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