mesa: fix active subroutine uniforms properly
[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 "main/core.h"
25 #include "ir.h"
26 #include "linker.h"
27 #include "ir_uniform.h"
28 #include "glsl_symbol_table.h"
29 #include "program.h"
30 #include "util/string_to_uint_map.h"
31 #include "ir_variable_refcount.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 /**
46 * Count the backing storage requirements for a type
47 */
48 static unsigned
49 values_for_type(const glsl_type *type)
50 {
51 if (type->is_sampler()) {
52 return 1;
53 } else if (type->is_array() && type->fields.array->is_sampler()) {
54 return type->array_size();
55 } else {
56 return type->component_slots();
57 }
58 }
59
60 void
61 program_resource_visitor::process(const glsl_type *type, const char *name)
62 {
63 assert(type->without_array()->is_record()
64 || type->without_array()->is_interface());
65
66 unsigned record_array_count = 1;
67 char *name_copy = ralloc_strdup(NULL, name);
68 enum glsl_interface_packing packing = type->get_interface_packing();
69
70 recursion(type, &name_copy, strlen(name), false, NULL, packing, false,
71 record_array_count, NULL);
72 ralloc_free(name_copy);
73 }
74
75 void
76 program_resource_visitor::process(ir_variable *var)
77 {
78 unsigned record_array_count = 1;
79 const bool row_major =
80 var->data.matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
81
82 const enum glsl_interface_packing packing = var->get_interface_type() ?
83 var->get_interface_type_packing() :
84 var->type->get_interface_packing();
85
86 const glsl_type *t =
87 var->data.from_named_ifc_block ? var->get_interface_type() : var->type;
88 const glsl_type *t_without_array = t->without_array();
89
90 /* false is always passed for the row_major parameter to the other
91 * processing functions because no information is available to do
92 * otherwise. See the warning in linker.h.
93 */
94 if (t_without_array->is_record() ||
95 (t->is_array() && t->fields.array->is_array())) {
96 char *name = ralloc_strdup(NULL, var->name);
97 recursion(var->type, &name, strlen(name), row_major, NULL, packing,
98 false, record_array_count, NULL);
99 ralloc_free(name);
100 } else if (t_without_array->is_interface()) {
101 char *name = ralloc_strdup(NULL, t_without_array->name);
102 const glsl_struct_field *ifc_member = var->data.from_named_ifc_block ?
103 &t_without_array->
104 fields.structure[t_without_array->field_index(var->name)] : NULL;
105
106 recursion(t, &name, strlen(name), row_major, NULL, packing,
107 false, record_array_count, ifc_member);
108 ralloc_free(name);
109 } else {
110 this->set_record_array_count(record_array_count);
111 this->visit_field(t, var->name, row_major, NULL, packing, false);
112 }
113 }
114
115 void
116 program_resource_visitor::recursion(const glsl_type *t, char **name,
117 size_t name_length, bool row_major,
118 const glsl_type *record_type,
119 const enum glsl_interface_packing packing,
120 bool last_field,
121 unsigned record_array_count,
122 const glsl_struct_field *named_ifc_member)
123 {
124 /* Records need to have each field processed individually.
125 *
126 * Arrays of records need to have each array element processed
127 * individually, then each field of the resulting array elements processed
128 * individually.
129 */
130 if (t->is_interface() && named_ifc_member) {
131 ralloc_asprintf_rewrite_tail(name, &name_length, ".%s",
132 named_ifc_member->name);
133 recursion(named_ifc_member->type, name, name_length, row_major, NULL,
134 packing, false, record_array_count, NULL);
135 } else if (t->is_record() || t->is_interface()) {
136 if (record_type == NULL && t->is_record())
137 record_type = t;
138
139 if (t->is_record())
140 this->enter_record(t, *name, row_major, packing);
141
142 for (unsigned i = 0; i < t->length; i++) {
143 const char *field = t->fields.structure[i].name;
144 size_t new_length = name_length;
145
146 if (t->fields.structure[i].type->is_record())
147 this->visit_field(&t->fields.structure[i]);
148
149 if (t->is_interface() && t->fields.structure[i].offset != -1)
150 this->set_buffer_offset(t->fields.structure[i].offset);
151
152 /* Append '.field' to the current variable name. */
153 if (name_length == 0) {
154 ralloc_asprintf_rewrite_tail(name, &new_length, "%s", field);
155 } else {
156 ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
157 }
158
159 /* The layout of structures at the top level of the block is set
160 * during parsing. For matrices contained in multiple levels of
161 * structures in the block, the inner structures have no layout.
162 * These cases must potentially inherit the layout from the outer
163 * levels.
164 */
165 bool field_row_major = row_major;
166 const enum glsl_matrix_layout matrix_layout =
167 glsl_matrix_layout(t->fields.structure[i].matrix_layout);
168 if (matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
169 field_row_major = true;
170 } else if (matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
171 field_row_major = false;
172 }
173
174 recursion(t->fields.structure[i].type, name, new_length,
175 field_row_major,
176 record_type,
177 packing,
178 (i + 1) == t->length, record_array_count, NULL);
179
180 /* Only the first leaf-field of the record gets called with the
181 * record type pointer.
182 */
183 record_type = NULL;
184 }
185
186 if (t->is_record()) {
187 (*name)[name_length] = '\0';
188 this->leave_record(t, *name, row_major, packing);
189 }
190 } else if (t->without_array()->is_record() ||
191 t->without_array()->is_interface() ||
192 (t->is_array() && t->fields.array->is_array())) {
193 if (record_type == NULL && t->fields.array->is_record())
194 record_type = t->fields.array;
195
196 unsigned length = t->length;
197 /* Shader storage block unsized arrays: add subscript [0] to variable
198 * names */
199 if (t->is_unsized_array())
200 length = 1;
201
202 record_array_count *= length;
203
204 for (unsigned i = 0; i < length; i++) {
205 size_t new_length = name_length;
206
207 /* Append the subscript to the current variable name */
208 ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
209
210 recursion(t->fields.array, name, new_length, row_major,
211 record_type,
212 packing,
213 (i + 1) == t->length, record_array_count,
214 named_ifc_member);
215
216 /* Only the first leaf-field of the record gets called with the
217 * record type pointer.
218 */
219 record_type = NULL;
220 }
221 } else {
222 this->set_record_array_count(record_array_count);
223 this->visit_field(t, *name, row_major, record_type, packing, last_field);
224 }
225 }
226
227 void
228 program_resource_visitor::visit_field(const glsl_struct_field *)
229 {
230 }
231
232 void
233 program_resource_visitor::enter_record(const glsl_type *, const char *, bool,
234 const enum glsl_interface_packing)
235 {
236 }
237
238 void
239 program_resource_visitor::leave_record(const glsl_type *, const char *, bool,
240 const enum glsl_interface_packing)
241 {
242 }
243
244 void
245 program_resource_visitor::set_buffer_offset(unsigned)
246 {
247 }
248
249 void
250 program_resource_visitor::set_record_array_count(unsigned)
251 {
252 }
253
254 namespace {
255
256 /**
257 * Class to help calculate the storage requirements for a set of uniforms
258 *
259 * As uniforms are added to the active set the number of active uniforms and
260 * the storage requirements for those uniforms are accumulated. The active
261 * uniforms are added to the hash table supplied to the constructor.
262 *
263 * If the same uniform is added multiple times (i.e., once for each shader
264 * target), it will only be accounted once.
265 */
266 class count_uniform_size : public program_resource_visitor {
267 public:
268 count_uniform_size(struct string_to_uint_map *map,
269 struct string_to_uint_map *hidden_map)
270 : num_active_uniforms(0), num_hidden_uniforms(0), num_values(0),
271 num_shader_samplers(0), num_shader_images(0),
272 num_shader_uniform_components(0), num_shader_subroutines(0),
273 is_buffer_block(false), is_shader_storage(false), map(map),
274 hidden_map(hidden_map)
275 {
276 /* empty */
277 }
278
279 void start_shader()
280 {
281 this->num_shader_samplers = 0;
282 this->num_shader_images = 0;
283 this->num_shader_uniform_components = 0;
284 this->num_shader_subroutines = 0;
285 }
286
287 void process(ir_variable *var)
288 {
289 this->current_var = var;
290 this->is_buffer_block = var->is_in_buffer_block();
291 this->is_shader_storage = var->is_in_shader_storage_block();
292 if (var->is_interface_instance())
293 program_resource_visitor::process(var->get_interface_type(),
294 var->get_interface_type()->name);
295 else
296 program_resource_visitor::process(var);
297 }
298
299 /**
300 * Total number of active uniforms counted
301 */
302 unsigned num_active_uniforms;
303
304 unsigned num_hidden_uniforms;
305
306 /**
307 * Number of data values required to back the storage for the active uniforms
308 */
309 unsigned num_values;
310
311 /**
312 * Number of samplers used
313 */
314 unsigned num_shader_samplers;
315
316 /**
317 * Number of images used
318 */
319 unsigned num_shader_images;
320
321 /**
322 * Number of uniforms used in the current shader
323 */
324 unsigned num_shader_uniform_components;
325
326 /**
327 * Number of subroutine uniforms used
328 */
329 unsigned num_shader_subroutines;
330
331 bool is_buffer_block;
332 bool is_shader_storage;
333
334 struct string_to_uint_map *map;
335
336 private:
337 virtual void visit_field(const glsl_type *type, const char *name,
338 bool /* row_major */,
339 const glsl_type * /* record_type */,
340 const enum glsl_interface_packing,
341 bool /* last_field */)
342 {
343 assert(!type->without_array()->is_record());
344 assert(!type->without_array()->is_interface());
345 assert(!(type->is_array() && type->fields.array->is_array()));
346
347 /* Count the number of samplers regardless of whether the uniform is
348 * already in the hash table. The hash table prevents adding the same
349 * uniform for multiple shader targets, but in this case we want to
350 * count it for each shader target.
351 */
352 const unsigned values = values_for_type(type);
353 if (type->contains_subroutine()) {
354 this->num_shader_subroutines += values;
355 } else if (type->contains_sampler()) {
356 this->num_shader_samplers += values;
357 } else if (type->contains_image()) {
358 this->num_shader_images += values;
359
360 /* As drivers are likely to represent image uniforms as
361 * scalar indices, count them against the limit of uniform
362 * components in the default block. The spec allows image
363 * uniforms to use up no more than one scalar slot.
364 */
365 if (!is_shader_storage)
366 this->num_shader_uniform_components += values;
367 } else {
368 /* Accumulate the total number of uniform slots used by this shader.
369 * Note that samplers do not count against this limit because they
370 * don't use any storage on current hardware.
371 */
372 if (!is_buffer_block)
373 this->num_shader_uniform_components += values;
374 }
375
376 /* If the uniform is already in the map, there's nothing more to do.
377 */
378 unsigned id;
379 if (this->map->get(id, name))
380 return;
381
382 if (this->current_var->data.how_declared == ir_var_hidden) {
383 this->hidden_map->put(this->num_hidden_uniforms, name);
384 this->num_hidden_uniforms++;
385 } else {
386 this->map->put(this->num_active_uniforms-this->num_hidden_uniforms,
387 name);
388 }
389
390 /* Each leaf uniform occupies one entry in the list of active
391 * uniforms.
392 */
393 this->num_active_uniforms++;
394
395 if(!is_gl_identifier(name) && !is_shader_storage && !is_buffer_block)
396 this->num_values += values;
397 }
398
399 struct string_to_uint_map *hidden_map;
400
401 /**
402 * Current variable being processed.
403 */
404 ir_variable *current_var;
405 };
406
407 } /* anonymous namespace */
408
409 /**
410 * Class to help parcel out pieces of backing storage to uniforms
411 *
412 * Each uniform processed has some range of the \c gl_constant_value
413 * structures associated with it. The association is done by finding
414 * the uniform in the \c string_to_uint_map and using the value from
415 * the map to connect that slot in the \c gl_uniform_storage table
416 * with the next available slot in the \c gl_constant_value array.
417 *
418 * \warning
419 * This class assumes that every uniform that will be processed is
420 * already in the \c string_to_uint_map. In addition, it assumes that
421 * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
422 * enough."
423 */
424 class parcel_out_uniform_storage : public program_resource_visitor {
425 public:
426 parcel_out_uniform_storage(struct gl_shader_program *prog,
427 struct string_to_uint_map *map,
428 struct gl_uniform_storage *uniforms,
429 union gl_constant_value *values)
430 : prog(prog), map(map), uniforms(uniforms), values(values)
431 {
432 }
433
434 void start_shader(gl_shader_stage shader_type)
435 {
436 assert(shader_type < MESA_SHADER_STAGES);
437 this->shader_type = shader_type;
438
439 this->shader_samplers_used = 0;
440 this->shader_shadow_samplers = 0;
441 this->next_sampler = 0;
442 this->next_image = 0;
443 this->next_subroutine = 0;
444 this->record_array_count = 1;
445 memset(this->targets, 0, sizeof(this->targets));
446 }
447
448 void set_and_process(ir_variable *var)
449 {
450 current_var = var;
451 field_counter = 0;
452 this->record_next_sampler = new string_to_uint_map;
453
454 buffer_block_index = -1;
455 if (var->is_in_buffer_block()) {
456 struct gl_uniform_block *blks = var->is_in_shader_storage_block() ?
457 prog->data->ShaderStorageBlocks : prog->data->UniformBlocks;
458 unsigned num_blks = var->is_in_shader_storage_block() ?
459 prog->data->NumShaderStorageBlocks : prog->data->NumUniformBlocks;
460
461 if (var->is_interface_instance() && var->type->is_array()) {
462 unsigned l = strlen(var->get_interface_type()->name);
463
464 for (unsigned i = 0; i < num_blks; i++) {
465 if (strncmp(var->get_interface_type()->name, blks[i].Name, l)
466 == 0 && blks[i].Name[l] == '[') {
467 buffer_block_index = i;
468 break;
469 }
470 }
471 } else {
472 for (unsigned i = 0; i < num_blks; i++) {
473 if (strcmp(var->get_interface_type()->name, blks[i].Name) ==
474 0) {
475 buffer_block_index = i;
476 break;
477 }
478 }
479 }
480 assert(buffer_block_index != -1);
481
482 /* Uniform blocks that were specified with an instance name must be
483 * handled a little bit differently. The name of the variable is the
484 * name used to reference the uniform block instead of being the name
485 * of a variable within the block. Therefore, searching for the name
486 * within the block will fail.
487 */
488 if (var->is_interface_instance()) {
489 ubo_byte_offset = 0;
490 process(var->get_interface_type(),
491 var->get_interface_type()->name);
492 } else {
493 const struct gl_uniform_block *const block =
494 &blks[buffer_block_index];
495
496 assert(var->data.location != -1);
497
498 const struct gl_uniform_buffer_variable *const ubo_var =
499 &block->Uniforms[var->data.location];
500
501 ubo_byte_offset = ubo_var->Offset;
502 process(var);
503 }
504 } else {
505 /* Store any explicit location and reset data location so we can
506 * reuse this variable for storing the uniform slot number.
507 */
508 this->explicit_location = current_var->data.location;
509 current_var->data.location = -1;
510
511 process(var);
512 }
513 delete this->record_next_sampler;
514 }
515
516 int buffer_block_index;
517 int ubo_byte_offset;
518 gl_shader_stage shader_type;
519
520 private:
521 void handle_samplers(const glsl_type *base_type,
522 struct gl_uniform_storage *uniform, const char *name)
523 {
524 if (base_type->is_sampler()) {
525 uniform->opaque[shader_type].active = true;
526
527 /* Handle multiple samplers inside struct arrays */
528 if (this->record_array_count > 1) {
529 unsigned inner_array_size = MAX2(1, uniform->array_elements);
530 char *name_copy = ralloc_strdup(NULL, name);
531
532 /* Remove all array subscripts from the sampler name */
533 char *str_start;
534 const char *str_end;
535 while((str_start = strchr(name_copy, '[')) &&
536 (str_end = strchr(name_copy, ']'))) {
537 memmove(str_start, str_end + 1, 1 + strlen(str_end));
538 }
539
540 unsigned index = 0;
541 if (this->record_next_sampler->get(index, name_copy)) {
542 /* In this case, we've already seen this uniform so we just use
543 * the next sampler index recorded the last time we visited.
544 */
545 uniform->opaque[shader_type].index = index;
546 index = inner_array_size + uniform->opaque[shader_type].index;
547 this->record_next_sampler->put(index, name_copy);
548
549 ralloc_free(name_copy);
550 /* Return as everything else has already been initialised in a
551 * previous pass.
552 */
553 return;
554 } else {
555 /* We've never seen this uniform before so we need to allocate
556 * enough indices to store it.
557 *
558 * Nested struct arrays behave like arrays of arrays so we need
559 * to increase the index by the total number of elements of the
560 * sampler in case there is more than one sampler inside the
561 * structs. This allows the offset to be easily calculated for
562 * indirect indexing.
563 */
564 uniform->opaque[shader_type].index = this->next_sampler;
565 this->next_sampler +=
566 inner_array_size * this->record_array_count;
567
568 /* Store the next index for future passes over the struct array
569 */
570 index = uniform->opaque[shader_type].index + inner_array_size;
571 this->record_next_sampler->put(index, name_copy);
572 ralloc_free(name_copy);
573 }
574 } else {
575 /* Increment the sampler by 1 for non-arrays and by the number of
576 * array elements for arrays.
577 */
578 uniform->opaque[shader_type].index = this->next_sampler;
579 this->next_sampler += MAX2(1, uniform->array_elements);
580 }
581
582 const gl_texture_index target = base_type->sampler_index();
583 const unsigned shadow = base_type->sampler_shadow;
584 for (unsigned i = uniform->opaque[shader_type].index;
585 i < MIN2(this->next_sampler, MAX_SAMPLERS);
586 i++) {
587 this->targets[i] = target;
588 this->shader_samplers_used |= 1U << i;
589 this->shader_shadow_samplers |= shadow << i;
590 }
591 }
592 }
593
594 void handle_images(const glsl_type *base_type,
595 struct gl_uniform_storage *uniform)
596 {
597 if (base_type->is_image()) {
598 uniform->opaque[shader_type].index = this->next_image;
599 uniform->opaque[shader_type].active = true;
600
601 /* Set image access qualifiers */
602 const GLenum access =
603 (current_var->data.image_read_only ? GL_READ_ONLY :
604 current_var->data.image_write_only ? GL_WRITE_ONLY :
605 GL_READ_WRITE);
606
607 const unsigned first = this->next_image;
608
609 /* Increment the image index by 1 for non-arrays and by the
610 * number of array elements for arrays.
611 */
612 this->next_image += MAX2(1, uniform->array_elements);
613
614 for (unsigned i = first; i < MIN2(next_image, MAX_IMAGE_UNIFORMS); i++)
615 prog->_LinkedShaders[shader_type]->ImageAccess[i] = access;
616 }
617 }
618
619 void handle_subroutines(const glsl_type *base_type,
620 struct gl_uniform_storage *uniform)
621 {
622 if (base_type->is_subroutine()) {
623 uniform->opaque[shader_type].index = this->next_subroutine;
624 uniform->opaque[shader_type].active = true;
625
626 prog->_LinkedShaders[shader_type]->NumSubroutineUniforms++;
627
628 /* Increment the subroutine index by 1 for non-arrays and by the
629 * number of array elements for arrays.
630 */
631 this->next_subroutine += MAX2(1, uniform->array_elements);
632
633 }
634 }
635
636 virtual void set_buffer_offset(unsigned offset)
637 {
638 this->ubo_byte_offset = offset;
639 }
640
641 virtual void set_record_array_count(unsigned record_array_count)
642 {
643 this->record_array_count = record_array_count;
644 }
645
646 virtual void enter_record(const glsl_type *type, const char *,
647 bool row_major,
648 const enum glsl_interface_packing packing)
649 {
650 assert(type->is_record());
651 if (this->buffer_block_index == -1)
652 return;
653 if (packing == GLSL_INTERFACE_PACKING_STD430)
654 this->ubo_byte_offset = glsl_align(
655 this->ubo_byte_offset, type->std430_base_alignment(row_major));
656 else
657 this->ubo_byte_offset = glsl_align(
658 this->ubo_byte_offset, type->std140_base_alignment(row_major));
659 }
660
661 virtual void leave_record(const glsl_type *type, const char *,
662 bool row_major,
663 const enum glsl_interface_packing packing)
664 {
665 assert(type->is_record());
666 if (this->buffer_block_index == -1)
667 return;
668 if (packing == GLSL_INTERFACE_PACKING_STD430)
669 this->ubo_byte_offset = glsl_align(
670 this->ubo_byte_offset, type->std430_base_alignment(row_major));
671 else
672 this->ubo_byte_offset = glsl_align(
673 this->ubo_byte_offset, type->std140_base_alignment(row_major));
674 }
675
676 virtual void visit_field(const glsl_type *type, const char *name,
677 bool row_major, const glsl_type * /* record_type */,
678 const enum glsl_interface_packing packing,
679 bool /* last_field */)
680 {
681 assert(!type->without_array()->is_record());
682 assert(!type->without_array()->is_interface());
683 assert(!(type->is_array() && type->fields.array->is_array()));
684
685 unsigned id;
686 bool found = this->map->get(id, name);
687 assert(found);
688
689 if (!found)
690 return;
691
692 const glsl_type *base_type;
693 if (type->is_array()) {
694 this->uniforms[id].array_elements = type->length;
695 base_type = type->fields.array;
696 } else {
697 this->uniforms[id].array_elements = 0;
698 base_type = type;
699 }
700
701 /* Initialise opaque data */
702 this->uniforms[id].opaque[shader_type].index = ~0;
703 this->uniforms[id].opaque[shader_type].active = false;
704
705 /* This assigns uniform indices to sampler and image uniforms. */
706 handle_samplers(base_type, &this->uniforms[id], name);
707 handle_images(base_type, &this->uniforms[id]);
708 handle_subroutines(base_type, &this->uniforms[id]);
709
710 /* For array of arrays or struct arrays the base location may have
711 * already been set so don't set it again.
712 */
713 if (buffer_block_index == -1 && current_var->data.location == -1) {
714 current_var->data.location = id;
715 }
716
717 /* If there is already storage associated with this uniform or if the
718 * uniform is set as builtin, it means that it was set while processing
719 * an earlier shader stage. For example, we may be processing the
720 * uniform in the fragment shader, but the uniform was already processed
721 * in the vertex shader.
722 */
723 if (this->uniforms[id].storage != NULL || this->uniforms[id].builtin) {
724 return;
725 }
726
727 /* Assign explicit locations. */
728 if (current_var->data.explicit_location) {
729 /* Set sequential locations for struct fields. */
730 if (current_var->type->without_array()->is_record() ||
731 current_var->type->is_array_of_arrays()) {
732 const unsigned entries = MAX2(1, this->uniforms[id].array_elements);
733 this->uniforms[id].remap_location =
734 this->explicit_location + field_counter;
735 field_counter += entries;
736 } else {
737 this->uniforms[id].remap_location = this->explicit_location;
738 }
739 } else {
740 /* Initialize to to indicate that no location is set */
741 this->uniforms[id].remap_location = UNMAPPED_UNIFORM_LOC;
742 }
743
744 this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
745 this->uniforms[id].type = base_type;
746 this->uniforms[id].num_driver_storage = 0;
747 this->uniforms[id].driver_storage = NULL;
748 this->uniforms[id].atomic_buffer_index = -1;
749 this->uniforms[id].hidden =
750 current_var->data.how_declared == ir_var_hidden;
751 this->uniforms[id].builtin = is_gl_identifier(name);
752
753 this->uniforms[id].is_shader_storage =
754 current_var->is_in_shader_storage_block();
755
756 /* Do not assign storage if the uniform is a builtin or buffer object */
757 if (!this->uniforms[id].builtin &&
758 !this->uniforms[id].is_shader_storage &&
759 this->buffer_block_index == -1)
760 this->uniforms[id].storage = this->values;
761
762 if (this->buffer_block_index != -1) {
763 this->uniforms[id].block_index = this->buffer_block_index;
764
765 unsigned alignment = type->std140_base_alignment(row_major);
766 if (packing == GLSL_INTERFACE_PACKING_STD430)
767 alignment = type->std430_base_alignment(row_major);
768 this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, alignment);
769 this->uniforms[id].offset = this->ubo_byte_offset;
770 if (packing == GLSL_INTERFACE_PACKING_STD430)
771 this->ubo_byte_offset += type->std430_size(row_major);
772 else
773 this->ubo_byte_offset += type->std140_size(row_major);
774
775 if (type->is_array()) {
776 if (packing == GLSL_INTERFACE_PACKING_STD430)
777 this->uniforms[id].array_stride =
778 type->without_array()->std430_array_stride(row_major);
779 else
780 this->uniforms[id].array_stride =
781 glsl_align(type->without_array()->std140_size(row_major),
782 16);
783 } else {
784 this->uniforms[id].array_stride = 0;
785 }
786
787 if (type->without_array()->is_matrix()) {
788 const glsl_type *matrix = type->without_array();
789 const unsigned N = matrix->base_type == GLSL_TYPE_DOUBLE ? 8 : 4;
790 const unsigned items =
791 row_major ? matrix->matrix_columns : matrix->vector_elements;
792
793 assert(items <= 4);
794 if (packing == GLSL_INTERFACE_PACKING_STD430)
795 this->uniforms[id].matrix_stride = items < 3 ? items * N :
796 glsl_align(items * N, 16);
797 else
798 this->uniforms[id].matrix_stride = glsl_align(items * N, 16);
799 this->uniforms[id].row_major = row_major;
800 } else {
801 this->uniforms[id].matrix_stride = 0;
802 this->uniforms[id].row_major = false;
803 }
804 } else {
805 this->uniforms[id].block_index = -1;
806 this->uniforms[id].offset = -1;
807 this->uniforms[id].array_stride = -1;
808 this->uniforms[id].matrix_stride = -1;
809 this->uniforms[id].row_major = false;
810 }
811
812 if (!this->uniforms[id].builtin &&
813 !this->uniforms[id].is_shader_storage &&
814 this->buffer_block_index == -1)
815 this->values += values_for_type(type);
816 }
817
818 /**
819 * Current program being processed.
820 */
821 struct gl_shader_program *prog;
822
823 struct string_to_uint_map *map;
824
825 struct gl_uniform_storage *uniforms;
826 unsigned next_sampler;
827 unsigned next_image;
828 unsigned next_subroutine;
829
830 /**
831 * Field counter is used to take care that uniform structures
832 * with explicit locations get sequential locations.
833 */
834 unsigned field_counter;
835
836 /**
837 * Current variable being processed.
838 */
839 ir_variable *current_var;
840
841 /* Used to store the explicit location from current_var so that we can
842 * reuse the location field for storing the uniform slot id.
843 */
844 int explicit_location;
845
846 /* Stores total struct array elements including nested structs */
847 unsigned record_array_count;
848
849 /* Map for temporarily storing next sampler index when handling samplers in
850 * struct arrays.
851 */
852 struct string_to_uint_map *record_next_sampler;
853
854 public:
855 union gl_constant_value *values;
856
857 gl_texture_index targets[MAX_SAMPLERS];
858
859 /**
860 * Mask of samplers used by the current shader stage.
861 */
862 unsigned shader_samplers_used;
863
864 /**
865 * Mask of samplers used by the current shader stage for shadows.
866 */
867 unsigned shader_shadow_samplers;
868 };
869
870 static bool
871 variable_is_referenced(ir_variable_refcount_visitor &v, ir_variable *var)
872 {
873 ir_variable_refcount_entry *const entry = v.get_variable_entry(var);
874
875 return entry->referenced_count > 0;
876
877 }
878
879 /**
880 * Walks the IR and update the references to uniform blocks in the
881 * ir_variables to point at linked shader's list (previously, they
882 * would point at the uniform block list in one of the pre-linked
883 * shaders).
884 */
885 static void
886 link_update_uniform_buffer_variables(struct gl_linked_shader *shader,
887 unsigned stage)
888 {
889 ir_variable_refcount_visitor v;
890
891 v.run(shader->ir);
892
893 foreach_in_list(ir_instruction, node, shader->ir) {
894 ir_variable *const var = node->as_variable();
895
896 if (var == NULL || !var->is_in_buffer_block())
897 continue;
898
899 assert(var->data.mode == ir_var_uniform ||
900 var->data.mode == ir_var_shader_storage);
901
902 unsigned num_blocks = var->data.mode == ir_var_uniform ?
903 shader->NumUniformBlocks : shader->NumShaderStorageBlocks;
904 struct gl_uniform_block **blks = var->data.mode == ir_var_uniform ?
905 shader->UniformBlocks : shader->ShaderStorageBlocks;
906
907 if (var->is_interface_instance()) {
908 if (variable_is_referenced(v, var)) {
909 /* Since this is an interface instance, the instance type will be
910 * same as the array-stripped variable type. If the variable type
911 * is an array, then the block names will be suffixed with [0]
912 * through [n-1]. Unlike for non-interface instances, there will
913 * not be structure types here, so the only name sentinel that we
914 * have to worry about is [.
915 */
916 assert(var->type->without_array() == var->get_interface_type());
917 const char sentinel = var->type->is_array() ? '[' : '\0';
918
919 const ptrdiff_t len = strlen(var->get_interface_type()->name);
920 for (unsigned i = 0; i < num_blocks; i++) {
921 const char *const begin = blks[i]->Name;
922 const char *const end = strchr(begin, sentinel);
923
924 if (end == NULL)
925 continue;
926
927 if (len != (end - begin))
928 continue;
929
930 /* Even when a match is found, do not "break" here. This could
931 * be an array of instances, and all elements of the array need
932 * to be marked as referenced.
933 */
934 if (strncmp(begin, var->get_interface_type()->name, len) == 0) {
935 blks[i]->stageref |= 1U << stage;
936 }
937 }
938 }
939
940 var->data.location = 0;
941 continue;
942 }
943
944 bool found = false;
945 char sentinel = '\0';
946
947 if (var->type->is_record()) {
948 sentinel = '.';
949 } else if (var->type->is_array() && (var->type->fields.array->is_array()
950 || var->type->without_array()->is_record())) {
951 sentinel = '[';
952 }
953
954 const unsigned l = strlen(var->name);
955 for (unsigned i = 0; i < num_blocks; i++) {
956 for (unsigned j = 0; j < blks[i]->NumUniforms; j++) {
957 if (sentinel) {
958 const char *begin = blks[i]->Uniforms[j].Name;
959 const char *end = strchr(begin, sentinel);
960
961 if (end == NULL)
962 continue;
963
964 if ((ptrdiff_t) l != (end - begin))
965 continue;
966
967 found = strncmp(var->name, begin, l) == 0;
968 } else {
969 found = strcmp(var->name, blks[i]->Uniforms[j].Name) == 0;
970 }
971
972 if (found) {
973 var->data.location = j;
974
975 if (variable_is_referenced(v, var))
976 blks[i]->stageref |= 1U << stage;
977
978 break;
979 }
980 }
981
982 if (found)
983 break;
984 }
985 assert(found);
986 }
987 }
988
989 /**
990 * Combine the hidden uniform hash map with the uniform hash map so that the
991 * hidden uniforms will be given indicies at the end of the uniform storage
992 * array.
993 */
994 static void
995 assign_hidden_uniform_slot_id(const char *name, unsigned hidden_id,
996 void *closure)
997 {
998 count_uniform_size *uniform_size = (count_uniform_size *) closure;
999 unsigned hidden_uniform_start = uniform_size->num_active_uniforms -
1000 uniform_size->num_hidden_uniforms;
1001
1002 uniform_size->map->put(hidden_uniform_start + hidden_id, name);
1003 }
1004
1005 /**
1006 * Search through the list of empty blocks to find one that fits the current
1007 * uniform.
1008 */
1009 static int
1010 find_empty_block(struct gl_shader_program *prog,
1011 struct gl_uniform_storage *uniform)
1012 {
1013 const unsigned entries = MAX2(1, uniform->array_elements);
1014
1015 foreach_list_typed(struct empty_uniform_block, block, link,
1016 &prog->EmptyUniformLocations) {
1017 /* Found a block with enough slots to fit the uniform */
1018 if (block->slots == entries) {
1019 unsigned start = block->start;
1020 exec_node_remove(&block->link);
1021 ralloc_free(block);
1022
1023 return start;
1024 /* Found a block with more slots than needed. It can still be used. */
1025 } else if (block->slots > entries) {
1026 unsigned start = block->start;
1027 block->start += entries;
1028 block->slots -= entries;
1029
1030 return start;
1031 }
1032 }
1033
1034 return -1;
1035 }
1036
1037 static void
1038 link_setup_uniform_remap_tables(struct gl_context *ctx,
1039 struct gl_shader_program *prog,
1040 unsigned num_explicit_uniform_locs)
1041 {
1042 unsigned total_entries = num_explicit_uniform_locs;
1043 unsigned empty_locs =
1044 prog->NumUniformRemapTable - num_explicit_uniform_locs;
1045
1046 /* Reserve all the explicit locations of the active uniforms. */
1047 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1048 if (prog->data->UniformStorage[i].type->is_subroutine() ||
1049 prog->data->UniformStorage[i].is_shader_storage)
1050 continue;
1051
1052 if (prog->data->UniformStorage[i].remap_location !=
1053 UNMAPPED_UNIFORM_LOC) {
1054 /* How many new entries for this uniform? */
1055 const unsigned entries =
1056 MAX2(1, prog->data->UniformStorage[i].array_elements);
1057
1058 /* Set remap table entries point to correct gl_uniform_storage. */
1059 for (unsigned j = 0; j < entries; j++) {
1060 unsigned element_loc =
1061 prog->data->UniformStorage[i].remap_location + j;
1062 assert(prog->UniformRemapTable[element_loc] ==
1063 INACTIVE_UNIFORM_EXPLICIT_LOCATION);
1064 prog->UniformRemapTable[element_loc] =
1065 &prog->data->UniformStorage[i];
1066 }
1067 }
1068 }
1069
1070 /* Reserve locations for rest of the uniforms. */
1071 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1072
1073 if (prog->data->UniformStorage[i].type->is_subroutine() ||
1074 prog->data->UniformStorage[i].is_shader_storage)
1075 continue;
1076
1077 /* Built-in uniforms should not get any location. */
1078 if (prog->data->UniformStorage[i].builtin)
1079 continue;
1080
1081 /* Explicit ones have been set already. */
1082 if (prog->data->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
1083 continue;
1084
1085 /* how many new entries for this uniform? */
1086 const unsigned entries =
1087 MAX2(1, prog->data->UniformStorage[i].array_elements);
1088
1089 /* Find UniformRemapTable for empty blocks where we can fit this uniform. */
1090 int chosen_location = -1;
1091
1092 if (empty_locs)
1093 chosen_location = find_empty_block(prog, &prog->data->UniformStorage[i]);
1094
1095 /* Add new entries to the total amount of entries. */
1096 total_entries += entries;
1097
1098 if (chosen_location != -1) {
1099 empty_locs -= entries;
1100 } else {
1101 chosen_location = prog->NumUniformRemapTable;
1102
1103 /* resize remap table to fit new entries */
1104 prog->UniformRemapTable =
1105 reralloc(prog,
1106 prog->UniformRemapTable,
1107 gl_uniform_storage *,
1108 prog->NumUniformRemapTable + entries);
1109 prog->NumUniformRemapTable += entries;
1110 }
1111
1112 /* set pointers for this uniform */
1113 for (unsigned j = 0; j < entries; j++)
1114 prog->UniformRemapTable[chosen_location + j] =
1115 &prog->data->UniformStorage[i];
1116
1117 /* set the base location in remap table for the uniform */
1118 prog->data->UniformStorage[i].remap_location = chosen_location;
1119 }
1120
1121 /* Verify that total amount of entries for explicit and implicit locations
1122 * is less than MAX_UNIFORM_LOCATIONS.
1123 */
1124
1125 if (total_entries > ctx->Const.MaxUserAssignableUniformLocations) {
1126 linker_error(prog, "count of uniform locations > MAX_UNIFORM_LOCATIONS"
1127 "(%u > %u)", total_entries,
1128 ctx->Const.MaxUserAssignableUniformLocations);
1129 }
1130
1131 /* Reserve all the explicit locations of the active subroutine uniforms. */
1132 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1133 if (!prog->data->UniformStorage[i].type->is_subroutine())
1134 continue;
1135
1136 if (prog->data->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
1137 continue;
1138
1139 /* How many new entries for this uniform? */
1140 const unsigned entries =
1141 MAX2(1, prog->data->UniformStorage[i].array_elements);
1142
1143 for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
1144 struct gl_linked_shader *sh = prog->_LinkedShaders[j];
1145 if (!sh)
1146 continue;
1147
1148 if (!prog->data->UniformStorage[i].opaque[j].active)
1149 continue;
1150
1151 /* Set remap table entries point to correct gl_uniform_storage. */
1152 for (unsigned k = 0; k < entries; k++) {
1153 unsigned element_loc =
1154 prog->data->UniformStorage[i].remap_location + k;
1155 assert(sh->SubroutineUniformRemapTable[element_loc] ==
1156 INACTIVE_UNIFORM_EXPLICIT_LOCATION);
1157 sh->SubroutineUniformRemapTable[element_loc] =
1158 &prog->data->UniformStorage[i];
1159 }
1160 }
1161 }
1162
1163 /* reserve subroutine locations */
1164 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1165 if (!prog->data->UniformStorage[i].type->is_subroutine())
1166 continue;
1167
1168 if (prog->data->UniformStorage[i].remap_location !=
1169 UNMAPPED_UNIFORM_LOC)
1170 continue;
1171
1172 const unsigned entries =
1173 MAX2(1, prog->data->UniformStorage[i].array_elements);
1174
1175 for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
1176 struct gl_linked_shader *sh = prog->_LinkedShaders[j];
1177 if (!sh)
1178 continue;
1179
1180 if (!prog->data->UniformStorage[i].opaque[j].active)
1181 continue;
1182
1183 sh->SubroutineUniformRemapTable =
1184 reralloc(sh,
1185 sh->SubroutineUniformRemapTable,
1186 gl_uniform_storage *,
1187 sh->NumSubroutineUniformRemapTable + entries);
1188
1189 for (unsigned k = 0; k < entries; k++) {
1190 sh->SubroutineUniformRemapTable[sh->NumSubroutineUniformRemapTable + k] =
1191 &prog->data->UniformStorage[i];
1192 }
1193 prog->data->UniformStorage[i].remap_location =
1194 sh->NumSubroutineUniformRemapTable;
1195 sh->NumSubroutineUniformRemapTable += entries;
1196 }
1197 }
1198 }
1199
1200 static void
1201 link_assign_uniform_storage(struct gl_context *ctx,
1202 struct gl_shader_program *prog,
1203 const unsigned num_data_slots,
1204 unsigned num_explicit_uniform_locs)
1205 {
1206 /* On the outside chance that there were no uniforms, bail out.
1207 */
1208 if (prog->data->NumUniformStorage == 0)
1209 return;
1210
1211 unsigned int boolean_true = ctx->Const.UniformBooleanTrue;
1212
1213 prog->data->UniformStorage = rzalloc_array(prog, struct gl_uniform_storage,
1214 prog->data->NumUniformStorage);
1215 union gl_constant_value *data = rzalloc_array(prog->data->UniformStorage,
1216 union gl_constant_value,
1217 num_data_slots);
1218 #ifndef NDEBUG
1219 union gl_constant_value *data_end = &data[num_data_slots];
1220 #endif
1221
1222 parcel_out_uniform_storage parcel(prog, prog->UniformHash,
1223 prog->data->UniformStorage, data);
1224
1225 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
1226 if (prog->_LinkedShaders[i] == NULL)
1227 continue;
1228
1229 parcel.start_shader((gl_shader_stage)i);
1230
1231 foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
1232 ir_variable *const var = node->as_variable();
1233
1234 if ((var == NULL) || (var->data.mode != ir_var_uniform &&
1235 var->data.mode != ir_var_shader_storage))
1236 continue;
1237
1238 parcel.set_and_process(var);
1239 }
1240
1241 prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
1242 prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
1243
1244 STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->SamplerTargets) ==
1245 sizeof(parcel.targets));
1246 memcpy(prog->_LinkedShaders[i]->SamplerTargets, parcel.targets,
1247 sizeof(prog->_LinkedShaders[i]->SamplerTargets));
1248 }
1249
1250 #ifndef NDEBUG
1251 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1252 assert(prog->data->UniformStorage[i].storage != NULL ||
1253 prog->data->UniformStorage[i].builtin ||
1254 prog->data->UniformStorage[i].is_shader_storage ||
1255 prog->data->UniformStorage[i].block_index != -1);
1256 }
1257
1258 assert(parcel.values == data_end);
1259 #endif
1260
1261 link_setup_uniform_remap_tables(ctx, prog, num_explicit_uniform_locs);
1262
1263 link_set_uniform_initializers(prog, boolean_true);
1264 }
1265
1266 void
1267 link_assign_uniform_locations(struct gl_shader_program *prog,
1268 struct gl_context *ctx,
1269 unsigned int num_explicit_uniform_locs)
1270 {
1271 ralloc_free(prog->data->UniformStorage);
1272 prog->data->UniformStorage = NULL;
1273 prog->data->NumUniformStorage = 0;
1274
1275 if (prog->UniformHash != NULL) {
1276 prog->UniformHash->clear();
1277 } else {
1278 prog->UniformHash = new string_to_uint_map;
1279 }
1280
1281 /* First pass: Count the uniform resources used by the user-defined
1282 * uniforms. While this happens, each active uniform will have an index
1283 * assigned to it.
1284 *
1285 * Note: this is *NOT* the index that is returned to the application by
1286 * glGetUniformLocation.
1287 */
1288 struct string_to_uint_map *hiddenUniforms = new string_to_uint_map;
1289 count_uniform_size uniform_size(prog->UniformHash, hiddenUniforms);
1290 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
1291 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
1292
1293 if (sh == NULL)
1294 continue;
1295
1296 /* Uniforms that lack an initializer in the shader code have an initial
1297 * value of zero. This includes sampler uniforms.
1298 *
1299 * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
1300 *
1301 * "The link time initial value is either the value of the variable's
1302 * initializer, if present, or 0 if no initializer is present. Sampler
1303 * types cannot have initializers."
1304 */
1305 memset(sh->SamplerUnits, 0, sizeof(sh->SamplerUnits));
1306 memset(sh->ImageUnits, 0, sizeof(sh->ImageUnits));
1307
1308 link_update_uniform_buffer_variables(sh, i);
1309
1310 /* Reset various per-shader target counts.
1311 */
1312 uniform_size.start_shader();
1313
1314 foreach_in_list(ir_instruction, node, sh->ir) {
1315 ir_variable *const var = node->as_variable();
1316
1317 if ((var == NULL) || (var->data.mode != ir_var_uniform &&
1318 var->data.mode != ir_var_shader_storage))
1319 continue;
1320
1321 uniform_size.process(var);
1322 }
1323
1324 sh->num_samplers = uniform_size.num_shader_samplers;
1325 sh->NumImages = uniform_size.num_shader_images;
1326 sh->num_uniform_components = uniform_size.num_shader_uniform_components;
1327 sh->num_combined_uniform_components = sh->num_uniform_components;
1328
1329 for (unsigned i = 0; i < sh->NumUniformBlocks; i++) {
1330 sh->num_combined_uniform_components +=
1331 sh->UniformBlocks[i]->UniformBufferSize / 4;
1332 }
1333 }
1334
1335 prog->data->NumUniformStorage = uniform_size.num_active_uniforms;
1336 prog->data->NumHiddenUniforms = uniform_size.num_hidden_uniforms;
1337
1338 /* assign hidden uniforms a slot id */
1339 hiddenUniforms->iterate(assign_hidden_uniform_slot_id, &uniform_size);
1340 delete hiddenUniforms;
1341
1342 link_assign_uniform_storage(ctx, prog, uniform_size.num_values,
1343 num_explicit_uniform_locs);
1344 }