the storage requirements for those uniforms are accumulated. The active
244 * uniforms are added to the hash table supplied to the constructor.
246 * If the same uniform is added multiple times (i.e., once for each shader
247 * target), it will only be accounted once.
249 class count_uniform_size
: public program_resource_visitor
{
251 count_uniform_size(struct string_to_uint_map
*map
,
252 struct string_to_uint_map
*hidden_map
,
253 bool use_std430_as_default
)
254 : num_active_uniforms(0), num_hidden_uniforms(0), num_values(0),
255 num_shader_samplers(0), num_shader_images(0),
256 num_shader_uniform_components(0), num_shader_subroutines(0),
257 is_buffer_block(false), is_shader_storage(false), map(map
),
258 hidden_map(hidden_map
), current_var(NULL
),
259 use_std430_as_default(use_std430_as_default
)
266 this->num_shader_samplers
= 0;
267 this->num_shader_images
= 0;
268 this->num_shader_uniform_components
= 0;
269 this->num_shader_subroutines
= 0;
272 void process(ir_variable
*var
)
274 this->current_var
= var
;
275 this->is_buffer_block
= var
->is_in_buffer_block();
276 this->is_shader_storage
= var
->is_in_shader_storage_block();
277 if (var
->is_interface_instance())
278 program_resource_visitor::process(var
->get_interface_type(),
279 var
->get_interface_type()->name
,
280 use_std430_as_default
);
282 program_resource_visitor::process(var
, use_std430_as_default
);
286 * Total number of active uniforms counted
288 unsigned num_active_uniforms
;
290 unsigned num_hidden_uniforms
;
293 * Number of data values required to back the storage for the active uniforms
298 * Number of samplers used
300 unsigned num_shader_samplers
;
303 * Number of images used
305 unsigned num_shader_images
;
308 * Number of uniforms used in the current shader
310 unsigned num_shader_uniform_components
;
313 * Number of subroutine uniforms used
315 unsigned num_shader_subroutines
;
317 bool is_buffer_block
;
318 bool is_shader_storage
;
320 struct string_to_uint_map
*map
;
323 virtual void visit_field(const glsl_type
*type
, const char *name
,
324 bool /* row_major */,
325 const glsl_type
* /* record_type */,
326 const enum glsl_interface_packing
,
327 bool /* last_field */)
329 assert(!type
->without_array()->is_record());
330 assert(!type
->without_array()->is_interface());
331 assert(!(type
->is_array() && type
->fields
.array
->is_array()));
333 /* Count the number of samplers regardless of whether the uniform is
334 * already in the hash table. The hash table prevents adding the same
335 * uniform for multiple shader targets, but in this case we want to
336 * count it for each shader target.
338 const unsigned values
= type
->component_slots();
339 if (type
->contains_subroutine()) {
340 this->num_shader_subroutines
+= values
;
341 } else if (type
->contains_sampler() && !current_var
->data
.bindless
) {
342 /* Samplers (bound or bindless) are counted as two components as
343 * specified by ARB_bindless_texture. */
344 this->num_shader_samplers
+= values
/ 2;
345 } else if (type
->contains_image() && !current_var
->data
.bindless
) {
346 /* Images (bound or bindless) are counted as two components as
347 * specified by ARB_bindless_texture. */
348 this->num_shader_images
+= values
/ 2;
350 /* As drivers are likely to represent image uniforms as
351 * scalar indices, count them against the limit of uniform
352 * components in the default block. The spec allows image
353 * uniforms to use up no more than one scalar slot.
355 if (!is_shader_storage
)
356 this->num_shader_uniform_components
+= values
;
358 /* Accumulate the total number of uniform slots used by this shader.
359 * Note that samplers do not count against this limit because they
360 * don't use any storage on current hardware.
362 if (!is_buffer_block
)
363 this->num_shader_uniform_components
+= values
;
366 /* If the uniform is already in the map, there's nothing more to do.
369 if (this->map
->get(id
, name
))
372 if (this->current_var
->data
.how_declared
== ir_var_hidden
) {
373 this->hidden_map
->put(this->num_hidden_uniforms
, name
);
374 this->num_hidden_uniforms
++;
376 this->map
->put(this->num_active_uniforms
-this->num_hidden_uniforms
,
380 /* Each leaf uniform occupies one entry in the list of active
383 this->num_active_uniforms
++;
385 if(!is_gl_identifier(name
) && !is_shader_storage
&& !is_buffer_block
)
386 this->num_values
+= values
;
389 struct string_to_uint_map
*hidden_map
;
392 * Current variable being processed.
394 ir_variable
*current_var
;
396 bool use_std430_as_default
;
399 } /* anonymous namespace */
402 link_calculate_matrix_stride(const glsl_type
*matrix
, bool row_major
,
403 enum glsl_interface_packing packing
)
405 const unsigned N
= matrix
->is_double() ? 8 : 4;
406 const unsigned items
=
407 row_major
? matrix
->matrix_columns
: matrix
->vector_elements
;
411 /* Matrix stride for std430 mat2xY matrices are not rounded up to
414 * Section 7.6.2.2 "Standard Uniform Block Layout" of the OpenGL 4.3 spec
417 * 2. If the member is a two- or four-component vector with components
418 * consuming N basic machine units, the base alignment is 2N or 4N,
421 * 4. If the member is an array of scalars or vectors, the base
422 * alignment and array stride are set to match the base alignment of
423 * a single array element, according to rules (1), (2), and (3), and
424 * rounded up to the base alignment of a vec4.
426 * 7. If the member is a row-major matrix with C columns and R rows, the
427 * matrix is stored identically to an array of R row vectors with C
428 * components each, according to rule (4).
431 * When using the std430 storage layout, shader storage blocks will be
432 * laid out in buffer storage identically to uniform and shader storage
433 * blocks using the std140 layout, except that the base alignment and
434 * stride of arrays of scalars and vectors in rule 4 and of structures
435 * in rule 9 are not rounded up a multiple of the base alignment of a
438 return packing
== GLSL_INTERFACE_PACKING_STD430
439 ? (items
< 3 ? items
* N
: glsl_align(items
* N
, 16))
440 : glsl_align(items
* N
, 16);
444 * Class to help parcel out pieces of backing storage to uniforms
446 * Each uniform processed has some range of the \c gl_constant_value
447 * structures associated with it. The association is done by finding
448 * the uniform in the \c string_to_uint_map and using the value from
449 * the map to connect that slot in the \c gl_uniform_storage table
450 * with the next available slot in the \c gl_constant_value array.
453 * This class assumes that every uniform that will be processed is
454 * already in the \c string_to_uint_map. In addition, it assumes that
455 * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
458 class parcel_out_uniform_storage
: public program_resource_visitor
{
460 parcel_out_uniform_storage(struct gl_shader_program
*prog
,
461 struct string_to_uint_map
*map
,
462 struct gl_uniform_storage
*uniforms
,
463 union gl_constant_value
*values
,
464 bool use_std430_as_default
)
465 : prog(prog
), map(map
), uniforms(uniforms
),
466 use_std430_as_default(use_std430_as_default
), values(values
),
467 bindless_targets(NULL
), bindless_access(NULL
)
471 virtual ~parcel_out_uniform_storage()
473 free(this->bindless_targets
);
474 free(this->bindless_access
);
477 void start_shader(gl_shader_stage shader_type
)
479 assert(shader_type
< MESA_SHADER_STAGES
);
480 this->shader_type
= shader_type
;
482 this->shader_samplers_used
= 0;
483 this->shader_shadow_samplers
= 0;
484 this->next_sampler
= 0;
485 this->next_image
= 0;
486 this->next_subroutine
= 0;
487 this->record_array_count
= 1;
488 memset(this->targets
, 0, sizeof(this->targets
));
490 this->num_bindless_samplers
= 0;
491 this->next_bindless_sampler
= 0;
492 free(this->bindless_targets
);
493 this->bindless_targets
= NULL
;
495 this->num_bindless_images
= 0;
496 this->next_bindless_image
= 0;
497 free(this->bindless_access
);
498 this->bindless_access
= NULL
;
501 void set_and_process(ir_variable
*var
)
505 this->record_next_sampler
= new string_to_uint_map
;
506 this->record_next_bindless_sampler
= new string_to_uint_map
;
507 this->record_next_image
= new string_to_uint_map
;
508 this->record_next_bindless_image
= new string_to_uint_map
;
510 buffer_block_index
= -1;
511 if (var
->is_in_buffer_block()) {
512 struct gl_uniform_block
*blks
= var
->is_in_shader_storage_block() ?
513 prog
->data
->ShaderStorageBlocks
: prog
->data
->UniformBlocks
;
514 unsigned num_blks
= var
->is_in_shader_storage_block() ?
515 prog
->data
->NumShaderStorageBlocks
: prog
->data
->NumUniformBlocks
;
517 if (var
->is_interface_instance() && var
->type
->is_array()) {
518 unsigned l
= strlen(var
->get_interface_type()->name
);
520 for (unsigned i
= 0; i
< num_blks
; i
++) {
521 if (strncmp(var
->get_interface_type()->name
, blks
[i
].Name
, l
)
522 == 0 && blks
[i
].Name
[l
] == '[') {
523 buffer_block_index
= i
;
528 for (unsigned i
= 0; i
< num_blks
; i
++) {
529 if (strcmp(var
->get_interface_type()->name
, blks
[i
].Name
) == 0) {
530 buffer_block_index
= i
;
535 assert(buffer_block_index
!= -1);
537 /* Uniform blocks that were specified with an instance name must be
538 * handled a little bit differently. The name of the variable is the
539 * name used to reference the uniform block instead of being the name
540 * of a variable within the block. Therefore, searching for the name
541 * within the block will fail.
543 if (var
->is_interface_instance()) {
545 process(var
->get_interface_type(),
546 var
->get_interface_type()->name
,
547 use_std430_as_default
);
549 const struct gl_uniform_block
*const block
=
550 &blks
[buffer_block_index
];
552 assert(var
->data
.location
!= -1);
554 const struct gl_uniform_buffer_variable
*const ubo_var
=
555 &block
->Uniforms
[var
->data
.location
];
557 ubo_byte_offset
= ubo_var
->Offset
;
558 process(var
, use_std430_as_default
);
561 /* Store any explicit location and reset data location so we can
562 * reuse this variable for storing the uniform slot number.
564 this->explicit_location
= current_var
->data
.location
;
565 current_var
->data
.location
= -1;
567 process(var
, use_std430_as_default
);
569 delete this->record_next_sampler
;
570 delete this->record_next_bindless_sampler
;
571 delete this->record_next_image
;
572 delete this->record_next_bindless_image
;
575 int buffer_block_index
;
577 gl_shader_stage shader_type
;
580 bool set_opaque_indices(const glsl_type
*base_type
,
581 struct gl_uniform_storage
*uniform
,
582 const char *name
, unsigned &next_index
,
583 struct string_to_uint_map
*record_next_index
)
585 assert(base_type
->is_sampler() || base_type
->is_image());
587 if (this->record_array_count
> 1) {
588 unsigned inner_array_size
= MAX2(1, uniform
->array_elements
);
589 char *name_copy
= ralloc_strdup(NULL
, name
);
591 /* Remove all array subscripts from the sampler/image name */
594 while((str_start
= strchr(name_copy
, '[')) &&
595 (str_end
= strchr(name_copy
, ']'))) {
596 memmove(str_start
, str_end
+ 1, 1 + strlen(str_end
+ 1));
600 if (record_next_index
->get(index
, name_copy
)) {
601 /* In this case, we've already seen this uniform so we just use the
602 * next sampler/image index recorded the last time we visited.
604 uniform
->opaque
[shader_type
].index
= index
;
605 index
= inner_array_size
+ uniform
->opaque
[shader_type
].index
;
606 record_next_index
->put(index
, name_copy
);
608 ralloc_free(name_copy
);
609 /* Return as everything else has already been initialised in a
614 /* We've never seen this uniform before so we need to allocate
615 * enough indices to store it.
617 * Nested struct arrays behave like arrays of arrays so we need to
618 * increase the index by the total number of elements of the
619 * sampler/image in case there is more than one sampler/image
620 * inside the structs. This allows the offset to be easily
621 * calculated for indirect indexing.
623 uniform
->opaque
[shader_type
].index
= next_index
;
624 next_index
+= inner_array_size
* this->record_array_count
;
626 /* Store the next index for future passes over the struct array
628 index
= uniform
->opaque
[shader_type
].index
+ inner_array_size
;
629 record_next_index
->put(index
, name_copy
);
630 ralloc_free(name_copy
);
633 /* Increment the sampler/image by 1 for non-arrays and by the number
634 * of array elements for arrays.
636 uniform
->opaque
[shader_type
].index
= next_index
;
637 next_index
+= MAX2(1, uniform
->array_elements
);
642 void handle_samplers(const glsl_type
*base_type
,
643 struct gl_uniform_storage
*uniform
, const char *name
)
645 if (base_type
->is_sampler()) {
646 uniform
->opaque
[shader_type
].active
= true;
648 const gl_texture_index target
= base_type
->sampler_index();
649 const unsigned shadow
= base_type
->sampler_shadow
;
651 if (current_var
->data
.bindless
) {
652 if (!set_opaque_indices(base_type
, uniform
, name
,
653 this->next_bindless_sampler
,
654 this->record_next_bindless_sampler
))
657 this->num_bindless_samplers
= this->next_bindless_sampler
;
659 this->bindless_targets
= (gl_texture_index
*)
660 realloc(this->bindless_targets
,
661 this->num_bindless_samplers
* sizeof(gl_texture_index
));
663 for (unsigned i
= uniform
->opaque
[shader_type
].index
;
664 i
< this->num_bindless_samplers
;
666 this->bindless_targets
[i
] = target
;
669 if (!set_opaque_indices(base_type
, uniform
, name
,
671 this->record_next_sampler
))
674 for (unsigned i
= uniform
->opaque
[shader_type
].index
;
675 i
< MIN2(this->next_sampler
, MAX_SAMPLERS
);
677 this->targets
[i
] = target
;
678 this->shader_samplers_used
|= 1U << i
;
679 this->shader_shadow_samplers
|= shadow
<< i
;
685 void handle_images(const glsl_type
*base_type
,
686 struct gl_uniform_storage
*uniform
, const char *name
)
688 if (base_type
->is_image()) {
689 uniform
->opaque
[shader_type
].active
= true;
691 /* Set image access qualifiers */
692 const GLenum access
=
693 (current_var
->data
.memory_read_only
? GL_READ_ONLY
:
694 current_var
->data
.memory_write_only
? GL_WRITE_ONLY
:
697 if (current_var
->data
.bindless
) {
698 if (!set_opaque_indices(base_type
, uniform
, name
,
699 this->next_bindless_image
,
700 this->record_next_bindless_image
))
703 this->num_bindless_images
= this->next_bindless_image
;
705 this->bindless_access
= (GLenum
*)
706 realloc(this->bindless_access
,
707 this->num_bindless_images
* sizeof(GLenum
));
709 for (unsigned i
= uniform
->opaque
[shader_type
].index
;
710 i
< this->num_bindless_images
;
712 this->bindless_access
[i
] = access
;
715 if (!set_opaque_indices(base_type
, uniform
, name
,
717 this->record_next_image
))
720 for (unsigned i
= uniform
->opaque
[shader_type
].index
;
721 i
< MIN2(this->next_image
, MAX_IMAGE_UNIFORMS
);
723 prog
->_LinkedShaders
[shader_type
]->Program
->sh
.ImageAccess
[i
] = access
;
729 void handle_subroutines(const glsl_type
*base_type
,
730 struct gl_uniform_storage
*uniform
)
732 if (base_type
->is_subroutine()) {
733 uniform
->opaque
[shader_type
].index
= this->next_subroutine
;
734 uniform
->opaque
[shader_type
].active
= true;
736 prog
->_LinkedShaders
[shader_type
]->Program
->sh
.NumSubroutineUniforms
++;
738 /* Increment the subroutine index by 1 for non-arrays and by the
739 * number of array elements for arrays.
741 this->next_subroutine
+= MAX2(1, uniform
->array_elements
);
746 virtual void set_buffer_offset(unsigned offset
)
748 this->ubo_byte_offset
= offset
;
751 virtual void set_record_array_count(unsigned record_array_count
)
753 this->record_array_count
= record_array_count
;
756 virtual void enter_record(const glsl_type
*type
, const char *,
758 const enum glsl_interface_packing packing
)
760 assert(type
->is_record());
761 if (this->buffer_block_index
== -1)
763 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
764 this->ubo_byte_offset
= glsl_align(
765 this->ubo_byte_offset
, type
->std430_base_alignment(row_major
));
767 this->ubo_byte_offset
= glsl_align(
768 this->ubo_byte_offset
, type
->std140_base_alignment(row_major
));
771 virtual void leave_record(const glsl_type
*type
, const char *,
773 const enum glsl_interface_packing packing
)
775 assert(type
->is_record());
776 if (this->buffer_block_index
== -1)
778 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
779 this->ubo_byte_offset
= glsl_align(
780 this->ubo_byte_offset
, type
->std430_base_alignment(row_major
));
782 this->ubo_byte_offset
= glsl_align(
783 this->ubo_byte_offset
, type
->std140_base_alignment(row_major
));
786 virtual void visit_field(const glsl_type
*type
, const char *name
,
787 bool row_major
, const glsl_type
* /* record_type */,
788 const enum glsl_interface_packing packing
,
789 bool /* last_field */)
791 assert(!type
->without_array()->is_record());
792 assert(!type
->without_array()->is_interface());
793 assert(!(type
->is_array() && type
->fields
.array
->is_array()));
796 bool found
= this->map
->get(id
, name
);
802 const glsl_type
*base_type
;
803 if (type
->is_array()) {
804 this->uniforms
[id
].array_elements
= type
->length
;
805 base_type
= type
->fields
.array
;
807 this->uniforms
[id
].array_elements
= 0;
811 /* Initialise opaque data */
812 this->uniforms
[id
].opaque
[shader_type
].index
= ~0;
813 this->uniforms
[id
].opaque
[shader_type
].active
= false;
815 this->uniforms
[id
].active_shader_mask
|= 1 << shader_type
;
817 /* This assigns uniform indices to sampler and image uniforms. */
818 handle_samplers(base_type
, &this->uniforms
[id
], name
);
819 handle_images(base_type
, &this->uniforms
[id
], name
);
820 handle_subroutines(base_type
, &this->uniforms
[id
]);
822 /* For array of arrays or struct arrays the base location may have
823 * already been set so don't set it again.
825 if (buffer_block_index
== -1 && current_var
->data
.location
== -1) {
826 current_var
->data
.location
= id
;
829 /* If there is already storage associated with this uniform or if the
830 * uniform is set as builtin, it means that it was set while processing
831 * an earlier shader stage. For example, we may be processing the
832 * uniform in the fragment shader, but the uniform was already processed
833 * in the vertex shader.
835 if (this->uniforms
[id
].storage
!= NULL
|| this->uniforms
[id
].builtin
) {
839 /* Assign explicit locations. */
840 if (current_var
->data
.explicit_location
) {
841 /* Set sequential locations for struct fields. */
842 if (current_var
->type
->without_array()->is_record() ||
843 current_var
->type
->is_array_of_arrays()) {
844 const unsigned entries
= MAX2(1, this->uniforms
[id
].array_elements
);
845 this->uniforms
[id
].remap_location
=
846 this->explicit_location
+ field_counter
;
847 field_counter
+= entries
;
849 this->uniforms
[id
].remap_location
= this->explicit_location
;
852 /* Initialize to to indicate that no location is set */
853 this->uniforms
[id
].remap_location
= UNMAPPED_UNIFORM_LOC
;
856 this->uniforms
[id
].name
= ralloc_strdup(this->uniforms
, name
);
857 this->uniforms
[id
].type
= base_type
;
858 this->uniforms
[id
].num_driver_storage
= 0;
859 this->uniforms
[id
].driver_storage
= NULL
;
860 this->uniforms
[id
].atomic_buffer_index
= -1;
861 this->uniforms
[id
].hidden
=
862 current_var
->data
.how_declared
== ir_var_hidden
;
863 this->uniforms
[id
].builtin
= is_gl_identifier(name
);
865 this->uniforms
[id
].is_shader_storage
=
866 current_var
->is_in_shader_storage_block();
867 this->uniforms
[id
].is_bindless
= current_var
->data
.bindless
;
869 /* Do not assign storage if the uniform is a builtin or buffer object */
870 if (!this->uniforms
[id
].builtin
&&
871 !this->uniforms
[id
].is_shader_storage
&&
872 this->buffer_block_index
== -1)
873 this->uniforms
[id
].storage
= this->values
;
875 if (this->buffer_block_index
!= -1) {
876 this->uniforms
[id
].block_index
= this->buffer_block_index
;
878 unsigned alignment
= type
->std140_base_alignment(row_major
);
879 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
880 alignment
= type
->std430_base_alignment(row_major
);
881 this->ubo_byte_offset
= glsl_align(this->ubo_byte_offset
, alignment
);
882 this->uniforms
[id
].offset
= this->ubo_byte_offset
;
883 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
884 this->ubo_byte_offset
+= type
->std430_size(row_major
);
886 this->ubo_byte_offset
+= type
->std140_size(row_major
);
888 if (type
->is_array()) {
889 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
890 this->uniforms
[id
].array_stride
=
891 type
->without_array()->std430_array_stride(row_major
);
893 this->uniforms
[id
].array_stride
=
894 glsl_align(type
->without_array()->std140_size(row_major
),
897 this->uniforms
[id
].array_stride
= 0;
900 if (type
->without_array()->is_matrix()) {
901 this->uniforms
[id
].matrix_stride
=
902 link_calculate_matrix_stride(type
->without_array(),
905 this->uniforms
[id
].row_major
= row_major
;
907 this->uniforms
[id
].matrix_stride
= 0;
908 this->uniforms
[id
].row_major
= false;
911 this->uniforms
[id
].block_index
= -1;
912 this->uniforms
[id
].offset
= -1;
913 this->uniforms
[id
].array_stride
= -1;
914 this->uniforms
[id
].matrix_stride
= -1;
915 this->uniforms
[id
].row_major
= false;
918 if (!this->uniforms
[id
].builtin
&&
919 !this->uniforms
[id
].is_shader_storage
&&
920 this->buffer_block_index
== -1)
921 this->values
+= type
->component_slots();
925 * Current program being processed.
927 struct gl_shader_program
*prog
;
929 struct string_to_uint_map
*map
;
931 struct gl_uniform_storage
*uniforms
;
932 unsigned next_sampler
;
933 unsigned next_bindless_sampler
;
935 unsigned next_bindless_image
;
936 unsigned next_subroutine
;
938 bool use_std430_as_default
;
941 * Field counter is used to take care that uniform structures
942 * with explicit locations get sequential locations.
944 unsigned field_counter
;
947 * Current variable being processed.
949 ir_variable
*current_var
;
951 /* Used to store the explicit location from current_var so that we can
952 * reuse the location field for storing the uniform slot id.
954 int explicit_location
;
956 /* Stores total struct array elements including nested structs */
957 unsigned record_array_count
;
959 /* Map for temporarily storing next sampler index when handling samplers in
962 struct string_to_uint_map
*record_next_sampler
;
964 /* Map for temporarily storing next imager index when handling images in
967 struct string_to_uint_map
*record_next_image
;
969 /* Map for temporarily storing next bindless sampler index when handling
970 * bindless samplers in struct arrays.
972 struct string_to_uint_map
*record_next_bindless_sampler
;
974 /* Map for temporarily storing next bindless image index when handling
975 * bindless images in struct arrays.
977 struct string_to_uint_map
*record_next_bindless_image
;
980 union gl_constant_value
*values
;
982 gl_texture_index targets
[MAX_SAMPLERS
];
985 * Mask of samplers used by the current shader stage.
987 unsigned shader_samplers_used
;
990 * Mask of samplers used by the current shader stage for shadows.
992 unsigned shader_shadow_samplers
;
995 * Number of bindless samplers used by the current shader stage.
997 unsigned num_bindless_samplers
;
1000 * Texture targets for bindless samplers used by the current stage.
1002 gl_texture_index
*bindless_targets
;
1005 * Number of bindless images used by the current shader stage.
1007 unsigned num_bindless_images
;
1010 * Access types for bindless images used by the current stage.
1012 GLenum
*bindless_access
;
1017 variable_is_referenced(ir_array_refcount_visitor
&v
, ir_variable
*var
)
1019 ir_array_refcount_entry
*const entry
= v
.get_variable_entry(var
);
1021 return entry
->is_referenced
;
1026 * Walks the IR and update the references to uniform blocks in the
1027 * ir_variables to point at linked shader's list (previously, they
1028 * would point at the uniform block list in one of the pre-linked
1032 link_update_uniform_buffer_variables(struct gl_linked_shader
*shader
,
1035 ir_array_refcount_visitor v
;
1039 foreach_in_list(ir_instruction
, node
, shader
->ir
) {
1040 ir_variable
*const var
= node
->as_variable();
1042 if (var
== NULL
|| !var
->is_in_buffer_block())
1045 assert(var
->data
.mode
== ir_var_uniform
||
1046 var
->data
.mode
== ir_var_shader_storage
);
1048 unsigned num_blocks
= var
->data
.mode
== ir_var_uniform
?
1049 shader
->Program
->info
.num_ubos
: shader
->Program
->info
.num_ssbos
;
1050 struct gl_uniform_block
**blks
= var
->data
.mode
== ir_var_uniform
?
1051 shader
->Program
->sh
.UniformBlocks
:
1052 shader
->Program
->sh
.ShaderStorageBlocks
;
1054 if (var
->is_interface_instance()) {
1055 const ir_array_refcount_entry
*const entry
= v
.get_variable_entry(var
);
1057 if (entry
->is_referenced
) {
1058 /* Since this is an interface instance, the instance type will be
1059 * same as the array-stripped variable type. If the variable type
1060 * is an array, then the block names will be suffixed with [0]
1061 * through [n-1]. Unlike for non-interface instances, there will
1062 * not be structure types here, so the only name sentinel that we
1063 * have to worry about is [.
1065 assert(var
->type
->without_array() == var
->get_interface_type());
1066 const char sentinel
= var
->type
->is_array() ? '[' : '\0';
1068 const ptrdiff_t len
= strlen(var
->get_interface_type()->name
);
1069 for (unsigned i
= 0; i
< num_blocks
; i
++) {
1070 const char *const begin
= blks
[i
]->Name
;
1071 const char *const end
= strchr(begin
, sentinel
);
1076 if (len
!= (end
- begin
))
1079 /* Even when a match is found, do not "break" here. This could
1080 * be an array of instances, and all elements of the array need
1081 * to be marked as referenced.
1083 if (strncmp(begin
, var
->get_interface_type()->name
, len
) == 0 &&
1084 (!var
->type
->is_array() ||
1085 entry
->is_linearized_index_referenced(blks
[i
]->linearized_array_index
))) {
1086 blks
[i
]->stageref
|= 1U << stage
;
1091 var
->data
.location
= 0;
1096 char sentinel
= '\0';
1098 if (var
->type
->is_record()) {
1100 } else if (var
->type
->is_array() && (var
->type
->fields
.array
->is_array()
1101 || var
->type
->without_array()->is_record())) {
1105 const unsigned l
= strlen(var
->name
);
1106 for (unsigned i
= 0; i
< num_blocks
; i
++) {
1107 for (unsigned j
= 0; j
< blks
[i
]->NumUniforms
; j
++) {
1109 const char *begin
= blks
[i
]->Uniforms
[j
].Name
;
1110 const char *end
= strchr(begin
, sentinel
);
1115 if ((ptrdiff_t) l
!= (end
- begin
))
1118 found
= strncmp(var
->name
, begin
, l
) == 0;
1120 found
= strcmp(var
->name
, blks
[i
]->Uniforms
[j
].Name
) == 0;
1124 var
->data
.location
= j
;
1126 if (variable_is_referenced(v
, var
))
1127 blks
[i
]->stageref
|= 1U << stage
;
1141 * Combine the hidden uniform hash map with the uniform hash map so that the
1142 * hidden uniforms will be given indicies at the end of the uniform storage
1146 assign_hidden_uniform_slot_id(const char *name
, unsigned hidden_id
,
1149 count_uniform_size
*uniform_size
= (count_uniform_size
*) closure
;
1150 unsigned hidden_uniform_start
= uniform_size
->num_active_uniforms
-
1151 uniform_size
->num_hidden_uniforms
;
1153 uniform_size
->map
->put(hidden_uniform_start
+ hidden_id
, name
);
1157 * Search through the list of empty blocks to find one that fits the current
1161 find_empty_block(struct gl_shader_program
*prog
,
1162 struct gl_uniform_storage
*uniform
)
1164 const unsigned entries
= MAX2(1, uniform
->array_elements
);
1166 foreach_list_typed(struct empty_uniform_block
, block
, link
,
1167 &prog
->EmptyUniformLocations
) {
1168 /* Found a block with enough slots to fit the uniform */
1169 if (block
->slots
== entries
) {
1170 unsigned start
= block
->start
;
1171 exec_node_remove(&block
->link
);
1175 /* Found a block with more slots than needed. It can still be used. */
1176 } else if (block
->slots
> entries
) {
1177 unsigned start
= block
->start
;
1178 block
->start
+= entries
;
1179 block
->slots
-= entries
;
1189 link_setup_uniform_remap_tables(struct gl_context
*ctx
,
1190 struct gl_shader_program
*prog
)
1192 unsigned total_entries
= prog
->NumExplicitUniformLocations
;
1193 unsigned empty_locs
= prog
->NumUniformRemapTable
- total_entries
;
1195 /* Reserve all the explicit locations of the active uniforms. */
1196 for (unsigned i
= 0; i
< prog
->data
->NumUniformStorage
; i
++) {
1197 if (prog
->data
->UniformStorage
[i
].type
->is_subroutine() ||
1198 prog
->data
->UniformStorage
[i
].is_shader_storage
)
1201 if (prog
->data
->UniformStorage
[i
].remap_location
!=
1202 UNMAPPED_UNIFORM_LOC
) {
1203 /* How many new entries for this uniform? */
1204 const unsigned entries
=
1205 MAX2(1, prog
->data
->UniformStorage
[i
].array_elements
);
1207 /* Set remap table entries point to correct gl_uniform_storage. */
1208 for (unsigned j
= 0; j
< entries
; j
++) {
1209 unsigned element_loc
=
1210 prog
->data
->UniformStorage
[i
].remap_location
+ j
;
1211 assert(prog
->UniformRemapTable
[element_loc
] ==
1212 INACTIVE_UNIFORM_EXPLICIT_LOCATION
);
1213 prog
->UniformRemapTable
[element_loc
] =
1214 &prog
->data
->UniformStorage
[i
];
1219 /* Reserve locations for rest of the uniforms. */
1220 for (unsigned i
= 0; i
< prog
->data
->NumUniformStorage
; i
++) {
1222 if (prog
->data
->UniformStorage
[i
].type
->is_subroutine() ||
1223 prog
->data
->UniformStorage
[i
].is_shader_storage
)
1226 /* Built-in uniforms should not get any location. */
1227 if (prog
->data
->UniformStorage
[i
].builtin
)
1230 /* Explicit ones have been set already. */
1231 if (prog
->data
->UniformStorage
[i
].remap_location
!= UNMAPPED_UNIFORM_LOC
)
1234 /* how many new entries for this uniform? */
1235 const unsigned entries
=
1236 MAX2(1, prog
->data
->UniformStorage
[i
].array_elements
);
1238 /* Find UniformRemapTable for empty blocks where we can fit this uniform. */
1239 int chosen_location
= -1;
1242 chosen_location
= find_empty_block(prog
, &prog
->data
->UniformStorage
[i
]);
1244 /* Add new entries to the total amount of entries. */
1245 total_entries
+= entries
;
1247 if (chosen_location
!= -1) {
1248 empty_locs
-= entries
;
1250 chosen_location
= prog
->NumUniformRemapTable
;
1252 /* resize remap table to fit new entries */
1253 prog
->UniformRemapTable
=
1255 prog
->UniformRemapTable
,
1256 gl_uniform_storage
*,
1257 prog
->NumUniformRemapTable
+ entries
);
1258 prog
->NumUniformRemapTable
+= entries
;
1261 /* set pointers for this uniform */
1262 for (unsigned j
= 0; j
< entries
; j
++)
1263 prog
->UniformRemapTable
[chosen_location
+ j
] =
1264 &prog
->data
->UniformStorage
[i
];
1266 /* set the base location in remap table for the uniform */
1267 prog
->data
->UniformStorage
[i
].remap_location
= chosen_location
;
1270 /* Verify that total amount of entries for explicit and implicit locations
1271 * is less than MAX_UNIFORM_LOCATIONS.
1274 if (total_entries
> ctx
->Const
.MaxUserAssignableUniformLocations
) {
1275 linker_error(prog
, "count of uniform locations > MAX_UNIFORM_LOCATIONS"
1276 "(%u > %u)", total_entries
,
1277 ctx
->Const
.MaxUserAssignableUniformLocations
);
1280 /* Reserve all the explicit locations of the active subroutine uniforms. */
1281 for (unsigned i
= 0; i
< prog
->data
->NumUniformStorage
; i
++) {
1282 if (!prog
->data
->UniformStorage
[i
].type
->is_subroutine())
1285 if (prog
->data
->UniformStorage
[i
].remap_location
== UNMAPPED_UNIFORM_LOC
)
1288 /* How many new entries for this uniform? */
1289 const unsigned entries
=
1290 MAX2(1, prog
->data
->UniformStorage
[i
].array_elements
);
1292 unsigned mask
= prog
->data
->linked_stages
;
1294 const int j
= u_bit_scan(&mask
);
1295 struct gl_program
*p
= prog
->_LinkedShaders
[j
]->Program
;
1297 if (!prog
->data
->UniformStorage
[i
].opaque
[j
].active
)
1300 /* Set remap table entries point to correct gl_uniform_storage. */
1301 for (unsigned k
= 0; k
< entries
; k
++) {
1302 unsigned element_loc
=
1303 prog
->data
->UniformStorage
[i
].remap_location
+ k
;
1304 assert(p
->sh
.SubroutineUniformRemapTable
[element_loc
] ==
1305 INACTIVE_UNIFORM_EXPLICIT_LOCATION
);
1306 p
->sh
.SubroutineUniformRemapTable
[element_loc
] =
1307 &prog
->data
->UniformStorage
[i
];
1312 /* reserve subroutine locations */
1313 for (unsigned i
= 0; i
< prog
->data
->NumUniformStorage
; i
++) {
1314 if (!prog
->data
->UniformStorage
[i
].type
->is_subroutine())
1317 if (prog
->data
->UniformStorage
[i
].remap_location
!=
1318 UNMAPPED_UNIFORM_LOC
)
1321 const unsigned entries
=
1322 MAX2(1, prog
->data
->UniformStorage
[i
].array_elements
);
1324 unsigned mask
= prog
->data
->linked_stages
;
1326 const int j
= u_bit_scan(&mask
);
1327 struct gl_program
*p
= prog
->_LinkedShaders
[j
]->Program
;
1329 if (!prog
->data
->UniformStorage
[i
].opaque
[j
].active
)
1332 p
->sh
.SubroutineUniformRemapTable
=
1334 p
->sh
.SubroutineUniformRemapTable
,
1335 gl_uniform_storage
*,
1336 p
->sh
.NumSubroutineUniformRemapTable
+ entries
);
1338 for (unsigned k
= 0; k
< entries
; k
++) {
1339 p
->sh
.SubroutineUniformRemapTable
[p
->sh
.NumSubroutineUniformRemapTable
+ k
] =
1340 &prog
->data
->UniformStorage
[i
];
1342 prog
->data
->UniformStorage
[i
].remap_location
=
1343 p
->sh
.NumSubroutineUniformRemapTable
;
1344 p
->sh
.NumSubroutineUniformRemapTable
+= entries
;
1350 link_assign_uniform_storage(struct gl_context
*ctx
,
1351 struct gl_shader_program
*prog
,
1352 const unsigned num_data_slots
)
1354 /* On the outside chance that there were no uniforms, bail out.
1356 if (prog
->data
->NumUniformStorage
== 0)
1359 unsigned int boolean_true
= ctx
->Const
.UniformBooleanTrue
;
1361 union gl_constant_value
*data
;
1362 if (prog
->data
->UniformStorage
== NULL
) {
1363 prog
->data
->UniformStorage
= rzalloc_array(prog
->data
,
1364 struct gl_uniform_storage
,
1365 prog
->data
->NumUniformStorage
);
1366 data
= rzalloc_array(prog
->data
->UniformStorage
,
1367 union gl_constant_value
, num_data_slots
);
1368 prog
->data
->UniformDataDefaults
=
1369 rzalloc_array(prog
->data
->UniformStorage
,
1370 union gl_constant_value
, num_data_slots
);
1372 data
= prog
->data
->UniformDataSlots
;
1376 union gl_constant_value
*data_end
= &data
[num_data_slots
];
1379 parcel_out_uniform_storage
parcel(prog
, prog
->UniformHash
,
1380 prog
->data
->UniformStorage
, data
,
1381 ctx
->Const
.UseSTD430AsDefaultPacking
);
1383 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1384 struct gl_linked_shader
*shader
= prog
->_LinkedShaders
[i
];
1389 parcel
.start_shader((gl_shader_stage
)i
);
1391 foreach_in_list(ir_instruction
, node
, shader
->ir
) {
1392 ir_variable
*const var
= node
->as_variable();
1394 if ((var
== NULL
) || (var
->data
.mode
!= ir_var_uniform
&&
1395 var
->data
.mode
!= ir_var_shader_storage
))
1398 parcel
.set_and_process(var
);
1401 shader
->Program
->SamplersUsed
= parcel
.shader_samplers_used
;
1402 shader
->shadow_samplers
= parcel
.shader_shadow_samplers
;
1404 if (parcel
.num_bindless_samplers
> 0) {
1405 shader
->Program
->sh
.NumBindlessSamplers
= parcel
.num_bindless_samplers
;
1406 shader
->Program
->sh
.BindlessSamplers
=
1407 rzalloc_array(shader
->Program
, gl_bindless_sampler
,
1408 parcel
.num_bindless_samplers
);
1409 for (unsigned j
= 0; j
< parcel
.num_bindless_samplers
; j
++) {
1410 shader
->Program
->sh
.BindlessSamplers
[j
].target
=
1411 parcel
.bindless_targets
[j
];
1415 if (parcel
.num_bindless_images
> 0) {
1416 shader
->Program
->sh
.NumBindlessImages
= parcel
.num_bindless_images
;
1417 shader
->Program
->sh
.BindlessImages
=
1418 rzalloc_array(shader
->Program
, gl_bindless_image
,
1419 parcel
.num_bindless_images
);
1420 for (unsigned j
= 0; j
< parcel
.num_bindless_images
; j
++) {
1421 shader
->Program
->sh
.BindlessImages
[j
].access
=
1422 parcel
.bindless_access
[j
];
1426 STATIC_ASSERT(sizeof(shader
->Program
->sh
.SamplerTargets
) ==
1427 sizeof(parcel
.targets
));
1428 memcpy(shader
->Program
->sh
.SamplerTargets
,
1430 sizeof(shader
->Program
->sh
.SamplerTargets
));
1434 for (unsigned i
= 0; i
< prog
->data
->NumUniformStorage
; i
++) {
1435 assert(prog
->data
->UniformStorage
[i
].storage
!= NULL
||
1436 prog
->data
->UniformStorage
[i
].builtin
||
1437 prog
->data
->UniformStorage
[i
].is_shader_storage
||
1438 prog
->data
->UniformStorage
[i
].block_index
!= -1);
1441 assert(parcel
.values
== data_end
);
1444 link_setup_uniform_remap_tables(ctx
, prog
);
1446 /* Set shader cache fields */
1447 prog
->data
->NumUniformDataSlots
= num_data_slots
;
1448 prog
->data
->UniformDataSlots
= data
;
1450 link_set_uniform_initializers(prog
, boolean_true
);
1454 link_assign_uniform_locations(struct gl_shader_program
*prog
,
1455 struct gl_context
*ctx
)
1457 ralloc_free(prog
->data
->UniformStorage
);
1458 prog
->data
->UniformStorage
= NULL
;
1459 prog
->data
->NumUniformStorage
= 0;
1461 if (prog
->UniformHash
!= NULL
) {
1462 prog
->UniformHash
->clear();
1464 prog
->UniformHash
= new string_to_uint_map
;
1467 /* First pass: Count the uniform resources used by the user-defined
1468 * uniforms. While this happens, each active uniform will have an index
1471 * Note: this is *NOT* the index that is returned to the application by
1472 * glGetUniformLocation.
1474 struct string_to_uint_map
*hiddenUniforms
= new string_to_uint_map
;
1475 count_uniform_size
uniform_size(prog
->UniformHash
, hiddenUniforms
,
1476 ctx
->Const
.UseSTD430AsDefaultPacking
);
1477 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1478 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[i
];
1483 link_update_uniform_buffer_variables(sh
, i
);
1485 /* Reset various per-shader target counts.
1487 uniform_size
.start_shader();
1489 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
1490 ir_variable
*const var
= node
->as_variable();
1492 if ((var
== NULL
) || (var
->data
.mode
!= ir_var_uniform
&&
1493 var
->data
.mode
!= ir_var_shader_storage
))
1496 uniform_size
.process(var
);
1499 sh
->Program
->info
.num_textures
= uniform_size
.num_shader_samplers
;
1500 sh
->Program
->info
.num_images
= uniform_size
.num_shader_images
;
1501 sh
->num_uniform_components
= uniform_size
.num_shader_uniform_components
;
1502 sh
->num_combined_uniform_components
= sh
->num_uniform_components
;
1504 for (unsigned i
= 0; i
< sh
->Program
->info
.num_ubos
; i
++) {
1505 sh
->num_combined_uniform_components
+=
1506 sh
->Program
->sh
.UniformBlocks
[i
]->UniformBufferSize
/ 4;
1510 prog
->data
->NumUniformStorage
= uniform_size
.num_active_uniforms
;
1511 prog
->data
->NumHiddenUniforms
= uniform_size
.num_hidden_uniforms
;
1513 /* assign hidden uniforms a slot id */
1514 hiddenUniforms
->iterate(assign_hidden_uniform_slot_id
, &uniform_size
);
1515 delete hiddenUniforms
;
1517 link_assign_uniform_storage(ctx
, prog
, uniform_size
.num_values
);