glsl/linker: always validate explicit location among inputs
[mesa.git] / src / compiler / glsl / link_uniforms.cpp
1 /*
2 * Copyright © 2011 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 "ir.h"
25 #include "linker.h"
26 #include "ir_uniform.h"
27 #include "glsl_symbol_table.h"
28 #include "program.h"
29 #include "string_to_uint_map.h"
30 #include "ir_array_refcount.h"
31 #include "main/mtypes.h"
32
33 /**
34 * \file link_uniforms.cpp
35 * Assign locations for GLSL uniforms.
36 *
37 * \author Ian Romanick <ian.d.romanick@intel.com>
38 */
39
40 /**
41 * Used by linker to indicate uniforms that have no location set.
42 */
43 #define UNMAPPED_UNIFORM_LOC ~0u
44
45 void
46 program_resource_visitor::process(const glsl_type *type, const char *name,
47 bool use_std430_as_default)
48 {
49 assert(type->without_array()->is_struct()
50 || type->without_array()->is_interface());
51
52 unsigned record_array_count = 1;
53 char *name_copy = ralloc_strdup(NULL, name);
54
55 enum glsl_interface_packing packing =
56 type->get_internal_ifc_packing(use_std430_as_default);
57
58 recursion(type, &name_copy, strlen(name), false, NULL, packing, false,
59 record_array_count, NULL);
60 ralloc_free(name_copy);
61 }
62
63 void
64 program_resource_visitor::process(ir_variable *var, bool use_std430_as_default)
65 {
66 const glsl_type *t =
67 var->data.from_named_ifc_block ? var->get_interface_type() : var->type;
68 process(var, t, use_std430_as_default);
69 }
70
71 void
72 program_resource_visitor::process(ir_variable *var, const glsl_type *var_type,
73 bool use_std430_as_default)
74 {
75 unsigned record_array_count = 1;
76 const bool row_major =
77 var->data.matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
78
79 enum glsl_interface_packing packing = var->get_interface_type() ?
80 var->get_interface_type()->
81 get_internal_ifc_packing(use_std430_as_default) :
82 var->type->get_internal_ifc_packing(use_std430_as_default);
83
84 const glsl_type *t = var_type;
85 const glsl_type *t_without_array = t->without_array();
86
87 /* false is always passed for the row_major parameter to the other
88 * processing functions because no information is available to do
89 * otherwise. See the warning in linker.h.
90 */
91 if (t_without_array->is_struct() ||
92 (t->is_array() && t->fields.array->is_array())) {
93 char *name = ralloc_strdup(NULL, var->name);
94 recursion(var->type, &name, strlen(name), row_major, NULL, packing,
95 false, record_array_count, NULL);
96 ralloc_free(name);
97 } else if (t_without_array->is_interface()) {
98 char *name = ralloc_strdup(NULL, t_without_array->name);
99 const glsl_struct_field *ifc_member = var->data.from_named_ifc_block ?
100 &t_without_array->
101 fields.structure[t_without_array->field_index(var->name)] : NULL;
102
103 recursion(t, &name, strlen(name), row_major, NULL, packing,
104 false, record_array_count, ifc_member);
105 ralloc_free(name);
106 } else {
107 this->set_record_array_count(record_array_count);
108 this->visit_field(t, var->name, row_major, NULL, packing, false);
109 }
110 }
111
112 void
113 program_resource_visitor::recursion(const glsl_type *t, char **name,
114 size_t name_length, bool row_major,
115 const glsl_type *record_type,
116 const enum glsl_interface_packing packing,
117 bool last_field,
118 unsigned record_array_count,
119 const glsl_struct_field *named_ifc_member)
120 {
121 /* Records need to have each field processed individually.
122 *
123 * Arrays of records need to have each array element processed
124 * individually, then each field of the resulting array elements processed
125 * individually.
126 */
127 if (t->is_interface() && named_ifc_member) {
128 ralloc_asprintf_rewrite_tail(name, &name_length, ".%s",
129 named_ifc_member->name);
130 recursion(named_ifc_member->type, name, name_length, row_major, NULL,
131 packing, false, record_array_count, NULL);
132 } else if (t->is_struct() || t->is_interface()) {
133 if (record_type == NULL && t->is_struct())
134 record_type = t;
135
136 if (t->is_struct())
137 this->enter_record(t, *name, row_major, packing);
138
139 for (unsigned i = 0; i < t->length; i++) {
140 const char *field = t->fields.structure[i].name;
141 size_t new_length = name_length;
142
143 if (t->is_interface() && t->fields.structure[i].offset != -1)
144 this->set_buffer_offset(t->fields.structure[i].offset);
145
146 /* Append '.field' to the current variable name. */
147 if (name_length == 0) {
148 ralloc_asprintf_rewrite_tail(name, &new_length, "%s", field);
149 } else {
150 ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
151 }
152
153 /* The layout of structures at the top level of the block is set
154 * during parsing. For matrices contained in multiple levels of
155 * structures in the block, the inner structures have no layout.
156 * These cases must potentially inherit the layout from the outer
157 * levels.
158 */
159 bool field_row_major = row_major;
160 const enum glsl_matrix_layout matrix_layout =
161 glsl_matrix_layout(t->fields.structure[i].matrix_layout);
162 if (matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
163 field_row_major = true;
164 } else if (matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
165 field_row_major = false;
166 }
167
168 recursion(t->fields.structure[i].type, name, new_length,
169 field_row_major,
170 record_type,
171 packing,
172 (i + 1) == t->length, record_array_count, NULL);
173
174 /* Only the first leaf-field of the record gets called with the
175 * record type pointer.
176 */
177 record_type = NULL;
178 }
179
180 if (t->is_struct()) {
181 (*name)[name_length] = '\0';
182 this->leave_record(t, *name, row_major, packing);
183 }
184 } else if (t->without_array()->is_struct() ||
185 t->without_array()->is_interface() ||
186 (t->is_array() && t->fields.array->is_array())) {
187 if (record_type == NULL && t->fields.array->is_struct())
188 record_type = t->fields.array;
189
190 unsigned length = t->length;
191
192 /* Shader storage block unsized arrays: add subscript [0] to variable
193 * names.
194 */
195 if (t->is_unsized_array())
196 length = 1;
197
198 record_array_count *= length;
199
200 for (unsigned i = 0; i < length; i++) {
201 size_t new_length = name_length;
202
203 /* Append the subscript to the current variable name */
204 ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
205
206 recursion(t->fields.array, name, new_length, row_major,
207 record_type,
208 packing,
209 (i + 1) == t->length, record_array_count,
210 named_ifc_member);
211
212 /* Only the first leaf-field of the record gets called with the
213 * record type pointer.
214 */
215 record_type = NULL;
216 }
217 } else {
218 this->set_record_array_count(record_array_count);
219 this->visit_field(t, *name, row_major, record_type, packing, last_field);
220 }
221 }
222
223 void
224 program_resource_visitor::enter_record(const glsl_type *, const char *, bool,
225 const enum glsl_interface_packing)
226 {
227 }
228
229 void
230 program_resource_visitor::leave_record(const glsl_type *, const char *, bool,
231 const enum glsl_interface_packing)
232 {
233 }
234
235 void
236 program_resource_visitor::set_buffer_offset(unsigned)
237 {
238 }
239
240 void
241 program_resource_visitor::set_record_array_count(unsigned)
242 {
243 }
244
245 namespace {
246
247 /**
248 * Class to help calculate the storage requirements for a set of uniforms
249 *
250 * As uniforms are added to the active set the number of active uniforms and
251 * the storage requirements for those uniforms are accumulated. The active
252 * uniforms are added to the hash table supplied to the constructor.
253 *
254 * If the same uniform is added multiple times (i.e., once for each shader
255 * target), it will only be accounted once.
256 */
257 class count_uniform_size : public program_resource_visitor {
258 public:
259 count_uniform_size(struct string_to_uint_map *map,
260 struct string_to_uint_map *hidden_map,
261 bool use_std430_as_default)
262 : num_active_uniforms(0), num_hidden_uniforms(0), num_values(0),
263 num_shader_samplers(0), num_shader_images(0),
264 num_shader_uniform_components(0), num_shader_subroutines(0),
265 is_buffer_block(false), is_shader_storage(false), map(map),
266 hidden_map(hidden_map), current_var(NULL),
267 use_std430_as_default(use_std430_as_default)
268 {
269 /* empty */
270 }
271
272 void start_shader()
273 {
274 this->num_shader_samplers = 0;
275 this->num_shader_images = 0;
276 this->num_shader_uniform_components = 0;
277 this->num_shader_subroutines = 0;
278 }
279
280 void process(ir_variable *var)
281 {
282 this->current_var = var;
283 this->is_buffer_block = var->is_in_buffer_block();
284 this->is_shader_storage = var->is_in_shader_storage_block();
285 if (var->is_interface_instance())
286 program_resource_visitor::process(var->get_interface_type(),
287 var->get_interface_type()->name,
288 use_std430_as_default);
289 else
290 program_resource_visitor::process(var, use_std430_as_default);
291 }
292
293 /**
294 * Total number of active uniforms counted
295 */
296 unsigned num_active_uniforms;
297
298 unsigned num_hidden_uniforms;
299
300 /**
301 * Number of data values required to back the storage for the active uniforms
302 */
303 unsigned num_values;
304
305 /**
306 * Number of samplers used
307 */
308 unsigned num_shader_samplers;
309
310 /**
311 * Number of images used
312 */
313 unsigned num_shader_images;
314
315 /**
316 * Number of uniforms used in the current shader
317 */
318 unsigned num_shader_uniform_components;
319
320 /**
321 * Number of subroutine uniforms used
322 */
323 unsigned num_shader_subroutines;
324
325 bool is_buffer_block;
326 bool is_shader_storage;
327
328 struct string_to_uint_map *map;
329
330 private:
331 virtual void visit_field(const glsl_type *type, const char *name,
332 bool /* row_major */,
333 const glsl_type * /* record_type */,
334 const enum glsl_interface_packing,
335 bool /* last_field */)
336 {
337 assert(!type->without_array()->is_struct());
338 assert(!type->without_array()->is_interface());
339 assert(!(type->is_array() && type->fields.array->is_array()));
340
341 /* Count the number of samplers regardless of whether the uniform is
342 * already in the hash table. The hash table prevents adding the same
343 * uniform for multiple shader targets, but in this case we want to
344 * count it for each shader target.
345 */
346 const unsigned values = type->component_slots();
347 if (type->contains_subroutine()) {
348 this->num_shader_subroutines += values;
349 } else if (type->contains_sampler() && !current_var->data.bindless) {
350 /* Samplers (bound or bindless) are counted as two components as
351 * specified by ARB_bindless_texture. */
352 this->num_shader_samplers += values / 2;
353 } else if (type->contains_image() && !current_var->data.bindless) {
354 /* Images (bound or bindless) are counted as two components as
355 * specified by ARB_bindless_texture. */
356 this->num_shader_images += values / 2;
357
358 /* As drivers are likely to represent image uniforms as
359 * scalar indices, count them against the limit of uniform
360 * components in the default block. The spec allows image
361 * uniforms to use up no more than one scalar slot.
362 */
363 if (!is_shader_storage)
364 this->num_shader_uniform_components += values;
365 } else {
366 /* Accumulate the total number of uniform slots used by this shader.
367 * Note that samplers do not count against this limit because they
368 * don't use any storage on current hardware.
369 */
370 if (!is_buffer_block)
371 this->num_shader_uniform_components += values;
372 }
373
374 /* If the uniform is already in the map, there's nothing more to do.
375 */
376 unsigned id;
377 if (this->map->get(id, name))
378 return;
379
380 if (this->current_var->data.how_declared == ir_var_hidden) {
381 this->hidden_map->put(this->num_hidden_uniforms, name);
382 this->num_hidden_uniforms++;
383 } else {
384 this->map->put(this->num_active_uniforms-this->num_hidden_uniforms,
385 name);
386 }
387
388 /* Each leaf uniform occupies one entry in the list of active
389 * uniforms.
390 */
391 this->num_active_uniforms++;
392
393 if(!is_gl_identifier(name) && !is_shader_storage && !is_buffer_block)
394 this->num_values += values;
395 }
396
397 struct string_to_uint_map *hidden_map;
398
399 /**
400 * Current variable being processed.
401 */
402 ir_variable *current_var;
403
404 bool use_std430_as_default;
405 };
406
407 } /* anonymous namespace */
408
409 unsigned
410 link_calculate_matrix_stride(const glsl_type *matrix, bool row_major,
411 enum glsl_interface_packing packing)
412 {
413 const unsigned N = matrix->is_double() ? 8 : 4;
414 const unsigned items =
415 row_major ? matrix->matrix_columns : matrix->vector_elements;
416
417 assert(items <= 4);
418
419 /* Matrix stride for std430 mat2xY matrices are not rounded up to
420 * vec4 size.
421 *
422 * Section 7.6.2.2 "Standard Uniform Block Layout" of the OpenGL 4.3 spec
423 * says:
424 *
425 * 2. If the member is a two- or four-component vector with components
426 * consuming N basic machine units, the base alignment is 2N or 4N,
427 * respectively.
428 * ...
429 * 4. If the member is an array of scalars or vectors, the base
430 * alignment and array stride are set to match the base alignment of
431 * a single array element, according to rules (1), (2), and (3), and
432 * rounded up to the base alignment of a vec4.
433 * ...
434 * 7. If the member is a row-major matrix with C columns and R rows, the
435 * matrix is stored identically to an array of R row vectors with C
436 * components each, according to rule (4).
437 * ...
438 *
439 * When using the std430 storage layout, shader storage blocks will be
440 * laid out in buffer storage identically to uniform and shader storage
441 * blocks using the std140 layout, except that the base alignment and
442 * stride of arrays of scalars and vectors in rule 4 and of structures
443 * in rule 9 are not rounded up a multiple of the base alignment of a
444 * vec4.
445 */
446 return packing == GLSL_INTERFACE_PACKING_STD430
447 ? (items < 3 ? items * N : glsl_align(items * N, 16))
448 : glsl_align(items * N, 16);
449 }
450
451 /**
452 * Class to help parcel out pieces of backing storage to uniforms
453 *
454 * Each uniform processed has some range of the \c gl_constant_value
455 * structures associated with it. The association is done by finding
456 * the uniform in the \c string_to_uint_map and using the value from
457 * the map to connect that slot in the \c gl_uniform_storage table
458 * with the next available slot in the \c gl_constant_value array.
459 *
460 * \warning
461 * This class assumes that every uniform that will be processed is
462 * already in the \c string_to_uint_map. In addition, it assumes that
463 * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
464 * enough."
465 */
466 class parcel_out_uniform_storage : public program_resource_visitor {
467 public:
468 parcel_out_uniform_storage(struct gl_shader_program *prog,
469 struct string_to_uint_map *map,
470 struct gl_uniform_storage *uniforms,
471 union gl_constant_value *values,
472 bool use_std430_as_default)
473 : prog(prog), map(map), uniforms(uniforms),
474 use_std430_as_default(use_std430_as_default), values(values),
475 bindless_targets(NULL), bindless_access(NULL)
476 {
477 }
478
479 virtual ~parcel_out_uniform_storage()
480 {
481 free(this->bindless_targets);
482 free(this->bindless_access);
483 }
484
485 void start_shader(gl_shader_stage shader_type)
486 {
487 assert(shader_type < MESA_SHADER_STAGES);
488 this->shader_type = shader_type;
489
490 this->shader_samplers_used = 0;
491 this->shader_shadow_samplers = 0;
492 this->next_sampler = 0;
493 this->next_image = 0;
494 this->next_subroutine = 0;
495 this->record_array_count = 1;
496 memset(this->targets, 0, sizeof(this->targets));
497
498 this->num_bindless_samplers = 0;
499 this->next_bindless_sampler = 0;
500 free(this->bindless_targets);
501 this->bindless_targets = NULL;
502
503 this->num_bindless_images = 0;
504 this->next_bindless_image = 0;
505 free(this->bindless_access);
506 this->bindless_access = NULL;
507 }
508
509 void set_and_process(ir_variable *var)
510 {
511 current_var = var;
512 field_counter = 0;
513 this->record_next_sampler = new string_to_uint_map;
514 this->record_next_bindless_sampler = new string_to_uint_map;
515 this->record_next_image = new string_to_uint_map;
516 this->record_next_bindless_image = new string_to_uint_map;
517
518 buffer_block_index = -1;
519 if (var->is_in_buffer_block()) {
520 struct gl_uniform_block *blks = var->is_in_shader_storage_block() ?
521 prog->data->ShaderStorageBlocks : prog->data->UniformBlocks;
522 unsigned num_blks = var->is_in_shader_storage_block() ?
523 prog->data->NumShaderStorageBlocks : prog->data->NumUniformBlocks;
524
525 if (var->is_interface_instance() && var->type->is_array()) {
526 unsigned l = strlen(var->get_interface_type()->name);
527
528 for (unsigned i = 0; i < num_blks; i++) {
529 if (strncmp(var->get_interface_type()->name, blks[i].Name, l)
530 == 0 && blks[i].Name[l] == '[') {
531 buffer_block_index = i;
532 break;
533 }
534 }
535 } else {
536 for (unsigned i = 0; i < num_blks; i++) {
537 if (strcmp(var->get_interface_type()->name, blks[i].Name) == 0) {
538 buffer_block_index = i;
539 break;
540 }
541 }
542 }
543 assert(buffer_block_index != -1);
544
545 /* Uniform blocks that were specified with an instance name must be
546 * handled a little bit differently. The name of the variable is the
547 * name used to reference the uniform block instead of being the name
548 * of a variable within the block. Therefore, searching for the name
549 * within the block will fail.
550 */
551 if (var->is_interface_instance()) {
552 ubo_byte_offset = 0;
553 process(var->get_interface_type(),
554 var->get_interface_type()->name,
555 use_std430_as_default);
556 } else {
557 const struct gl_uniform_block *const block =
558 &blks[buffer_block_index];
559
560 assert(var->data.location != -1);
561
562 const struct gl_uniform_buffer_variable *const ubo_var =
563 &block->Uniforms[var->data.location];
564
565 ubo_byte_offset = ubo_var->Offset;
566 process(var, use_std430_as_default);
567 }
568 } else {
569 /* Store any explicit location and reset data location so we can
570 * reuse this variable for storing the uniform slot number.
571 */
572 this->explicit_location = current_var->data.location;
573 current_var->data.location = -1;
574
575 process(var, use_std430_as_default);
576 }
577 delete this->record_next_sampler;
578 delete this->record_next_bindless_sampler;
579 delete this->record_next_image;
580 delete this->record_next_bindless_image;
581 }
582
583 int buffer_block_index;
584 int ubo_byte_offset;
585 gl_shader_stage shader_type;
586
587 private:
588 bool set_opaque_indices(const glsl_type *base_type,
589 struct gl_uniform_storage *uniform,
590 const char *name, unsigned &next_index,
591 struct string_to_uint_map *record_next_index)
592 {
593 assert(base_type->is_sampler() || base_type->is_image());
594
595 if (this->record_array_count > 1) {
596 unsigned inner_array_size = MAX2(1, uniform->array_elements);
597 char *name_copy = ralloc_strdup(NULL, name);
598
599 /* Remove all array subscripts from the sampler/image name */
600 char *str_start;
601 const char *str_end;
602 while((str_start = strchr(name_copy, '[')) &&
603 (str_end = strchr(name_copy, ']'))) {
604 memmove(str_start, str_end + 1, 1 + strlen(str_end + 1));
605 }
606
607 unsigned index = 0;
608 if (record_next_index->get(index, name_copy)) {
609 /* In this case, we've already seen this uniform so we just use the
610 * next sampler/image index recorded the last time we visited.
611 */
612 uniform->opaque[shader_type].index = index;
613 index = inner_array_size + uniform->opaque[shader_type].index;
614 record_next_index->put(index, name_copy);
615
616 ralloc_free(name_copy);
617 /* Return as everything else has already been initialised in a
618 * previous pass.
619 */
620 return false;
621 } else {
622 /* We've never seen this uniform before so we need to allocate
623 * enough indices to store it.
624 *
625 * Nested struct arrays behave like arrays of arrays so we need to
626 * increase the index by the total number of elements of the
627 * sampler/image in case there is more than one sampler/image
628 * inside the structs. This allows the offset to be easily
629 * calculated for indirect indexing.
630 */
631 uniform->opaque[shader_type].index = next_index;
632 next_index += inner_array_size * this->record_array_count;
633
634 /* Store the next index for future passes over the struct array
635 */
636 index = uniform->opaque[shader_type].index + inner_array_size;
637 record_next_index->put(index, name_copy);
638 ralloc_free(name_copy);
639 }
640 } else {
641 /* Increment the sampler/image by 1 for non-arrays and by the number
642 * of array elements for arrays.
643 */
644 uniform->opaque[shader_type].index = next_index;
645 next_index += MAX2(1, uniform->array_elements);
646 }
647 return true;
648 }
649
650 void handle_samplers(const glsl_type *base_type,
651 struct gl_uniform_storage *uniform, const char *name)
652 {
653 if (base_type->is_sampler()) {
654 uniform->opaque[shader_type].active = true;
655
656 const gl_texture_index target = base_type->sampler_index();
657 const unsigned shadow = base_type->sampler_shadow;
658
659 if (current_var->data.bindless) {
660 if (!set_opaque_indices(base_type, uniform, name,
661 this->next_bindless_sampler,
662 this->record_next_bindless_sampler))
663 return;
664
665 this->num_bindless_samplers = this->next_bindless_sampler;
666
667 this->bindless_targets = (gl_texture_index *)
668 realloc(this->bindless_targets,
669 this->num_bindless_samplers * sizeof(gl_texture_index));
670
671 for (unsigned i = uniform->opaque[shader_type].index;
672 i < this->num_bindless_samplers;
673 i++) {
674 this->bindless_targets[i] = target;
675 }
676 } else {
677 if (!set_opaque_indices(base_type, uniform, name,
678 this->next_sampler,
679 this->record_next_sampler))
680 return;
681
682 for (unsigned i = uniform->opaque[shader_type].index;
683 i < MIN2(this->next_sampler, MAX_SAMPLERS);
684 i++) {
685 this->targets[i] = target;
686 this->shader_samplers_used |= 1U << i;
687 this->shader_shadow_samplers |= shadow << i;
688 }
689 }
690 }
691 }
692
693 void handle_images(const glsl_type *base_type,
694 struct gl_uniform_storage *uniform, const char *name)
695 {
696 if (base_type->is_image()) {
697 uniform->opaque[shader_type].active = true;
698
699 /* Set image access qualifiers */
700 const GLenum access =
701 current_var->data.memory_read_only ?
702 (current_var->data.memory_write_only ? GL_NONE :
703 GL_READ_ONLY) :
704 (current_var->data.memory_write_only ? GL_WRITE_ONLY :
705 GL_READ_WRITE);
706
707 if (current_var->data.bindless) {
708 if (!set_opaque_indices(base_type, uniform, name,
709 this->next_bindless_image,
710 this->record_next_bindless_image))
711 return;
712
713 this->num_bindless_images = this->next_bindless_image;
714
715 this->bindless_access = (GLenum *)
716 realloc(this->bindless_access,
717 this->num_bindless_images * sizeof(GLenum));
718
719 for (unsigned i = uniform->opaque[shader_type].index;
720 i < this->num_bindless_images;
721 i++) {
722 this->bindless_access[i] = access;
723 }
724 } else {
725 if (!set_opaque_indices(base_type, uniform, name,
726 this->next_image,
727 this->record_next_image))
728 return;
729
730 for (unsigned i = uniform->opaque[shader_type].index;
731 i < MIN2(this->next_image, MAX_IMAGE_UNIFORMS);
732 i++) {
733 prog->_LinkedShaders[shader_type]->Program->sh.ImageAccess[i] = access;
734 }
735 }
736 }
737 }
738
739 void handle_subroutines(const glsl_type *base_type,
740 struct gl_uniform_storage *uniform)
741 {
742 if (base_type->is_subroutine()) {
743 uniform->opaque[shader_type].index = this->next_subroutine;
744 uniform->opaque[shader_type].active = true;
745
746 prog->_LinkedShaders[shader_type]->Program->sh.NumSubroutineUniforms++;
747
748 /* Increment the subroutine index by 1 for non-arrays and by the
749 * number of array elements for arrays.
750 */
751 this->next_subroutine += MAX2(1, uniform->array_elements);
752
753 }
754 }
755
756 virtual void set_buffer_offset(unsigned offset)
757 {
758 this->ubo_byte_offset = offset;
759 }
760
761 virtual void set_record_array_count(unsigned record_array_count)
762 {
763 this->record_array_count = record_array_count;
764 }
765
766 virtual void enter_record(const glsl_type *type, const char *,
767 bool row_major,
768 const enum glsl_interface_packing packing)
769 {
770 assert(type->is_struct());
771 if (this->buffer_block_index == -1)
772 return;
773 if (packing == GLSL_INTERFACE_PACKING_STD430)
774 this->ubo_byte_offset = glsl_align(
775 this->ubo_byte_offset, type->std430_base_alignment(row_major));
776 else
777 this->ubo_byte_offset = glsl_align(
778 this->ubo_byte_offset, type->std140_base_alignment(row_major));
779 }
780
781 virtual void leave_record(const glsl_type *type, const char *,
782 bool row_major,
783 const enum glsl_interface_packing packing)
784 {
785 assert(type->is_struct());
786 if (this->buffer_block_index == -1)
787 return;
788 if (packing == GLSL_INTERFACE_PACKING_STD430)
789 this->ubo_byte_offset = glsl_align(
790 this->ubo_byte_offset, type->std430_base_alignment(row_major));
791 else
792 this->ubo_byte_offset = glsl_align(
793 this->ubo_byte_offset, type->std140_base_alignment(row_major));
794 }
795
796 virtual void visit_field(const glsl_type *type, const char *name,
797 bool row_major, const glsl_type * /* record_type */,
798 const enum glsl_interface_packing packing,
799 bool /* last_field */)
800 {
801 assert(!type->without_array()->is_struct());
802 assert(!type->without_array()->is_interface());
803 assert(!(type->is_array() && type->fields.array->is_array()));
804
805 unsigned id;
806 bool found = this->map->get(id, name);
807 assert(found);
808
809 if (!found)
810 return;
811
812 const glsl_type *base_type;
813 if (type->is_array()) {
814 this->uniforms[id].array_elements = type->length;
815 base_type = type->fields.array;
816 } else {
817 this->uniforms[id].array_elements = 0;
818 base_type = type;
819 }
820
821 /* Initialise opaque data */
822 this->uniforms[id].opaque[shader_type].index = ~0;
823 this->uniforms[id].opaque[shader_type].active = false;
824
825 this->uniforms[id].active_shader_mask |= 1 << shader_type;
826
827 /* This assigns uniform indices to sampler and image uniforms. */
828 handle_samplers(base_type, &this->uniforms[id], name);
829 handle_images(base_type, &this->uniforms[id], name);
830 handle_subroutines(base_type, &this->uniforms[id]);
831
832 /* For array of arrays or struct arrays the base location may have
833 * already been set so don't set it again.
834 */
835 if (buffer_block_index == -1 && current_var->data.location == -1) {
836 current_var->data.location = id;
837 }
838
839 /* If there is already storage associated with this uniform or if the
840 * uniform is set as builtin, it means that it was set while processing
841 * an earlier shader stage. For example, we may be processing the
842 * uniform in the fragment shader, but the uniform was already processed
843 * in the vertex shader.
844 */
845 if (this->uniforms[id].storage != NULL || this->uniforms[id].builtin) {
846 return;
847 }
848
849 /* Assign explicit locations. */
850 if (current_var->data.explicit_location) {
851 /* Set sequential locations for struct fields. */
852 if (current_var->type->without_array()->is_struct() ||
853 current_var->type->is_array_of_arrays()) {
854 const unsigned entries = MAX2(1, this->uniforms[id].array_elements);
855 this->uniforms[id].remap_location =
856 this->explicit_location + field_counter;
857 field_counter += entries;
858 } else {
859 this->uniforms[id].remap_location = this->explicit_location;
860 }
861 } else {
862 /* Initialize to to indicate that no location is set */
863 this->uniforms[id].remap_location = UNMAPPED_UNIFORM_LOC;
864 }
865
866 this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
867 this->uniforms[id].type = base_type;
868 this->uniforms[id].num_driver_storage = 0;
869 this->uniforms[id].driver_storage = NULL;
870 this->uniforms[id].atomic_buffer_index = -1;
871 this->uniforms[id].hidden =
872 current_var->data.how_declared == ir_var_hidden;
873 this->uniforms[id].builtin = is_gl_identifier(name);
874
875 this->uniforms[id].is_shader_storage =
876 current_var->is_in_shader_storage_block();
877 this->uniforms[id].is_bindless = current_var->data.bindless;
878
879 /* Do not assign storage if the uniform is a builtin or buffer object */
880 if (!this->uniforms[id].builtin &&
881 !this->uniforms[id].is_shader_storage &&
882 this->buffer_block_index == -1)
883 this->uniforms[id].storage = this->values;
884
885 if (this->buffer_block_index != -1) {
886 this->uniforms[id].block_index = this->buffer_block_index;
887
888 unsigned alignment = type->std140_base_alignment(row_major);
889 if (packing == GLSL_INTERFACE_PACKING_STD430)
890 alignment = type->std430_base_alignment(row_major);
891 this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, alignment);
892 this->uniforms[id].offset = this->ubo_byte_offset;
893 if (packing == GLSL_INTERFACE_PACKING_STD430)
894 this->ubo_byte_offset += type->std430_size(row_major);
895 else
896 this->ubo_byte_offset += type->std140_size(row_major);
897
898 if (type->is_array()) {
899 if (packing == GLSL_INTERFACE_PACKING_STD430)
900 this->uniforms[id].array_stride =
901 type->without_array()->std430_array_stride(row_major);
902 else
903 this->uniforms[id].array_stride =
904 glsl_align(type->without_array()->std140_size(row_major),
905 16);
906 } else {
907 this->uniforms[id].array_stride = 0;
908 }
909
910 if (type->without_array()->is_matrix()) {
911 this->uniforms[id].matrix_stride =
912 link_calculate_matrix_stride(type->without_array(),
913 row_major,
914 packing);
915 this->uniforms[id].row_major = row_major;
916 } else {
917 this->uniforms[id].matrix_stride = 0;
918 this->uniforms[id].row_major = false;
919 }
920 } else {
921 this->uniforms[id].block_index = -1;
922 this->uniforms[id].offset = -1;
923 this->uniforms[id].array_stride = -1;
924 this->uniforms[id].matrix_stride = -1;
925 this->uniforms[id].row_major = false;
926 }
927
928 if (!this->uniforms[id].builtin &&
929 !this->uniforms[id].is_shader_storage &&
930 this->buffer_block_index == -1)
931 this->values += type->component_slots();
932 }
933
934 /**
935 * Current program being processed.
936 */
937 struct gl_shader_program *prog;
938
939 struct string_to_uint_map *map;
940
941 struct gl_uniform_storage *uniforms;
942 unsigned next_sampler;
943 unsigned next_bindless_sampler;
944 unsigned next_image;
945 unsigned next_bindless_image;
946 unsigned next_subroutine;
947
948 bool use_std430_as_default;
949
950 /**
951 * Field counter is used to take care that uniform structures
952 * with explicit locations get sequential locations.
953 */
954 unsigned field_counter;
955
956 /**
957 * Current variable being processed.
958 */
959 ir_variable *current_var;
960
961 /* Used to store the explicit location from current_var so that we can
962 * reuse the location field for storing the uniform slot id.
963 */
964 int explicit_location;
965
966 /* Stores total struct array elements including nested structs */
967 unsigned record_array_count;
968
969 /* Map for temporarily storing next sampler index when handling samplers in
970 * struct arrays.
971 */
972 struct string_to_uint_map *record_next_sampler;
973
974 /* Map for temporarily storing next imager index when handling images in
975 * struct arrays.
976 */
977 struct string_to_uint_map *record_next_image;
978
979 /* Map for temporarily storing next bindless sampler index when handling
980 * bindless samplers in struct arrays.
981 */
982 struct string_to_uint_map *record_next_bindless_sampler;
983
984 /* Map for temporarily storing next bindless image index when handling
985 * bindless images in struct arrays.
986 */
987 struct string_to_uint_map *record_next_bindless_image;
988
989 public:
990 union gl_constant_value *values;
991
992 gl_texture_index targets[MAX_SAMPLERS];
993
994 /**
995 * Mask of samplers used by the current shader stage.
996 */
997 unsigned shader_samplers_used;
998
999 /**
1000 * Mask of samplers used by the current shader stage for shadows.
1001 */
1002 unsigned shader_shadow_samplers;
1003
1004 /**
1005 * Number of bindless samplers used by the current shader stage.
1006 */
1007 unsigned num_bindless_samplers;
1008
1009 /**
1010 * Texture targets for bindless samplers used by the current stage.
1011 */
1012 gl_texture_index *bindless_targets;
1013
1014 /**
1015 * Number of bindless images used by the current shader stage.
1016 */
1017 unsigned num_bindless_images;
1018
1019 /**
1020 * Access types for bindless images used by the current stage.
1021 */
1022 GLenum *bindless_access;
1023
1024 };
1025
1026 static bool
1027 variable_is_referenced(ir_array_refcount_visitor &v, ir_variable *var)
1028 {
1029 ir_array_refcount_entry *const entry = v.get_variable_entry(var);
1030
1031 return entry->is_referenced;
1032
1033 }
1034
1035 /**
1036 * Walks the IR and update the references to uniform blocks in the
1037 * ir_variables to point at linked shader's list (previously, they
1038 * would point at the uniform block list in one of the pre-linked
1039 * shaders).
1040 */
1041 static void
1042 link_update_uniform_buffer_variables(struct gl_linked_shader *shader,
1043 unsigned stage)
1044 {
1045 ir_array_refcount_visitor v;
1046
1047 v.run(shader->ir);
1048
1049 foreach_in_list(ir_instruction, node, shader->ir) {
1050 ir_variable *const var = node->as_variable();
1051
1052 if (var == NULL || !var->is_in_buffer_block())
1053 continue;
1054
1055 assert(var->data.mode == ir_var_uniform ||
1056 var->data.mode == ir_var_shader_storage);
1057
1058 unsigned num_blocks = var->data.mode == ir_var_uniform ?
1059 shader->Program->info.num_ubos : shader->Program->info.num_ssbos;
1060 struct gl_uniform_block **blks = var->data.mode == ir_var_uniform ?
1061 shader->Program->sh.UniformBlocks :
1062 shader->Program->sh.ShaderStorageBlocks;
1063
1064 if (var->is_interface_instance()) {
1065 const ir_array_refcount_entry *const entry = v.get_variable_entry(var);
1066
1067 if (entry->is_referenced) {
1068 /* Since this is an interface instance, the instance type will be
1069 * same as the array-stripped variable type. If the variable type
1070 * is an array, then the block names will be suffixed with [0]
1071 * through [n-1]. Unlike for non-interface instances, there will
1072 * not be structure types here, so the only name sentinel that we
1073 * have to worry about is [.
1074 */
1075 assert(var->type->without_array() == var->get_interface_type());
1076 const char sentinel = var->type->is_array() ? '[' : '\0';
1077
1078 const ptrdiff_t len = strlen(var->get_interface_type()->name);
1079 for (unsigned i = 0; i < num_blocks; i++) {
1080 const char *const begin = blks[i]->Name;
1081 const char *const end = strchr(begin, sentinel);
1082
1083 if (end == NULL)
1084 continue;
1085
1086 if (len != (end - begin))
1087 continue;
1088
1089 /* Even when a match is found, do not "break" here. This could
1090 * be an array of instances, and all elements of the array need
1091 * to be marked as referenced.
1092 */
1093 if (strncmp(begin, var->get_interface_type()->name, len) == 0 &&
1094 (!var->type->is_array() ||
1095 entry->is_linearized_index_referenced(blks[i]->linearized_array_index))) {
1096 blks[i]->stageref |= 1U << stage;
1097 }
1098 }
1099 }
1100
1101 var->data.location = 0;
1102 continue;
1103 }
1104
1105 bool found = false;
1106 char sentinel = '\0';
1107
1108 if (var->type->is_struct()) {
1109 sentinel = '.';
1110 } else if (var->type->is_array() && (var->type->fields.array->is_array()
1111 || var->type->without_array()->is_struct())) {
1112 sentinel = '[';
1113 }
1114
1115 const unsigned l = strlen(var->name);
1116 for (unsigned i = 0; i < num_blocks; i++) {
1117 for (unsigned j = 0; j < blks[i]->NumUniforms; j++) {
1118 if (sentinel) {
1119 const char *begin = blks[i]->Uniforms[j].Name;
1120 const char *end = strchr(begin, sentinel);
1121
1122 if (end == NULL)
1123 continue;
1124
1125 if ((ptrdiff_t) l != (end - begin))
1126 continue;
1127
1128 found = strncmp(var->name, begin, l) == 0;
1129 } else {
1130 found = strcmp(var->name, blks[i]->Uniforms[j].Name) == 0;
1131 }
1132
1133 if (found) {
1134 var->data.location = j;
1135
1136 if (variable_is_referenced(v, var))
1137 blks[i]->stageref |= 1U << stage;
1138
1139 break;
1140 }
1141 }
1142
1143 if (found)
1144 break;
1145 }
1146 assert(found);
1147 }
1148 }
1149
1150 /**
1151 * Combine the hidden uniform hash map with the uniform hash map so that the
1152 * hidden uniforms will be given indicies at the end of the uniform storage
1153 * array.
1154 */
1155 static void
1156 assign_hidden_uniform_slot_id(const char *name, unsigned hidden_id,
1157 void *closure)
1158 {
1159 count_uniform_size *uniform_size = (count_uniform_size *) closure;
1160 unsigned hidden_uniform_start = uniform_size->num_active_uniforms -
1161 uniform_size->num_hidden_uniforms;
1162
1163 uniform_size->map->put(hidden_uniform_start + hidden_id, name);
1164 }
1165
1166 static void
1167 link_setup_uniform_remap_tables(struct gl_context *ctx,
1168 struct gl_shader_program *prog)
1169 {
1170 unsigned total_entries = prog->NumExplicitUniformLocations;
1171 unsigned empty_locs = prog->NumUniformRemapTable - total_entries;
1172
1173 /* Reserve all the explicit locations of the active uniforms. */
1174 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1175 if (prog->data->UniformStorage[i].type->is_subroutine() ||
1176 prog->data->UniformStorage[i].is_shader_storage)
1177 continue;
1178
1179 if (prog->data->UniformStorage[i].remap_location !=
1180 UNMAPPED_UNIFORM_LOC) {
1181 /* How many new entries for this uniform? */
1182 const unsigned entries =
1183 MAX2(1, prog->data->UniformStorage[i].array_elements);
1184
1185 /* Set remap table entries point to correct gl_uniform_storage. */
1186 for (unsigned j = 0; j < entries; j++) {
1187 unsigned element_loc =
1188 prog->data->UniformStorage[i].remap_location + j;
1189 assert(prog->UniformRemapTable[element_loc] ==
1190 INACTIVE_UNIFORM_EXPLICIT_LOCATION);
1191 prog->UniformRemapTable[element_loc] =
1192 &prog->data->UniformStorage[i];
1193 }
1194 }
1195 }
1196
1197 /* Reserve locations for rest of the uniforms. */
1198 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1199
1200 if (prog->data->UniformStorage[i].type->is_subroutine() ||
1201 prog->data->UniformStorage[i].is_shader_storage)
1202 continue;
1203
1204 /* Built-in uniforms should not get any location. */
1205 if (prog->data->UniformStorage[i].builtin)
1206 continue;
1207
1208 /* Explicit ones have been set already. */
1209 if (prog->data->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
1210 continue;
1211
1212 /* how many new entries for this uniform? */
1213 const unsigned entries =
1214 MAX2(1, prog->data->UniformStorage[i].array_elements);
1215
1216 /* Find UniformRemapTable for empty blocks where we can fit this uniform. */
1217 int chosen_location = -1;
1218
1219 if (empty_locs)
1220 chosen_location = link_util_find_empty_block(prog, &prog->data->UniformStorage[i]);
1221
1222 /* Add new entries to the total amount for checking against MAX_UNIFORM-
1223 * _LOCATIONS. This only applies to the default uniform block (-1),
1224 * because locations of uniform block entries are not assignable.
1225 */
1226 if (prog->data->UniformStorage[i].block_index == -1)
1227 total_entries += entries;
1228
1229 if (chosen_location != -1) {
1230 empty_locs -= entries;
1231 } else {
1232 chosen_location = prog->NumUniformRemapTable;
1233
1234 /* resize remap table to fit new entries */
1235 prog->UniformRemapTable =
1236 reralloc(prog,
1237 prog->UniformRemapTable,
1238 gl_uniform_storage *,
1239 prog->NumUniformRemapTable + entries);
1240 prog->NumUniformRemapTable += entries;
1241 }
1242
1243 /* set pointers for this uniform */
1244 for (unsigned j = 0; j < entries; j++)
1245 prog->UniformRemapTable[chosen_location + j] =
1246 &prog->data->UniformStorage[i];
1247
1248 /* set the base location in remap table for the uniform */
1249 prog->data->UniformStorage[i].remap_location = chosen_location;
1250 }
1251
1252 /* Verify that total amount of entries for explicit and implicit locations
1253 * is less than MAX_UNIFORM_LOCATIONS.
1254 */
1255
1256 if (total_entries > ctx->Const.MaxUserAssignableUniformLocations) {
1257 linker_error(prog, "count of uniform locations > MAX_UNIFORM_LOCATIONS"
1258 "(%u > %u)", total_entries,
1259 ctx->Const.MaxUserAssignableUniformLocations);
1260 }
1261
1262 /* Reserve all the explicit locations of the active subroutine uniforms. */
1263 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1264 if (!prog->data->UniformStorage[i].type->is_subroutine())
1265 continue;
1266
1267 if (prog->data->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
1268 continue;
1269
1270 /* How many new entries for this uniform? */
1271 const unsigned entries =
1272 MAX2(1, prog->data->UniformStorage[i].array_elements);
1273
1274 unsigned mask = prog->data->linked_stages;
1275 while (mask) {
1276 const int j = u_bit_scan(&mask);
1277 struct gl_program *p = prog->_LinkedShaders[j]->Program;
1278
1279 if (!prog->data->UniformStorage[i].opaque[j].active)
1280 continue;
1281
1282 /* Set remap table entries point to correct gl_uniform_storage. */
1283 for (unsigned k = 0; k < entries; k++) {
1284 unsigned element_loc =
1285 prog->data->UniformStorage[i].remap_location + k;
1286 assert(p->sh.SubroutineUniformRemapTable[element_loc] ==
1287 INACTIVE_UNIFORM_EXPLICIT_LOCATION);
1288 p->sh.SubroutineUniformRemapTable[element_loc] =
1289 &prog->data->UniformStorage[i];
1290 }
1291 }
1292 }
1293
1294 /* reserve subroutine locations */
1295 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1296 if (!prog->data->UniformStorage[i].type->is_subroutine())
1297 continue;
1298
1299 if (prog->data->UniformStorage[i].remap_location !=
1300 UNMAPPED_UNIFORM_LOC)
1301 continue;
1302
1303 const unsigned entries =
1304 MAX2(1, prog->data->UniformStorage[i].array_elements);
1305
1306 unsigned mask = prog->data->linked_stages;
1307 while (mask) {
1308 const int j = u_bit_scan(&mask);
1309 struct gl_program *p = prog->_LinkedShaders[j]->Program;
1310
1311 if (!prog->data->UniformStorage[i].opaque[j].active)
1312 continue;
1313
1314 p->sh.SubroutineUniformRemapTable =
1315 reralloc(p,
1316 p->sh.SubroutineUniformRemapTable,
1317 gl_uniform_storage *,
1318 p->sh.NumSubroutineUniformRemapTable + entries);
1319
1320 for (unsigned k = 0; k < entries; k++) {
1321 p->sh.SubroutineUniformRemapTable[p->sh.NumSubroutineUniformRemapTable + k] =
1322 &prog->data->UniformStorage[i];
1323 }
1324 prog->data->UniformStorage[i].remap_location =
1325 p->sh.NumSubroutineUniformRemapTable;
1326 p->sh.NumSubroutineUniformRemapTable += entries;
1327 }
1328 }
1329 }
1330
1331 static void
1332 link_assign_uniform_storage(struct gl_context *ctx,
1333 struct gl_shader_program *prog,
1334 const unsigned num_data_slots)
1335 {
1336 /* On the outside chance that there were no uniforms, bail out.
1337 */
1338 if (prog->data->NumUniformStorage == 0)
1339 return;
1340
1341 unsigned int boolean_true = ctx->Const.UniformBooleanTrue;
1342
1343 union gl_constant_value *data;
1344 if (prog->data->UniformStorage == NULL) {
1345 prog->data->UniformStorage = rzalloc_array(prog->data,
1346 struct gl_uniform_storage,
1347 prog->data->NumUniformStorage);
1348 data = rzalloc_array(prog->data->UniformStorage,
1349 union gl_constant_value, num_data_slots);
1350 prog->data->UniformDataDefaults =
1351 rzalloc_array(prog->data->UniformStorage,
1352 union gl_constant_value, num_data_slots);
1353 } else {
1354 data = prog->data->UniformDataSlots;
1355 }
1356
1357 #ifndef NDEBUG
1358 union gl_constant_value *data_end = &data[num_data_slots];
1359 #endif
1360
1361 parcel_out_uniform_storage parcel(prog, prog->UniformHash,
1362 prog->data->UniformStorage, data,
1363 ctx->Const.UseSTD430AsDefaultPacking);
1364
1365 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
1366 struct gl_linked_shader *shader = prog->_LinkedShaders[i];
1367
1368 if (!shader)
1369 continue;
1370
1371 parcel.start_shader((gl_shader_stage)i);
1372
1373 foreach_in_list(ir_instruction, node, shader->ir) {
1374 ir_variable *const var = node->as_variable();
1375
1376 if ((var == NULL) || (var->data.mode != ir_var_uniform &&
1377 var->data.mode != ir_var_shader_storage))
1378 continue;
1379
1380 parcel.set_and_process(var);
1381 }
1382
1383 shader->Program->SamplersUsed = parcel.shader_samplers_used;
1384 shader->shadow_samplers = parcel.shader_shadow_samplers;
1385
1386 if (parcel.num_bindless_samplers > 0) {
1387 shader->Program->sh.NumBindlessSamplers = parcel.num_bindless_samplers;
1388 shader->Program->sh.BindlessSamplers =
1389 rzalloc_array(shader->Program, gl_bindless_sampler,
1390 parcel.num_bindless_samplers);
1391 for (unsigned j = 0; j < parcel.num_bindless_samplers; j++) {
1392 shader->Program->sh.BindlessSamplers[j].target =
1393 parcel.bindless_targets[j];
1394 }
1395 }
1396
1397 if (parcel.num_bindless_images > 0) {
1398 shader->Program->sh.NumBindlessImages = parcel.num_bindless_images;
1399 shader->Program->sh.BindlessImages =
1400 rzalloc_array(shader->Program, gl_bindless_image,
1401 parcel.num_bindless_images);
1402 for (unsigned j = 0; j < parcel.num_bindless_images; j++) {
1403 shader->Program->sh.BindlessImages[j].access =
1404 parcel.bindless_access[j];
1405 }
1406 }
1407
1408 STATIC_ASSERT(ARRAY_SIZE(shader->Program->sh.SamplerTargets) ==
1409 ARRAY_SIZE(parcel.targets));
1410 for (unsigned j = 0; j < ARRAY_SIZE(parcel.targets); j++)
1411 shader->Program->sh.SamplerTargets[j] = parcel.targets[j];
1412 }
1413
1414 #ifndef NDEBUG
1415 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1416 assert(prog->data->UniformStorage[i].storage != NULL ||
1417 prog->data->UniformStorage[i].builtin ||
1418 prog->data->UniformStorage[i].is_shader_storage ||
1419 prog->data->UniformStorage[i].block_index != -1);
1420 }
1421
1422 assert(parcel.values == data_end);
1423 #endif
1424
1425 link_setup_uniform_remap_tables(ctx, prog);
1426
1427 /* Set shader cache fields */
1428 prog->data->NumUniformDataSlots = num_data_slots;
1429 prog->data->UniformDataSlots = data;
1430
1431 link_set_uniform_initializers(prog, boolean_true);
1432 }
1433
1434 void
1435 link_assign_uniform_locations(struct gl_shader_program *prog,
1436 struct gl_context *ctx)
1437 {
1438 ralloc_free(prog->data->UniformStorage);
1439 prog->data->UniformStorage = NULL;
1440 prog->data->NumUniformStorage = 0;
1441
1442 if (prog->UniformHash != NULL) {
1443 prog->UniformHash->clear();
1444 } else {
1445 prog->UniformHash = new string_to_uint_map;
1446 }
1447
1448 /* First pass: Count the uniform resources used by the user-defined
1449 * uniforms. While this happens, each active uniform will have an index
1450 * assigned to it.
1451 *
1452 * Note: this is *NOT* the index that is returned to the application by
1453 * glGetUniformLocation.
1454 */
1455 struct string_to_uint_map *hiddenUniforms = new string_to_uint_map;
1456 count_uniform_size uniform_size(prog->UniformHash, hiddenUniforms,
1457 ctx->Const.UseSTD430AsDefaultPacking);
1458 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
1459 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
1460
1461 if (sh == NULL)
1462 continue;
1463
1464 link_update_uniform_buffer_variables(sh, i);
1465
1466 /* Reset various per-shader target counts.
1467 */
1468 uniform_size.start_shader();
1469
1470 foreach_in_list(ir_instruction, node, sh->ir) {
1471 ir_variable *const var = node->as_variable();
1472
1473 if ((var == NULL) || (var->data.mode != ir_var_uniform &&
1474 var->data.mode != ir_var_shader_storage))
1475 continue;
1476
1477 uniform_size.process(var);
1478 }
1479
1480 sh->Program->info.num_textures = uniform_size.num_shader_samplers;
1481 sh->Program->info.num_images = uniform_size.num_shader_images;
1482 sh->num_uniform_components = uniform_size.num_shader_uniform_components;
1483 sh->num_combined_uniform_components = sh->num_uniform_components;
1484
1485 for (unsigned i = 0; i < sh->Program->info.num_ubos; i++) {
1486 sh->num_combined_uniform_components +=
1487 sh->Program->sh.UniformBlocks[i]->UniformBufferSize / 4;
1488 }
1489 }
1490
1491 prog->data->NumUniformStorage = uniform_size.num_active_uniforms;
1492 prog->data->NumHiddenUniforms = uniform_size.num_hidden_uniforms;
1493
1494 /* assign hidden uniforms a slot id */
1495 hiddenUniforms->iterate(assign_hidden_uniform_slot_id, &uniform_size);
1496 delete hiddenUniforms;
1497
1498 link_assign_uniform_storage(ctx, prog, uniform_size.num_values);
1499 }