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"
31 #include "ir_array_refcount.h"
34 * \file link_uniforms.cpp
35 * Assign locations for GLSL uniforms.
37 * \author Ian Romanick <ian.d.romanick@intel.com>
41 * Used by linker to indicate uniforms that have no location set.
43 #define UNMAPPED_UNIFORM_LOC ~0u
46 * Count the backing storage requirements for a type
49 values_for_type(const glsl_type
*type
)
51 if (type
->is_sampler()) {
53 } else if (type
->is_array() && type
->fields
.array
->is_sampler()) {
54 return type
->array_size();
56 return type
->component_slots();
61 program_resource_visitor::process(const glsl_type
*type
, const char *name
)
63 assert(type
->without_array()->is_record()
64 || type
->without_array()->is_interface());
66 unsigned record_array_count
= 1;
67 char *name_copy
= ralloc_strdup(NULL
, name
);
68 enum glsl_interface_packing packing
= type
->get_interface_packing();
70 recursion(type
, &name_copy
, strlen(name
), false, NULL
, packing
, false,
71 record_array_count
, NULL
);
72 ralloc_free(name_copy
);
76 program_resource_visitor::process(ir_variable
*var
)
78 unsigned record_array_count
= 1;
79 const bool row_major
=
80 var
->data
.matrix_layout
== GLSL_MATRIX_LAYOUT_ROW_MAJOR
;
82 const enum glsl_interface_packing packing
= var
->get_interface_type() ?
83 var
->get_interface_type_packing() :
84 var
->type
->get_interface_packing();
87 var
->data
.from_named_ifc_block
? var
->get_interface_type() : var
->type
;
88 const glsl_type
*t_without_array
= t
->without_array();
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.
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
);
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
?
104 fields
.structure
[t_without_array
->field_index(var
->name
)] : NULL
;
106 recursion(t
, &name
, strlen(name
), row_major
, NULL
, packing
,
107 false, record_array_count
, ifc_member
);
110 this->set_record_array_count(record_array_count
);
111 this->visit_field(t
, var
->name
, row_major
, NULL
, packing
, false);
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
,
121 unsigned record_array_count
,
122 const glsl_struct_field
*named_ifc_member
)
124 /* Records need to have each field processed individually.
126 * Arrays of records need to have each array element processed
127 * individually, then each field of the resulting array elements processed
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())
140 this->enter_record(t
, *name
, row_major
, packing
);
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
;
146 if (t
->fields
.structure
[i
].type
->is_record())
147 this->visit_field(&t
->fields
.structure
[i
]);
149 if (t
->is_interface() && t
->fields
.structure
[i
].offset
!= -1)
150 this->set_buffer_offset(t
->fields
.structure
[i
].offset
);
152 /* Append '.field' to the current variable name. */
153 if (name_length
== 0) {
154 ralloc_asprintf_rewrite_tail(name
, &new_length
, "%s", field
);
156 ralloc_asprintf_rewrite_tail(name
, &new_length
, ".%s", field
);
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
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;
174 recursion(t
->fields
.structure
[i
].type
, name
, new_length
,
178 (i
+ 1) == t
->length
, record_array_count
, NULL
);
180 /* Only the first leaf-field of the record gets called with the
181 * record type pointer.
186 if (t
->is_record()) {
187 (*name
)[name_length
] = '\0';
188 this->leave_record(t
, *name
, row_major
, packing
);
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
;
196 unsigned length
= t
->length
;
197 /* Shader storage block unsized arrays: add subscript [0] to variable
199 if (t
->is_unsized_array())
202 record_array_count
*= length
;
204 for (unsigned i
= 0; i
< length
; i
++) {
205 size_t new_length
= name_length
;
207 /* Append the subscript to the current variable name */
208 ralloc_asprintf_rewrite_tail(name
, &new_length
, "[%u]", i
);
210 recursion(t
->fields
.array
, name
, new_length
, row_major
,
213 (i
+ 1) == t
->length
, record_array_count
,
216 /* Only the first leaf-field of the record gets called with the
217 * record type pointer.
222 this->set_record_array_count(record_array_count
);
223 this->visit_field(t
, *name
, row_major
, record_type
, packing
, last_field
);
228 program_resource_visitor::visit_field(const glsl_struct_field
*)
233 program_resource_visitor::enter_record(const glsl_type
*, const char *, bool,
234 const enum glsl_interface_packing
)
239 program_resource_visitor::leave_record(const glsl_type
*, const char *, bool,
240 const enum glsl_interface_packing
)
245 program_resource_visitor::set_buffer_offset(unsigned)
250 program_resource_visitor::set_record_array_count(unsigned)
257 * Class to help calculate the storage requirements for a set of uniforms
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.
263 * If the same uniform is added multiple times (i.e., once for each shader
264 * target), it will only be accounted once.
266 class count_uniform_size
: public program_resource_visitor
{
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
)
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;
287 void process(ir_variable
*var
)
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
);
296 program_resource_visitor::process(var
);
300 * Total number of active uniforms counted
302 unsigned num_active_uniforms
;
304 unsigned num_hidden_uniforms
;
307 * Number of data values required to back the storage for the active uniforms
312 * Number of samplers used
314 unsigned num_shader_samplers
;
317 * Number of images used
319 unsigned num_shader_images
;
322 * Number of uniforms used in the current shader
324 unsigned num_shader_uniform_components
;
327 * Number of subroutine uniforms used
329 unsigned num_shader_subroutines
;
331 bool is_buffer_block
;
332 bool is_shader_storage
;
334 struct string_to_uint_map
*map
;
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 */)
343 assert(!type
->without_array()->is_record());
344 assert(!type
->without_array()->is_interface());
345 assert(!(type
->is_array() && type
->fields
.array
->is_array()));
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.
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
;
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.
365 if (!is_shader_storage
)
366 this->num_shader_uniform_components
+= values
;
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.
372 if (!is_buffer_block
)
373 this->num_shader_uniform_components
+= values
;
376 /* If the uniform is already in the map, there's nothing more to do.
379 if (this->map
->get(id
, name
))
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
++;
386 this->map
->put(this->num_active_uniforms
-this->num_hidden_uniforms
,
390 /* Each leaf uniform occupies one entry in the list of active
393 this->num_active_uniforms
++;
395 if(!is_gl_identifier(name
) && !is_shader_storage
&& !is_buffer_block
)
396 this->num_values
+= values
;
399 struct string_to_uint_map
*hidden_map
;
402 * Current variable being processed.
404 ir_variable
*current_var
;
407 } /* anonymous namespace */
410 * Class to help parcel out pieces of backing storage to uniforms
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.
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
424 class parcel_out_uniform_storage
: public program_resource_visitor
{
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
)
434 void start_shader(gl_shader_stage shader_type
)
436 assert(shader_type
< MESA_SHADER_STAGES
);
437 this->shader_type
= shader_type
;
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
));
448 void set_and_process(ir_variable
*var
)
452 this->record_next_sampler
= new string_to_uint_map
;
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
;
461 if (var
->is_interface_instance() && var
->type
->is_array()) {
462 unsigned l
= strlen(var
->get_interface_type()->name
);
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
;
472 for (unsigned i
= 0; i
< num_blks
; i
++) {
473 if (strcmp(var
->get_interface_type()->name
, blks
[i
].Name
) ==
475 buffer_block_index
= i
;
480 assert(buffer_block_index
!= -1);
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.
488 if (var
->is_interface_instance()) {
490 process(var
->get_interface_type(),
491 var
->get_interface_type()->name
);
493 const struct gl_uniform_block
*const block
=
494 &blks
[buffer_block_index
];
496 assert(var
->data
.location
!= -1);
498 const struct gl_uniform_buffer_variable
*const ubo_var
=
499 &block
->Uniforms
[var
->data
.location
];
501 ubo_byte_offset
= ubo_var
->Offset
;
505 /* Store any explicit location and reset data location so we can
506 * reuse this variable for storing the uniform slot number.
508 this->explicit_location
= current_var
->data
.location
;
509 current_var
->data
.location
= -1;
513 delete this->record_next_sampler
;
516 int buffer_block_index
;
518 gl_shader_stage shader_type
;
521 void handle_samplers(const glsl_type
*base_type
,
522 struct gl_uniform_storage
*uniform
, const char *name
)
524 if (base_type
->is_sampler()) {
525 uniform
->opaque
[shader_type
].active
= true;
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
);
532 /* Remove all array subscripts from the sampler name */
535 while((str_start
= strchr(name_copy
, '[')) &&
536 (str_end
= strchr(name_copy
, ']'))) {
537 memmove(str_start
, str_end
+ 1, 1 + strlen(str_end
));
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.
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
);
549 ralloc_free(name_copy
);
550 /* Return as everything else has already been initialised in a
555 /* We've never seen this uniform before so we need to allocate
556 * enough indices to store it.
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
564 uniform
->opaque
[shader_type
].index
= this->next_sampler
;
565 this->next_sampler
+=
566 inner_array_size
* this->record_array_count
;
568 /* Store the next index for future passes over the struct array
570 index
= uniform
->opaque
[shader_type
].index
+ inner_array_size
;
571 this->record_next_sampler
->put(index
, name_copy
);
572 ralloc_free(name_copy
);
575 /* Increment the sampler by 1 for non-arrays and by the number of
576 * array elements for arrays.
578 uniform
->opaque
[shader_type
].index
= this->next_sampler
;
579 this->next_sampler
+= MAX2(1, uniform
->array_elements
);
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
);
587 this->targets
[i
] = target
;
588 this->shader_samplers_used
|= 1U << i
;
589 this->shader_shadow_samplers
|= shadow
<< i
;
594 void handle_images(const glsl_type
*base_type
,
595 struct gl_uniform_storage
*uniform
)
597 if (base_type
->is_image()) {
598 uniform
->opaque
[shader_type
].index
= this->next_image
;
599 uniform
->opaque
[shader_type
].active
= true;
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
:
607 const unsigned first
= this->next_image
;
609 /* Increment the image index by 1 for non-arrays and by the
610 * number of array elements for arrays.
612 this->next_image
+= MAX2(1, uniform
->array_elements
);
614 for (unsigned i
= first
; i
< MIN2(next_image
, MAX_IMAGE_UNIFORMS
); i
++)
615 prog
->_LinkedShaders
[shader_type
]->ImageAccess
[i
] = access
;
619 void handle_subroutines(const glsl_type
*base_type
,
620 struct gl_uniform_storage
*uniform
)
622 if (base_type
->is_subroutine()) {
623 uniform
->opaque
[shader_type
].index
= this->next_subroutine
;
624 uniform
->opaque
[shader_type
].active
= true;
626 prog
->_LinkedShaders
[shader_type
]->NumSubroutineUniforms
++;
628 /* Increment the subroutine index by 1 for non-arrays and by the
629 * number of array elements for arrays.
631 this->next_subroutine
+= MAX2(1, uniform
->array_elements
);
636 virtual void set_buffer_offset(unsigned offset
)
638 this->ubo_byte_offset
= offset
;
641 virtual void set_record_array_count(unsigned record_array_count
)
643 this->record_array_count
= record_array_count
;
646 virtual void enter_record(const glsl_type
*type
, const char *,
648 const enum glsl_interface_packing packing
)
650 assert(type
->is_record());
651 if (this->buffer_block_index
== -1)
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
));
657 this->ubo_byte_offset
= glsl_align(
658 this->ubo_byte_offset
, type
->std140_base_alignment(row_major
));
661 virtual void leave_record(const glsl_type
*type
, const char *,
663 const enum glsl_interface_packing packing
)
665 assert(type
->is_record());
666 if (this->buffer_block_index
== -1)
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
));
672 this->ubo_byte_offset
= glsl_align(
673 this->ubo_byte_offset
, type
->std140_base_alignment(row_major
));
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 */)
681 assert(!type
->without_array()->is_record());
682 assert(!type
->without_array()->is_interface());
683 assert(!(type
->is_array() && type
->fields
.array
->is_array()));
686 bool found
= this->map
->get(id
, name
);
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
;
697 this->uniforms
[id
].array_elements
= 0;
701 /* Initialise opaque data */
702 this->uniforms
[id
].opaque
[shader_type
].index
= ~0;
703 this->uniforms
[id
].opaque
[shader_type
].active
= false;
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
]);
710 /* For array of arrays or struct arrays the base location may have
711 * already been set so don't set it again.
713 if (buffer_block_index
== -1 && current_var
->data
.location
== -1) {
714 current_var
->data
.location
= id
;
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.
723 if (this->uniforms
[id
].storage
!= NULL
|| this->uniforms
[id
].builtin
) {
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
;
737 this->uniforms
[id
].remap_location
= this->explicit_location
;
740 /* Initialize to to indicate that no location is set */
741 this->uniforms
[id
].remap_location
= UNMAPPED_UNIFORM_LOC
;
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
);
753 this->uniforms
[id
].is_shader_storage
=
754 current_var
->is_in_shader_storage_block();
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
;
762 if (this->buffer_block_index
!= -1) {
763 this->uniforms
[id
].block_index
= this->buffer_block_index
;
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
);
773 this->ubo_byte_offset
+= type
->std140_size(row_major
);
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
);
780 this->uniforms
[id
].array_stride
=
781 glsl_align(type
->without_array()->std140_size(row_major
),
784 this->uniforms
[id
].array_stride
= 0;
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
;
794 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
795 this->uniforms
[id
].matrix_stride
= items
< 3 ? items
* N
:
796 glsl_align(items
* N
, 16);
798 this->uniforms
[id
].matrix_stride
= glsl_align(items
* N
, 16);
799 this->uniforms
[id
].row_major
= row_major
;
801 this->uniforms
[id
].matrix_stride
= 0;
802 this->uniforms
[id
].row_major
= false;
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;
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
);
819 * Current program being processed.
821 struct gl_shader_program
*prog
;
823 struct string_to_uint_map
*map
;
825 struct gl_uniform_storage
*uniforms
;
826 unsigned next_sampler
;
828 unsigned next_subroutine
;
831 * Field counter is used to take care that uniform structures
832 * with explicit locations get sequential locations.
834 unsigned field_counter
;
837 * Current variable being processed.
839 ir_variable
*current_var
;
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.
844 int explicit_location
;
846 /* Stores total struct array elements including nested structs */
847 unsigned record_array_count
;
849 /* Map for temporarily storing next sampler index when handling samplers in
852 struct string_to_uint_map
*record_next_sampler
;
855 union gl_constant_value
*values
;
857 gl_texture_index targets
[MAX_SAMPLERS
];
860 * Mask of samplers used by the current shader stage.
862 unsigned shader_samplers_used
;
865 * Mask of samplers used by the current shader stage for shadows.
867 unsigned shader_shadow_samplers
;
871 variable_is_referenced(ir_array_refcount_visitor
&v
, ir_variable
*var
)
873 ir_array_refcount_entry
*const entry
= v
.get_variable_entry(var
);
875 return entry
->is_referenced
;
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
886 link_update_uniform_buffer_variables(struct gl_linked_shader
*shader
,
889 ir_array_refcount_visitor v
;
893 foreach_in_list(ir_instruction
, node
, shader
->ir
) {
894 ir_variable
*const var
= node
->as_variable();
896 if (var
== NULL
|| !var
->is_in_buffer_block())
899 assert(var
->data
.mode
== ir_var_uniform
||
900 var
->data
.mode
== ir_var_shader_storage
);
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
;
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 [.
916 assert(var
->type
->without_array() == var
->get_interface_type());
917 const char sentinel
= var
->type
->is_array() ? '[' : '\0';
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
);
927 if (len
!= (end
- begin
))
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.
934 if (strncmp(begin
, var
->get_interface_type()->name
, len
) == 0) {
935 blks
[i
]->stageref
|= 1U << stage
;
940 var
->data
.location
= 0;
945 char sentinel
= '\0';
947 if (var
->type
->is_record()) {
949 } else if (var
->type
->is_array() && (var
->type
->fields
.array
->is_array()
950 || var
->type
->without_array()->is_record())) {
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
++) {
958 const char *begin
= blks
[i
]->Uniforms
[j
].Name
;
959 const char *end
= strchr(begin
, sentinel
);
964 if ((ptrdiff_t) l
!= (end
- begin
))
967 found
= strncmp(var
->name
, begin
, l
) == 0;
969 found
= strcmp(var
->name
, blks
[i
]->Uniforms
[j
].Name
) == 0;
973 var
->data
.location
= j
;
975 if (variable_is_referenced(v
, var
))
976 blks
[i
]->stageref
|= 1U << stage
;
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
995 assign_hidden_uniform_slot_id(const char *name
, unsigned hidden_id
,
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
;
1002 uniform_size
->map
->put(hidden_uniform_start
+ hidden_id
, name
);
1006 * Search through the list of empty blocks to find one that fits the current
1010 find_empty_block(struct gl_shader_program
*prog
,
1011 struct gl_uniform_storage
*uniform
)
1013 const unsigned entries
= MAX2(1, uniform
->array_elements
);
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
);
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
;
1038 link_setup_uniform_remap_tables(struct gl_context
*ctx
,
1039 struct gl_shader_program
*prog
,
1040 unsigned num_explicit_uniform_locs
)
1042 unsigned total_entries
= num_explicit_uniform_locs
;
1043 unsigned empty_locs
=
1044 prog
->NumUniformRemapTable
- num_explicit_uniform_locs
;
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
)
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
);
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
];
1070 /* Reserve locations for rest of the uniforms. */
1071 for (unsigned i
= 0; i
< prog
->data
->NumUniformStorage
; i
++) {
1073 if (prog
->data
->UniformStorage
[i
].type
->is_subroutine() ||
1074 prog
->data
->UniformStorage
[i
].is_shader_storage
)
1077 /* Built-in uniforms should not get any location. */
1078 if (prog
->data
->UniformStorage
[i
].builtin
)
1081 /* Explicit ones have been set already. */
1082 if (prog
->data
->UniformStorage
[i
].remap_location
!= UNMAPPED_UNIFORM_LOC
)
1085 /* how many new entries for this uniform? */
1086 const unsigned entries
=
1087 MAX2(1, prog
->data
->UniformStorage
[i
].array_elements
);
1089 /* Find UniformRemapTable for empty blocks where we can fit this uniform. */
1090 int chosen_location
= -1;
1093 chosen_location
= find_empty_block(prog
, &prog
->data
->UniformStorage
[i
]);
1095 /* Add new entries to the total amount of entries. */
1096 total_entries
+= entries
;
1098 if (chosen_location
!= -1) {
1099 empty_locs
-= entries
;
1101 chosen_location
= prog
->NumUniformRemapTable
;
1103 /* resize remap table to fit new entries */
1104 prog
->UniformRemapTable
=
1106 prog
->UniformRemapTable
,
1107 gl_uniform_storage
*,
1108 prog
->NumUniformRemapTable
+ entries
);
1109 prog
->NumUniformRemapTable
+= entries
;
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
];
1117 /* set the base location in remap table for the uniform */
1118 prog
->data
->UniformStorage
[i
].remap_location
= chosen_location
;
1121 /* Verify that total amount of entries for explicit and implicit locations
1122 * is less than MAX_UNIFORM_LOCATIONS.
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
);
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())
1136 if (prog
->data
->UniformStorage
[i
].remap_location
== UNMAPPED_UNIFORM_LOC
)
1139 /* How many new entries for this uniform? */
1140 const unsigned entries
=
1141 MAX2(1, prog
->data
->UniformStorage
[i
].array_elements
);
1143 unsigned mask
= prog
->data
->linked_stages
;
1145 const int j
= u_bit_scan(&mask
);
1146 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[j
];
1148 if (!prog
->data
->UniformStorage
[i
].opaque
[j
].active
)
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
];
1163 /* reserve subroutine locations */
1164 for (unsigned i
= 0; i
< prog
->data
->NumUniformStorage
; i
++) {
1165 if (!prog
->data
->UniformStorage
[i
].type
->is_subroutine())
1168 if (prog
->data
->UniformStorage
[i
].remap_location
!=
1169 UNMAPPED_UNIFORM_LOC
)
1172 const unsigned entries
=
1173 MAX2(1, prog
->data
->UniformStorage
[i
].array_elements
);
1175 unsigned mask
= prog
->data
->linked_stages
;
1177 const int j
= u_bit_scan(&mask
);
1178 struct gl_linked_shader
*sh
= prog
->_LinkedShaders
[j
];
1180 if (!prog
->data
->UniformStorage
[i
].opaque
[j
].active
)
1183 sh
->SubroutineUniformRemapTable
=
1185 sh
->SubroutineUniformRemapTable
,
1186 gl_uniform_storage
*,
1187 sh
->NumSubroutineUniformRemapTable
+ entries
);
1189 for (unsigned k
= 0; k
< entries
; k
++) {
1190 sh
->SubroutineUniformRemapTable
[sh
->NumSubroutineUniformRemapTable
+ k
] =
1191 &prog
->data
->UniformStorage
[i
];
1193 prog
->data
->UniformStorage
[i
].remap_location
=
1194 sh
->NumSubroutineUniformRemapTable
;
1195 sh
->NumSubroutineUniformRemapTable
+= entries
;
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
)
1206 /* On the outside chance that there were no uniforms, bail out.
1208 if (prog
->data
->NumUniformStorage
== 0)
1211 unsigned int boolean_true
= ctx
->Const
.UniformBooleanTrue
;
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
,
1219 union gl_constant_value
*data_end
= &data
[num_data_slots
];
1222 parcel_out_uniform_storage
parcel(prog
, prog
->UniformHash
,
1223 prog
->data
->UniformStorage
, data
);
1225 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1226 if (prog
->_LinkedShaders
[i
] == NULL
)
1229 parcel
.start_shader((gl_shader_stage
)i
);
1231 foreach_in_list(ir_instruction
, node
, prog
->_LinkedShaders
[i
]->ir
) {
1232 ir_variable
*const var
= node
->as_variable();
1234 if ((var
== NULL
) || (var
->data
.mode
!= ir_var_uniform
&&
1235 var
->data
.mode
!= ir_var_shader_storage
))
1238 parcel
.set_and_process(var
);
1241 prog
->_LinkedShaders
[i
]->active_samplers
= parcel
.shader_samplers_used
;
1242 prog
->_LinkedShaders
[i
]->shadow_samplers
= parcel
.shader_shadow_samplers
;
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
));
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);
1258 assert(parcel
.values
== data_end
);
1261 link_setup_uniform_remap_tables(ctx
, prog
, num_explicit_uniform_locs
);
1263 link_set_uniform_initializers(prog
, boolean_true
);
1267 link_assign_uniform_locations(struct gl_shader_program
*prog
,
1268 struct gl_context
*ctx
,
1269 unsigned int num_explicit_uniform_locs
)
1271 ralloc_free(prog
->data
->UniformStorage
);
1272 prog
->data
->UniformStorage
= NULL
;
1273 prog
->data
->NumUniformStorage
= 0;
1275 if (prog
->UniformHash
!= NULL
) {
1276 prog
->UniformHash
->clear();
1278 prog
->UniformHash
= new string_to_uint_map
;
1281 /* First pass: Count the uniform resources used by the user-defined
1282 * uniforms. While this happens, each active uniform will have an index
1285 * Note: this is *NOT* the index that is returned to the application by
1286 * glGetUniformLocation.
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
];
1296 /* Uniforms that lack an initializer in the shader code have an initial
1297 * value of zero. This includes sampler uniforms.
1299 * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
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."
1305 memset(sh
->SamplerUnits
, 0, sizeof(sh
->SamplerUnits
));
1306 memset(sh
->ImageUnits
, 0, sizeof(sh
->ImageUnits
));
1308 link_update_uniform_buffer_variables(sh
, i
);
1310 /* Reset various per-shader target counts.
1312 uniform_size
.start_shader();
1314 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
1315 ir_variable
*const var
= node
->as_variable();
1317 if ((var
== NULL
) || (var
->data
.mode
!= ir_var_uniform
&&
1318 var
->data
.mode
!= ir_var_shader_storage
))
1321 uniform_size
.process(var
);
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
;
1329 for (unsigned i
= 0; i
< sh
->NumUniformBlocks
; i
++) {
1330 sh
->num_combined_uniform_components
+=
1331 sh
->UniformBlocks
[i
]->UniformBufferSize
/ 4;
1335 prog
->data
->NumUniformStorage
= uniform_size
.num_active_uniforms
;
1336 prog
->data
->NumHiddenUniforms
= uniform_size
.num_hidden_uniforms
;
1338 /* assign hidden uniforms a slot id */
1339 hiddenUniforms
->iterate(assign_hidden_uniform_slot_id
, &uniform_size
);
1340 delete hiddenUniforms
;
1342 link_assign_uniform_storage(ctx
, prog
, uniform_size
.num_values
,
1343 num_explicit_uniform_locs
);