2 * Copyright © 2011 Intel Corporation
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
24 #include "main/core.h"
27 #include "ir_uniform.h"
28 #include "glsl_symbol_table.h"
30 #include "util/string_to_uint_map.h"
33 * \file link_uniforms.cpp
34 * Assign locations for GLSL uniforms.
36 * \author Ian Romanick <ian.d.romanick@intel.com>
40 * Used by linker to indicate uniforms that have no location set.
42 #define UNMAPPED_UNIFORM_LOC ~0u
45 * Count the backing storage requirements for a type
48 values_for_type(const glsl_type
*type
)
50 if (type
->is_sampler()) {
52 } else if (type
->is_array() && type
->fields
.array
->is_sampler()) {
53 return type
->array_size();
55 return type
->component_slots();
60 program_resource_visitor::process(const glsl_type
*type
, const char *name
)
62 assert(type
->without_array()->is_record()
63 || type
->without_array()->is_interface());
65 unsigned record_array_count
= 1;
66 char *name_copy
= ralloc_strdup(NULL
, name
);
67 enum glsl_interface_packing packing
= type
->get_interface_packing();
69 recursion(type
, &name_copy
, strlen(name
), false, NULL
, packing
, false,
70 record_array_count
, NULL
);
71 ralloc_free(name_copy
);
75 program_resource_visitor::process(ir_variable
*var
)
77 unsigned record_array_count
= 1;
78 const bool row_major
=
79 var
->data
.matrix_layout
== GLSL_MATRIX_LAYOUT_ROW_MAJOR
;
81 const enum glsl_interface_packing packing
= var
->get_interface_type() ?
82 var
->get_interface_type_packing() :
83 var
->type
->get_interface_packing();
86 var
->data
.from_named_ifc_block
? var
->get_interface_type() : var
->type
;
87 const glsl_type
*t_without_array
= t
->without_array();
89 /* false is always passed for the row_major parameter to the other
90 * processing functions because no information is available to do
91 * otherwise. See the warning in linker.h.
93 if (t_without_array
->is_record() ||
94 (t
->is_array() && t
->fields
.array
->is_array())) {
95 char *name
= ralloc_strdup(NULL
, var
->name
);
96 recursion(var
->type
, &name
, strlen(name
), row_major
, NULL
, packing
,
97 false, record_array_count
, NULL
);
99 } else if (t_without_array
->is_interface()) {
100 char *name
= ralloc_strdup(NULL
, t_without_array
->name
);
101 const glsl_struct_field
*ifc_member
= var
->data
.from_named_ifc_block
?
103 fields
.structure
[t_without_array
->field_index(var
->name
)] : NULL
;
105 recursion(t
, &name
, strlen(name
), row_major
, NULL
, packing
,
106 false, record_array_count
, ifc_member
);
109 this->set_record_array_count(record_array_count
);
110 this->visit_field(t
, var
->name
, row_major
, NULL
, packing
, false);
115 program_resource_visitor::recursion(const glsl_type
*t
, char **name
,
116 size_t name_length
, bool row_major
,
117 const glsl_type
*record_type
,
118 const enum glsl_interface_packing packing
,
120 unsigned record_array_count
,
121 const glsl_struct_field
*named_ifc_member
)
123 /* Records need to have each field processed individually.
125 * Arrays of records need to have each array element processed
126 * individually, then each field of the resulting array elements processed
129 if (t
->is_interface() && named_ifc_member
) {
130 ralloc_asprintf_rewrite_tail(name
, &name_length
, ".%s",
131 named_ifc_member
->name
);
132 recursion(named_ifc_member
->type
, name
, name_length
, row_major
, NULL
,
133 packing
, false, record_array_count
, NULL
);
134 } else if (t
->is_record() || t
->is_interface()) {
135 if (record_type
== NULL
&& t
->is_record())
139 this->enter_record(t
, *name
, row_major
, packing
);
141 for (unsigned i
= 0; i
< t
->length
; i
++) {
142 const char *field
= t
->fields
.structure
[i
].name
;
143 size_t new_length
= name_length
;
145 if (t
->fields
.structure
[i
].type
->is_record())
146 this->visit_field(&t
->fields
.structure
[i
]);
148 if (t
->is_interface() && t
->fields
.structure
[i
].offset
!= -1)
149 this->set_buffer_offset(t
->fields
.structure
[i
].offset
);
151 /* Append '.field' to the current variable name. */
152 if (name_length
== 0) {
153 ralloc_asprintf_rewrite_tail(name
, &new_length
, "%s", field
);
155 ralloc_asprintf_rewrite_tail(name
, &new_length
, ".%s", field
);
158 /* The layout of structures at the top level of the block is set
159 * during parsing. For matrices contained in multiple levels of
160 * structures in the block, the inner structures have no layout.
161 * These cases must potentially inherit the layout from the outer
164 bool field_row_major
= row_major
;
165 const enum glsl_matrix_layout matrix_layout
=
166 glsl_matrix_layout(t
->fields
.structure
[i
].matrix_layout
);
167 if (matrix_layout
== GLSL_MATRIX_LAYOUT_ROW_MAJOR
) {
168 field_row_major
= true;
169 } else if (matrix_layout
== GLSL_MATRIX_LAYOUT_COLUMN_MAJOR
) {
170 field_row_major
= false;
173 recursion(t
->fields
.structure
[i
].type
, name
, new_length
,
177 (i
+ 1) == t
->length
, record_array_count
, NULL
);
179 /* Only the first leaf-field of the record gets called with the
180 * record type pointer.
185 if (t
->is_record()) {
186 (*name
)[name_length
] = '\0';
187 this->leave_record(t
, *name
, row_major
, packing
);
189 } else if (t
->without_array()->is_record() ||
190 t
->without_array()->is_interface() ||
191 (t
->is_array() && t
->fields
.array
->is_array())) {
192 if (record_type
== NULL
&& t
->fields
.array
->is_record())
193 record_type
= t
->fields
.array
;
195 unsigned length
= t
->length
;
196 /* Shader storage block unsized arrays: add subscript [0] to variable
198 if (t
->is_unsized_array())
201 record_array_count
*= length
;
203 for (unsigned i
= 0; i
< length
; i
++) {
204 size_t new_length
= name_length
;
206 /* Append the subscript to the current variable name */
207 ralloc_asprintf_rewrite_tail(name
, &new_length
, "[%u]", i
);
209 recursion(t
->fields
.array
, name
, new_length
, row_major
,
212 (i
+ 1) == t
->length
, record_array_count
,
215 /* Only the first leaf-field of the record gets called with the
216 * record type pointer.
221 this->set_record_array_count(record_array_count
);
222 this->visit_field(t
, *name
, row_major
, record_type
, packing
, last_field
);
227 program_resource_visitor::visit_field(const glsl_type
*type
, const char *name
,
230 const enum glsl_interface_packing
,
231 bool /* last_field */)
233 visit_field(type
, name
, row_major
);
237 program_resource_visitor::visit_field(const glsl_struct_field
*)
242 program_resource_visitor::enter_record(const glsl_type
*, const char *, bool,
243 const enum glsl_interface_packing
)
248 program_resource_visitor::leave_record(const glsl_type
*, const char *, bool,
249 const enum glsl_interface_packing
)
254 program_resource_visitor::set_buffer_offset(unsigned)
259 program_resource_visitor::set_record_array_count(unsigned)
266 * Class to help calculate the storage requirements for a set of uniforms
268 * As uniforms are added to the active set the number of active uniforms and
269 * the storage requirements for those uniforms are accumulated. The active
270 * uniforms are added to the hash table supplied to the constructor.
272 * If the same uniform is added multiple times (i.e., once for each shader
273 * target), it will only be accounted once.
275 class count_uniform_size
: public program_resource_visitor
{
277 count_uniform_size(struct string_to_uint_map
*map
,
278 struct string_to_uint_map
*hidden_map
)
279 : num_active_uniforms(0), num_hidden_uniforms(0), num_values(0),
280 num_shader_samplers(0), num_shader_images(0),
281 num_shader_uniform_components(0), num_shader_subroutines(0),
282 is_buffer_block(false), is_shader_storage(false), map(map
),
283 hidden_map(hidden_map
)
290 this->num_shader_samplers
= 0;
291 this->num_shader_images
= 0;
292 this->num_shader_uniform_components
= 0;
293 this->num_shader_subroutines
= 0;
296 void process(ir_variable
*var
)
298 this->current_var
= var
;
299 this->is_buffer_block
= var
->is_in_buffer_block();
300 this->is_shader_storage
= var
->is_in_shader_storage_block();
301 if (var
->is_interface_instance())
302 program_resource_visitor::process(var
->get_interface_type(),
303 var
->get_interface_type()->name
);
305 program_resource_visitor::process(var
);
309 * Total number of active uniforms counted
311 unsigned num_active_uniforms
;
313 unsigned num_hidden_uniforms
;
316 * Number of data values required to back the storage for the active uniforms
321 * Number of samplers used
323 unsigned num_shader_samplers
;
326 * Number of images used
328 unsigned num_shader_images
;
331 * Number of uniforms used in the current shader
333 unsigned num_shader_uniform_components
;
336 * Number of subroutine uniforms used
338 unsigned num_shader_subroutines
;
340 bool is_buffer_block
;
341 bool is_shader_storage
;
343 struct string_to_uint_map
*map
;
346 virtual void visit_field(const glsl_type
*type
, const char *name
,
347 bool /* row_major */)
349 assert(!type
->without_array()->is_record());
350 assert(!type
->without_array()->is_interface());
351 assert(!(type
->is_array() && type
->fields
.array
->is_array()));
353 /* Count the number of samplers regardless of whether the uniform is
354 * already in the hash table. The hash table prevents adding the same
355 * uniform for multiple shader targets, but in this case we want to
356 * count it for each shader target.
358 const unsigned values
= values_for_type(type
);
359 if (type
->contains_subroutine()) {
360 this->num_shader_subroutines
+= values
;
361 } else if (type
->contains_sampler()) {
362 this->num_shader_samplers
+= values
;
363 } else if (type
->contains_image()) {
364 this->num_shader_images
+= values
;
366 /* As drivers are likely to represent image uniforms as
367 * scalar indices, count them against the limit of uniform
368 * components in the default block. The spec allows image
369 * uniforms to use up no more than one scalar slot.
371 if (!is_shader_storage
)
372 this->num_shader_uniform_components
+= values
;
374 /* Accumulate the total number of uniform slots used by this shader.
375 * Note that samplers do not count against this limit because they
376 * don't use any storage on current hardware.
378 if (!is_buffer_block
)
379 this->num_shader_uniform_components
+= values
;
382 /* If the uniform is already in the map, there's nothing more to do.
385 if (this->map
->get(id
, name
))
388 if (this->current_var
->data
.how_declared
== ir_var_hidden
) {
389 this->hidden_map
->put(this->num_hidden_uniforms
, name
);
390 this->num_hidden_uniforms
++;
392 this->map
->put(this->num_active_uniforms
-this->num_hidden_uniforms
,
396 /* Each leaf uniform occupies one entry in the list of active
399 this->num_active_uniforms
++;
401 if(!is_gl_identifier(name
) && !is_shader_storage
&& !is_buffer_block
)
402 this->num_values
+= values
;
405 struct string_to_uint_map
*hidden_map
;
408 * Current variable being processed.
410 ir_variable
*current_var
;
413 } /* anonymous namespace */
416 * Class to help parcel out pieces of backing storage to uniforms
418 * Each uniform processed has some range of the \c gl_constant_value
419 * structures associated with it. The association is done by finding
420 * the uniform in the \c string_to_uint_map and using the value from
421 * the map to connect that slot in the \c gl_uniform_storage table
422 * with the next available slot in the \c gl_constant_value array.
425 * This class assumes that every uniform that will be processed is
426 * already in the \c string_to_uint_map. In addition, it assumes that
427 * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
430 class parcel_out_uniform_storage
: public program_resource_visitor
{
432 parcel_out_uniform_storage(struct gl_shader_program
*prog
,
433 struct string_to_uint_map
*map
,
434 struct gl_uniform_storage
*uniforms
,
435 union gl_constant_value
*values
)
436 : prog(prog
), map(map
), uniforms(uniforms
), values(values
)
440 void start_shader(gl_shader_stage shader_type
)
442 assert(shader_type
< MESA_SHADER_STAGES
);
443 this->shader_type
= shader_type
;
445 this->shader_samplers_used
= 0;
446 this->shader_shadow_samplers
= 0;
447 this->next_sampler
= 0;
448 this->next_image
= 0;
449 this->next_subroutine
= 0;
450 this->record_array_count
= 1;
451 memset(this->targets
, 0, sizeof(this->targets
));
454 void set_and_process(ir_variable
*var
)
458 this->record_next_sampler
= new string_to_uint_map
;
460 buffer_block_index
= -1;
461 if (var
->is_in_buffer_block()) {
462 struct gl_uniform_block
*blks
= var
->is_in_shader_storage_block() ?
463 prog
->ShaderStorageBlocks
: prog
->UniformBlocks
;
464 unsigned num_blks
= var
->is_in_shader_storage_block() ?
465 prog
->NumShaderStorageBlocks
: prog
->NumUniformBlocks
;
467 if (var
->is_interface_instance() && var
->type
->is_array()) {
468 unsigned l
= strlen(var
->get_interface_type()->name
);
470 for (unsigned i
= 0; i
< num_blks
; i
++) {
471 if (strncmp(var
->get_interface_type()->name
, blks
[i
].Name
, l
)
472 == 0 && blks
[i
].Name
[l
] == '[') {
473 buffer_block_index
= i
;
478 for (unsigned i
= 0; i
< num_blks
; i
++) {
479 if (strcmp(var
->get_interface_type()->name
, blks
[i
].Name
) ==
481 buffer_block_index
= i
;
486 assert(buffer_block_index
!= -1);
488 /* Uniform blocks that were specified with an instance name must be
489 * handled a little bit differently. The name of the variable is the
490 * name used to reference the uniform block instead of being the name
491 * of a variable within the block. Therefore, searching for the name
492 * within the block will fail.
494 if (var
->is_interface_instance()) {
496 process(var
->get_interface_type(),
497 var
->get_interface_type()->name
);
499 const struct gl_uniform_block
*const block
=
500 &blks
[buffer_block_index
];
502 assert(var
->data
.location
!= -1);
504 const struct gl_uniform_buffer_variable
*const ubo_var
=
505 &block
->Uniforms
[var
->data
.location
];
507 ubo_byte_offset
= ubo_var
->Offset
;
511 /* Store any explicit location and reset data location so we can
512 * reuse this variable for storing the uniform slot number.
514 this->explicit_location
= current_var
->data
.location
;
515 current_var
->data
.location
= -1;
519 delete this->record_next_sampler
;
522 int buffer_block_index
;
524 gl_shader_stage shader_type
;
527 void handle_samplers(const glsl_type
*base_type
,
528 struct gl_uniform_storage
*uniform
, const char *name
)
530 if (base_type
->is_sampler()) {
531 uniform
->opaque
[shader_type
].active
= true;
533 /* Handle multiple samplers inside struct arrays */
534 if (this->record_array_count
> 1) {
535 unsigned inner_array_size
= MAX2(1, uniform
->array_elements
);
536 char *name_copy
= ralloc_strdup(NULL
, name
);
538 /* Remove all array subscripts from the sampler name */
541 while((str_start
= strchr(name_copy
, '[')) &&
542 (str_end
= strchr(name_copy
, ']'))) {
543 memmove(str_start
, str_end
+ 1, 1 + strlen(str_end
));
547 if (this->record_next_sampler
->get(index
, name_copy
)) {
548 /* In this case, we've already seen this uniform so we just use
549 * the next sampler index recorded the last time we visited.
551 uniform
->opaque
[shader_type
].index
= index
;
552 index
= inner_array_size
+ uniform
->opaque
[shader_type
].index
;
553 this->record_next_sampler
->put(index
, name_copy
);
555 ralloc_free(name_copy
);
556 /* Return as everything else has already been initialised in a
561 /* We've never seen this uniform before so we need to allocate
562 * enough indices to store it.
564 * Nested struct arrays behave like arrays of arrays so we need
565 * to increase the index by the total number of elements of the
566 * sampler in case there is more than one sampler inside the
567 * structs. This allows the offset to be easily calculated for
570 uniform
->opaque
[shader_type
].index
= this->next_sampler
;
571 this->next_sampler
+=
572 inner_array_size
* this->record_array_count
;
574 /* Store the next index for future passes over the struct array
576 index
= uniform
->opaque
[shader_type
].index
+ inner_array_size
;
577 this->record_next_sampler
->put(index
, name_copy
);
578 ralloc_free(name_copy
);
581 /* Increment the sampler by 1 for non-arrays and by the number of
582 * array elements for arrays.
584 uniform
->opaque
[shader_type
].index
= this->next_sampler
;
585 this->next_sampler
+= MAX2(1, uniform
->array_elements
);
588 const gl_texture_index target
= base_type
->sampler_index();
589 const unsigned shadow
= base_type
->sampler_shadow
;
590 for (unsigned i
= uniform
->opaque
[shader_type
].index
;
591 i
< MIN2(this->next_sampler
, MAX_SAMPLERS
);
593 this->targets
[i
] = target
;
594 this->shader_samplers_used
|= 1U << i
;
595 this->shader_shadow_samplers
|= shadow
<< i
;
600 void handle_images(const glsl_type
*base_type
,
601 struct gl_uniform_storage
*uniform
)
603 if (base_type
->is_image()) {
604 uniform
->opaque
[shader_type
].index
= this->next_image
;
605 uniform
->opaque
[shader_type
].active
= true;
607 /* Set image access qualifiers */
608 const GLenum access
=
609 (current_var
->data
.image_read_only
? GL_READ_ONLY
:
610 current_var
->data
.image_write_only
? GL_WRITE_ONLY
:
613 const unsigned first
= this->next_image
;
615 /* Increment the image index by 1 for non-arrays and by the
616 * number of array elements for arrays.
618 this->next_image
+= MAX2(1, uniform
->array_elements
);
620 for (unsigned i
= first
; i
< MIN2(next_image
, MAX_IMAGE_UNIFORMS
); i
++)
621 prog
->_LinkedShaders
[shader_type
]->ImageAccess
[i
] = access
;
625 void handle_subroutines(const glsl_type
*base_type
,
626 struct gl_uniform_storage
*uniform
)
628 if (base_type
->is_subroutine()) {
629 uniform
->opaque
[shader_type
].index
= this->next_subroutine
;
630 uniform
->opaque
[shader_type
].active
= true;
632 /* Increment the subroutine index by 1 for non-arrays and by the
633 * number of array elements for arrays.
635 this->next_subroutine
+= MAX2(1, uniform
->array_elements
);
640 virtual void set_buffer_offset(unsigned offset
)
642 this->ubo_byte_offset
= offset
;
645 virtual void set_record_array_count(unsigned record_array_count
)
647 this->record_array_count
= record_array_count
;
650 virtual void visit_field(const glsl_type
*, const char *,
651 bool /* row_major */)
653 assert(!"Should not get here.");
656 virtual void enter_record(const glsl_type
*type
, const char *,
658 const enum glsl_interface_packing packing
)
660 assert(type
->is_record());
661 if (this->buffer_block_index
== -1)
663 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
664 this->ubo_byte_offset
= glsl_align(
665 this->ubo_byte_offset
, type
->std430_base_alignment(row_major
));
667 this->ubo_byte_offset
= glsl_align(
668 this->ubo_byte_offset
, type
->std140_base_alignment(row_major
));
671 virtual void leave_record(const glsl_type
*type
, const char *,
673 const enum glsl_interface_packing packing
)
675 assert(type
->is_record());
676 if (this->buffer_block_index
== -1)
678 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
679 this->ubo_byte_offset
= glsl_align(
680 this->ubo_byte_offset
, type
->std430_base_alignment(row_major
));
682 this->ubo_byte_offset
= glsl_align(
683 this->ubo_byte_offset
, type
->std140_base_alignment(row_major
));
686 virtual void visit_field(const glsl_type
*type
, const char *name
,
687 bool row_major
, const glsl_type
* /* record_type */,
688 const enum glsl_interface_packing packing
,
689 bool /* last_field */)
691 assert(!type
->without_array()->is_record());
692 assert(!type
->without_array()->is_interface());
693 assert(!(type
->is_array() && type
->fields
.array
->is_array()));
696 bool found
= this->map
->get(id
, name
);
702 const glsl_type
*base_type
;
703 if (type
->is_array()) {
704 this->uniforms
[id
].array_elements
= type
->length
;
705 base_type
= type
->fields
.array
;
707 this->uniforms
[id
].array_elements
= 0;
711 /* Initialise opaque data */
712 this->uniforms
[id
].opaque
[shader_type
].index
= ~0;
713 this->uniforms
[id
].opaque
[shader_type
].active
= false;
715 /* This assigns uniform indices to sampler and image uniforms. */
716 handle_samplers(base_type
, &this->uniforms
[id
], name
);
717 handle_images(base_type
, &this->uniforms
[id
]);
718 handle_subroutines(base_type
, &this->uniforms
[id
]);
720 /* For array of arrays or struct arrays the base location may have
721 * already been set so don't set it again.
723 if (buffer_block_index
== -1 && current_var
->data
.location
== -1) {
724 current_var
->data
.location
= id
;
727 /* If there is already storage associated with this uniform or if the
728 * uniform is set as builtin, it means that it was set while processing
729 * an earlier shader stage. For example, we may be processing the
730 * uniform in the fragment shader, but the uniform was already processed
731 * in the vertex shader.
733 if (this->uniforms
[id
].storage
!= NULL
|| this->uniforms
[id
].builtin
) {
737 /* Assign explicit locations. */
738 if (current_var
->data
.explicit_location
) {
739 /* Set sequential locations for struct fields. */
740 if (current_var
->type
->without_array()->is_record() ||
741 current_var
->type
->is_array_of_arrays()) {
742 const unsigned entries
= MAX2(1, this->uniforms
[id
].array_elements
);
743 this->uniforms
[id
].remap_location
=
744 this->explicit_location
+ field_counter
;
745 field_counter
+= entries
;
747 this->uniforms
[id
].remap_location
= this->explicit_location
;
750 /* Initialize to to indicate that no location is set */
751 this->uniforms
[id
].remap_location
= UNMAPPED_UNIFORM_LOC
;
754 this->uniforms
[id
].name
= ralloc_strdup(this->uniforms
, name
);
755 this->uniforms
[id
].type
= base_type
;
756 this->uniforms
[id
].num_driver_storage
= 0;
757 this->uniforms
[id
].driver_storage
= NULL
;
758 this->uniforms
[id
].atomic_buffer_index
= -1;
759 this->uniforms
[id
].hidden
=
760 current_var
->data
.how_declared
== ir_var_hidden
;
761 this->uniforms
[id
].builtin
= is_gl_identifier(name
);
763 this->uniforms
[id
].is_shader_storage
=
764 current_var
->is_in_shader_storage_block();
766 /* Do not assign storage if the uniform is a builtin or buffer object */
767 if (!this->uniforms
[id
].builtin
&&
768 !this->uniforms
[id
].is_shader_storage
&&
769 this->buffer_block_index
== -1)
770 this->uniforms
[id
].storage
= this->values
;
772 if (this->buffer_block_index
!= -1) {
773 this->uniforms
[id
].block_index
= this->buffer_block_index
;
775 unsigned alignment
= type
->std140_base_alignment(row_major
);
776 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
777 alignment
= type
->std430_base_alignment(row_major
);
778 this->ubo_byte_offset
= glsl_align(this->ubo_byte_offset
, alignment
);
779 this->uniforms
[id
].offset
= this->ubo_byte_offset
;
780 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
781 this->ubo_byte_offset
+= type
->std430_size(row_major
);
783 this->ubo_byte_offset
+= type
->std140_size(row_major
);
785 if (type
->is_array()) {
786 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
787 this->uniforms
[id
].array_stride
=
788 type
->without_array()->std430_array_stride(row_major
);
790 this->uniforms
[id
].array_stride
=
791 glsl_align(type
->without_array()->std140_size(row_major
),
794 this->uniforms
[id
].array_stride
= 0;
797 if (type
->without_array()->is_matrix()) {
798 const glsl_type
*matrix
= type
->without_array();
799 const unsigned N
= matrix
->base_type
== GLSL_TYPE_DOUBLE
? 8 : 4;
800 const unsigned items
=
801 row_major
? matrix
->matrix_columns
: matrix
->vector_elements
;
804 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
805 this->uniforms
[id
].matrix_stride
= items
< 3 ? items
* N
:
806 glsl_align(items
* N
, 16);
808 this->uniforms
[id
].matrix_stride
= glsl_align(items
* N
, 16);
809 this->uniforms
[id
].row_major
= row_major
;
811 this->uniforms
[id
].matrix_stride
= 0;
812 this->uniforms
[id
].row_major
= false;
815 this->uniforms
[id
].block_index
= -1;
816 this->uniforms
[id
].offset
= -1;
817 this->uniforms
[id
].array_stride
= -1;
818 this->uniforms
[id
].matrix_stride
= -1;
819 this->uniforms
[id
].row_major
= false;
822 if (!this->uniforms
[id
].builtin
&&
823 !this->uniforms
[id
].is_shader_storage
&&
824 this->buffer_block_index
== -1)
825 this->values
+= values_for_type(type
);
829 * Current program being processed.
831 struct gl_shader_program
*prog
;
833 struct string_to_uint_map
*map
;
835 struct gl_uniform_storage
*uniforms
;
836 unsigned next_sampler
;
838 unsigned next_subroutine
;
841 * Field counter is used to take care that uniform structures
842 * with explicit locations get sequential locations.
844 unsigned field_counter
;
847 * Current variable being processed.
849 ir_variable
*current_var
;
851 /* Used to store the explicit location from current_var so that we can
852 * reuse the location field for storing the uniform slot id.
854 int explicit_location
;
856 /* Stores total struct array elements including nested structs */
857 unsigned record_array_count
;
859 /* Map for temporarily storing next sampler index when handling samplers in
862 struct string_to_uint_map
*record_next_sampler
;
865 union gl_constant_value
*values
;
867 gl_texture_index targets
[MAX_SAMPLERS
];
870 * Mask of samplers used by the current shader stage.
872 unsigned shader_samplers_used
;
875 * Mask of samplers used by the current shader stage for shadows.
877 unsigned shader_shadow_samplers
;
881 * Walks the IR and update the references to uniform blocks in the
882 * ir_variables to point at linked shader's list (previously, they
883 * would point at the uniform block list in one of the pre-linked
887 link_update_uniform_buffer_variables(struct gl_linked_shader
*shader
)
889 foreach_in_list(ir_instruction
, node
, shader
->ir
) {
890 ir_variable
*const var
= node
->as_variable();
892 if (var
== NULL
|| !var
->is_in_buffer_block())
895 assert(var
->data
.mode
== ir_var_uniform
||
896 var
->data
.mode
== ir_var_shader_storage
);
898 if (var
->is_interface_instance()) {
899 var
->data
.location
= 0;
904 char sentinel
= '\0';
906 if (var
->type
->is_record()) {
908 } else if (var
->type
->is_array() && (var
->type
->fields
.array
->is_array()
909 || var
->type
->without_array()->is_record())) {
913 unsigned num_blocks
= var
->data
.mode
== ir_var_uniform
?
914 shader
->NumUniformBlocks
: shader
->NumShaderStorageBlocks
;
915 struct gl_uniform_block
**blks
= var
->data
.mode
== ir_var_uniform
?
916 shader
->UniformBlocks
: shader
->ShaderStorageBlocks
;
918 const unsigned l
= strlen(var
->name
);
919 for (unsigned i
= 0; i
< num_blocks
; i
++) {
920 for (unsigned j
= 0; j
< blks
[i
]->NumUniforms
; j
++) {
922 const char *begin
= blks
[i
]->Uniforms
[j
].Name
;
923 const char *end
= strchr(begin
, sentinel
);
928 if ((ptrdiff_t) l
!= (end
- begin
))
931 found
= strncmp(var
->name
, begin
, l
) == 0;
933 found
= strcmp(var
->name
, blks
[i
]->Uniforms
[j
].Name
) == 0;
937 var
->data
.location
= j
;
950 * Combine the hidden uniform hash map with the uniform hash map so that the
951 * hidden uniforms will be given indicies at the end of the uniform storage
955 assign_hidden_uniform_slot_id(const char *name
, unsigned hidden_id
,
958 count_uniform_size
*uniform_size
= (count_uniform_size
*) closure
;
959 unsigned hidden_uniform_start
= uniform_size
->num_active_uniforms
-
960 uniform_size
->num_hidden_uniforms
;
962 uniform_size
->map
->put(hidden_uniform_start
+ hidden_id
, name
);
966 * Search through the list of empty blocks to find one that fits the current
970 find_empty_block(struct gl_shader_program
*prog
,
971 struct gl_uniform_storage
*uniform
)
973 const unsigned entries
= MAX2(1, uniform
->array_elements
);
975 foreach_list_typed(struct empty_uniform_block
, block
, link
,
976 &prog
->EmptyUniformLocations
) {
977 /* Found a block with enough slots to fit the uniform */
978 if (block
->slots
== entries
) {
979 unsigned start
= block
->start
;
980 exec_node_remove(&block
->link
);
984 /* Found a block with more slots than needed. It can still be used. */
985 } else if (block
->slots
> entries
) {
986 unsigned start
= block
->start
;
987 block
->start
+= entries
;
988 block
->slots
-= entries
;
998 link_setup_uniform_remap_tables(struct gl_context
*ctx
,
999 struct gl_shader_program
*prog
,
1000 unsigned num_explicit_uniform_locs
)
1002 unsigned total_entries
= num_explicit_uniform_locs
;
1003 unsigned empty_locs
=
1004 prog
->NumUniformRemapTable
- num_explicit_uniform_locs
;
1006 /* Reserve all the explicit locations of the active uniforms. */
1007 for (unsigned i
= 0; i
< prog
->NumUniformStorage
; i
++) {
1008 if (prog
->UniformStorage
[i
].type
->is_subroutine() ||
1009 prog
->UniformStorage
[i
].is_shader_storage
)
1012 if (prog
->UniformStorage
[i
].remap_location
!= UNMAPPED_UNIFORM_LOC
) {
1013 /* How many new entries for this uniform? */
1014 const unsigned entries
=
1015 MAX2(1, prog
->UniformStorage
[i
].array_elements
);
1017 /* Set remap table entries point to correct gl_uniform_storage. */
1018 for (unsigned j
= 0; j
< entries
; j
++) {
1019 unsigned element_loc
= prog
->UniformStorage
[i
].remap_location
+ j
;
1020 assert(prog
->UniformRemapTable
[element_loc
] ==
1021 INACTIVE_UNIFORM_EXPLICIT_LOCATION
);
1022 prog
->UniformRemapTable
[element_loc
] = &prog
->UniformStorage
[i
];
1027 /* Reserve locations for rest of the uniforms. */
1028 for (unsigned i
= 0; i
< prog
->NumUniformStorage
; i
++) {
1030 if (prog
->UniformStorage
[i
].type
->is_subroutine() ||
1031 prog
->UniformStorage
[i
].is_shader_storage
)
1034 /* Built-in uniforms should not get any location. */
1035 if (prog
->UniformStorage
[i
].builtin
)
1038 /* Explicit ones have been set already. */
1039 if (prog
->UniformStorage
[i
].remap_location
!= UNMAPPED_UNIFORM_LOC
)
1042 /* how many new entries for this uniform? */
1043 const unsigned entries
= MAX2(1, prog
->UniformStorage
[i
].array_elements
);
1045 /* Find UniformRemapTable for empty blocks where we can fit this uniform. */
1046 int chosen_location
= -1;
1049 chosen_location
= find_empty_block(prog
, &prog
->UniformStorage
[i
]);
1051 /* Add new entries to the total amount of entries. */
1052 total_entries
+= entries
;
1054 if (chosen_location
!= -1) {
1055 empty_locs
-= entries
;
1057 chosen_location
= prog
->NumUniformRemapTable
;
1059 /* resize remap table to fit new entries */
1060 prog
->UniformRemapTable
=
1062 prog
->UniformRemapTable
,
1063 gl_uniform_storage
*,
1064 prog
->NumUniformRemapTable
+ entries
);
1065 prog
->NumUniformRemapTable
+= entries
;
1068 /* set pointers for this uniform */
1069 for (unsigned j
= 0; j
< entries
; j
++)
1070 prog
->UniformRemapTable
[chosen_location
+ j
] =
1071 &prog
->UniformStorage
[i
];
1073 /* set the base location in remap table for the uniform */
1074 prog
->UniformStorage
[i
].remap_location
= chosen_location
;
1077 /* Verify that total amount of entries for explicit and implicit locations
1078 * is less than MAX_UNIFORM_LOCATIONS.
1081 if (total_entries
> ctx
->Const
.MaxUserAssignableUniformLocations
) {
1082 linker_error(prog
, "count of uniform locations > MAX_UNIFORM_LOCATIONS"
1083 "(%u > %u)", total_entries
,
1084 ctx
->Const
.MaxUserAssignableUniformLocations
);
1087 /* Reserve all the explicit locations of the active subroutine uniforms. */
1088 for (unsigned i
= 0; i
< prog
->NumUniformStorage
; i
++) {
1089 if (!prog
->UniformStorage
[i
].type
->is_subroutine())
1092 if (prog
->UniformStorage
[i
].remap_location
== UNMAPPED_UNIFORM_LOC
)
1095 for (unsigned j
= 0; j
< MESA_SHADER_STAGES
; j
++) {
1096 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[j
];
1100 if (!prog
->UniformStorage
[i
].opaque
[j
].active
)
1103 /* How many new entries for this uniform? */
1104 const unsigned entries
=
1105 MAX2(1, prog
->UniformStorage
[i
].array_elements
);
1107 /* Set remap table entries point to correct gl_uniform_storage. */
1108 for (unsigned k
= 0; k
< entries
; k
++) {
1109 unsigned element_loc
= prog
->UniformStorage
[i
].remap_location
+ k
;
1110 assert(sh
->SubroutineUniformRemapTable
[element_loc
] ==
1111 INACTIVE_UNIFORM_EXPLICIT_LOCATION
);
1112 sh
->SubroutineUniformRemapTable
[element_loc
] =
1113 &prog
->UniformStorage
[i
];
1118 /* reserve subroutine locations */
1119 for (unsigned i
= 0; i
< prog
->NumUniformStorage
; i
++) {
1121 if (!prog
->UniformStorage
[i
].type
->is_subroutine())
1123 const unsigned entries
= MAX2(1, prog
->UniformStorage
[i
].array_elements
);
1125 if (prog
->UniformStorage
[i
].remap_location
!= UNMAPPED_UNIFORM_LOC
)
1127 for (unsigned j
= 0; j
< MESA_SHADER_STAGES
; j
++) {
1128 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[j
];
1132 if (!prog
->UniformStorage
[i
].opaque
[j
].active
)
1135 sh
->SubroutineUniformRemapTable
=
1137 sh
->SubroutineUniformRemapTable
,
1138 gl_uniform_storage
*,
1139 sh
->NumSubroutineUniformRemapTable
+ entries
);
1141 for (unsigned k
= 0; k
< entries
; k
++) {
1142 sh
->SubroutineUniformRemapTable
[sh
->NumSubroutineUniformRemapTable
+ k
] =
1143 &prog
->UniformStorage
[i
];
1145 prog
->UniformStorage
[i
].remap_location
=
1146 sh
->NumSubroutineUniformRemapTable
;
1147 sh
->NumSubroutineUniformRemapTable
+= entries
;
1153 link_assign_uniform_storage(struct gl_context
*ctx
,
1154 struct gl_shader_program
*prog
,
1155 const unsigned num_data_slots
,
1156 unsigned num_explicit_uniform_locs
)
1158 /* On the outside chance that there were no uniforms, bail out.
1160 if (prog
->NumUniformStorage
== 0)
1163 unsigned int boolean_true
= ctx
->Const
.UniformBooleanTrue
;
1165 prog
->UniformStorage
= rzalloc_array(prog
, struct gl_uniform_storage
,
1166 prog
->NumUniformStorage
);
1167 union gl_constant_value
*data
= rzalloc_array(prog
->UniformStorage
,
1168 union gl_constant_value
,
1171 union gl_constant_value
*data_end
= &data
[num_data_slots
];
1174 parcel_out_uniform_storage
parcel(prog
, prog
->UniformHash
,
1175 prog
->UniformStorage
, data
);
1177 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1178 if (prog
->_LinkedShaders
[i
] == NULL
)
1181 parcel
.start_shader((gl_shader_stage
)i
);
1183 foreach_in_list(ir_instruction
, node
, prog
->_LinkedShaders
[i
]->ir
) {
1184 ir_variable
*const var
= node
->as_variable();
1186 if ((var
== NULL
) || (var
->data
.mode
!= ir_var_uniform
&&
1187 var
->data
.mode
!= ir_var_shader_storage
))
1190 parcel
.set_and_process(var
);
1193 prog
->_LinkedShaders
[i
]->active_samplers
= parcel
.shader_samplers_used
;
1194 prog
->_LinkedShaders
[i
]->shadow_samplers
= parcel
.shader_shadow_samplers
;
1196 STATIC_ASSERT(sizeof(prog
->_LinkedShaders
[i
]->SamplerTargets
) ==
1197 sizeof(parcel
.targets
));
1198 memcpy(prog
->_LinkedShaders
[i
]->SamplerTargets
, parcel
.targets
,
1199 sizeof(prog
->_LinkedShaders
[i
]->SamplerTargets
));
1203 for (unsigned i
= 0; i
< prog
->NumUniformStorage
; i
++) {
1204 assert(prog
->UniformStorage
[i
].storage
!= NULL
||
1205 prog
->UniformStorage
[i
].builtin
||
1206 prog
->UniformStorage
[i
].is_shader_storage
||
1207 prog
->UniformStorage
[i
].block_index
!= -1);
1210 assert(parcel
.values
== data_end
);
1213 link_setup_uniform_remap_tables(ctx
, prog
, num_explicit_uniform_locs
);
1215 link_set_uniform_initializers(prog
, boolean_true
);
1219 link_assign_uniform_locations(struct gl_shader_program
*prog
,
1220 struct gl_context
*ctx
,
1221 unsigned int num_explicit_uniform_locs
)
1223 ralloc_free(prog
->UniformStorage
);
1224 prog
->UniformStorage
= NULL
;
1225 prog
->NumUniformStorage
= 0;
1227 if (prog
->UniformHash
!= NULL
) {
1228 prog
->UniformHash
->clear();
1230 prog
->UniformHash
= new string_to_uint_map
;
1233 /* First pass: Count the uniform resources used by the user-defined
1234 * uniforms. While this happens, each active uniform will have an index
1237 * Note: this is *NOT* the index that is returned to the application by
1238 * glGetUniformLocation.
1240 struct string_to_uint_map
*hiddenUniforms
= new string_to_uint_map
;
1241 count_uniform_size
uniform_size(prog
->UniformHash
, hiddenUniforms
);
1242 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1243 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[i
];
1248 /* Uniforms that lack an initializer in the shader code have an initial
1249 * value of zero. This includes sampler uniforms.
1251 * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
1253 * "The link time initial value is either the value of the variable's
1254 * initializer, if present, or 0 if no initializer is present. Sampler
1255 * types cannot have initializers."
1257 memset(sh
->SamplerUnits
, 0, sizeof(sh
->SamplerUnits
));
1258 memset(sh
->ImageUnits
, 0, sizeof(sh
->ImageUnits
));
1260 link_update_uniform_buffer_variables(sh
);
1262 /* Reset various per-shader target counts.
1264 uniform_size
.start_shader();
1266 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
1267 ir_variable
*const var
= node
->as_variable();
1269 if ((var
== NULL
) || (var
->data
.mode
!= ir_var_uniform
&&
1270 var
->data
.mode
!= ir_var_shader_storage
))
1273 uniform_size
.process(var
);
1276 sh
->num_samplers
= uniform_size
.num_shader_samplers
;
1277 sh
->NumImages
= uniform_size
.num_shader_images
;
1278 sh
->num_uniform_components
= uniform_size
.num_shader_uniform_components
;
1279 sh
->num_combined_uniform_components
= sh
->num_uniform_components
;
1281 for (unsigned i
= 0; i
< sh
->NumUniformBlocks
; i
++) {
1282 sh
->num_combined_uniform_components
+=
1283 sh
->UniformBlocks
[i
]->UniformBufferSize
/ 4;
1287 prog
->NumUniformStorage
= uniform_size
.num_active_uniforms
;
1288 prog
->NumHiddenUniforms
= uniform_size
.num_hidden_uniforms
;
1290 /* assign hidden uniforms a slot id */
1291 hiddenUniforms
->iterate(assign_hidden_uniform_slot_id
, &uniform_size
);
1292 delete hiddenUniforms
;
1294 link_assign_uniform_storage(ctx
, prog
, uniform_size
.num_values
,
1295 num_explicit_uniform_locs
);