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"
29 #include "program/hash_table.h"
31 #include "util/hash_table.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 unsigned packing
= type
->interface_packing
;
70 recursion(type
, &name_copy
, strlen(name
), false, NULL
, packing
, false,
72 ralloc_free(name_copy
);
76 program_resource_visitor::process(ir_variable
*var
)
78 unsigned record_array_count
= 1;
79 const glsl_type
*t
= var
->type
;
80 const glsl_type
*t_without_array
= var
->type
->without_array();
81 const bool row_major
=
82 var
->data
.matrix_layout
== GLSL_MATRIX_LAYOUT_ROW_MAJOR
;
84 const unsigned packing
= var
->get_interface_type() ?
85 var
->get_interface_type()->interface_packing
:
86 var
->type
->interface_packing
;
88 /* false is always passed for the row_major parameter to the other
89 * processing functions because no information is available to do
90 * otherwise. See the warning in linker.h.
93 /* Only strdup the name if we actually will need to modify it. */
94 if (var
->data
.from_named_ifc_block_array
) {
95 /* lower_named_interface_blocks created this variable by lowering an
96 * interface block array to an array variable. For example if the
97 * original source code was:
99 * out Blk { vec4 bar } foo[3];
101 * Then the variable is now:
105 * We need to visit each array element using the names constructed like
112 assert(t
->is_array());
113 const glsl_type
*ifc_type
= var
->get_interface_type();
114 char *name
= ralloc_strdup(NULL
, ifc_type
->name
);
115 size_t name_length
= strlen(name
);
116 for (unsigned i
= 0; i
< t
->length
; i
++) {
117 size_t new_length
= name_length
;
118 ralloc_asprintf_rewrite_tail(&name
, &new_length
, "[%u].%s", i
,
120 /* Note: row_major is only meaningful for uniform blocks, and
121 * lowering is only applied to non-uniform interface blocks, so we
122 * can safely pass false for row_major.
124 recursion(var
->type
, &name
, new_length
, row_major
, NULL
, packing
,
125 false, record_array_count
);
128 } else if (var
->data
.from_named_ifc_block_nonarray
) {
129 /* lower_named_interface_blocks created this variable by lowering a
130 * named interface block (non-array) to an ordinary variable. For
131 * example if the original source code was:
133 * out Blk { vec4 bar } foo;
135 * Then the variable is now:
139 * We need to visit this variable using the name:
143 const glsl_type
*ifc_type
= var
->get_interface_type();
144 char *name
= ralloc_asprintf(NULL
, "%s.%s", ifc_type
->name
, var
->name
);
145 /* Note: row_major is only meaningful for uniform blocks, and lowering
146 * is only applied to non-uniform interface blocks, so we can safely
147 * pass false for row_major.
149 recursion(var
->type
, &name
, strlen(name
), row_major
, NULL
, packing
,
150 false, record_array_count
);
152 } else if (t_without_array
->is_record() ||
153 (t
->is_array() && t
->fields
.array
->is_array())) {
154 char *name
= ralloc_strdup(NULL
, var
->name
);
155 recursion(var
->type
, &name
, strlen(name
), row_major
, NULL
, packing
,
156 false, record_array_count
);
158 } else if (t_without_array
->is_interface()) {
159 char *name
= ralloc_strdup(NULL
, t_without_array
->name
);
160 recursion(var
->type
, &name
, strlen(name
), row_major
, NULL
, packing
,
161 false, record_array_count
);
164 this->set_record_array_count(record_array_count
);
165 this->visit_field(t
, var
->name
, row_major
, NULL
, packing
, false);
170 program_resource_visitor::recursion(const glsl_type
*t
, char **name
,
171 size_t name_length
, bool row_major
,
172 const glsl_type
*record_type
,
173 const unsigned packing
,
175 unsigned record_array_count
)
177 /* Records need to have each field processed individually.
179 * Arrays of records need to have each array element processed
180 * individually, then each field of the resulting array elements processed
183 if (t
->is_record() || t
->is_interface()) {
184 if (record_type
== NULL
&& t
->is_record())
188 this->enter_record(t
, *name
, row_major
, packing
);
190 for (unsigned i
= 0; i
< t
->length
; i
++) {
191 const char *field
= t
->fields
.structure
[i
].name
;
192 size_t new_length
= name_length
;
194 if (t
->fields
.structure
[i
].type
->is_record())
195 this->visit_field(&t
->fields
.structure
[i
]);
197 if (t
->is_interface() && t
->fields
.structure
[i
].offset
!= -1)
198 this->set_buffer_offset(t
->fields
.structure
[i
].offset
);
200 /* Append '.field' to the current variable name. */
201 if (name_length
== 0) {
202 ralloc_asprintf_rewrite_tail(name
, &new_length
, "%s", field
);
204 ralloc_asprintf_rewrite_tail(name
, &new_length
, ".%s", field
);
207 /* The layout of structures at the top level of the block is set
208 * during parsing. For matrices contained in multiple levels of
209 * structures in the block, the inner structures have no layout.
210 * These cases must potentially inherit the layout from the outer
213 bool field_row_major
= row_major
;
214 const enum glsl_matrix_layout matrix_layout
=
215 glsl_matrix_layout(t
->fields
.structure
[i
].matrix_layout
);
216 if (matrix_layout
== GLSL_MATRIX_LAYOUT_ROW_MAJOR
) {
217 field_row_major
= true;
218 } else if (matrix_layout
== GLSL_MATRIX_LAYOUT_COLUMN_MAJOR
) {
219 field_row_major
= false;
222 recursion(t
->fields
.structure
[i
].type
, name
, new_length
,
226 (i
+ 1) == t
->length
, record_array_count
);
228 /* Only the first leaf-field of the record gets called with the
229 * record type pointer.
234 if (t
->is_record()) {
235 (*name
)[name_length
] = '\0';
236 this->leave_record(t
, *name
, row_major
, packing
);
238 } else if (t
->without_array()->is_record() ||
239 t
->without_array()->is_interface() ||
240 (t
->is_array() && t
->fields
.array
->is_array())) {
241 if (record_type
== NULL
&& t
->fields
.array
->is_record())
242 record_type
= t
->fields
.array
;
244 unsigned length
= t
->length
;
245 /* Shader storage block unsized arrays: add subscript [0] to variable
247 if (t
->is_unsized_array())
250 record_array_count
*= length
;
252 for (unsigned i
= 0; i
< length
; i
++) {
253 size_t new_length
= name_length
;
255 /* Append the subscript to the current variable name */
256 ralloc_asprintf_rewrite_tail(name
, &new_length
, "[%u]", i
);
258 recursion(t
->fields
.array
, name
, new_length
, row_major
,
261 (i
+ 1) == t
->length
, record_array_count
);
263 /* Only the first leaf-field of the record gets called with the
264 * record type pointer.
269 this->set_record_array_count(record_array_count
);
270 this->visit_field(t
, *name
, row_major
, record_type
, packing
, last_field
);
275 program_resource_visitor::visit_field(const glsl_type
*type
, const char *name
,
279 bool /* last_field */)
281 visit_field(type
, name
, row_major
);
285 program_resource_visitor::visit_field(const glsl_struct_field
*field
)
292 program_resource_visitor::enter_record(const glsl_type
*, const char *, bool,
298 program_resource_visitor::leave_record(const glsl_type
*, const char *, bool,
304 program_resource_visitor::set_buffer_offset(unsigned)
309 program_resource_visitor::set_record_array_count(unsigned)
316 * Class to help calculate the storage requirements for a set of uniforms
318 * As uniforms are added to the active set the number of active uniforms and
319 * the storage requirements for those uniforms are accumulated. The active
320 * uniforms are added to the hash table supplied to the constructor.
322 * If the same uniform is added multiple times (i.e., once for each shader
323 * target), it will only be accounted once.
325 class count_uniform_size
: public program_resource_visitor
{
327 count_uniform_size(struct string_to_uint_map
*map
,
328 struct string_to_uint_map
*hidden_map
)
329 : num_active_uniforms(0), num_hidden_uniforms(0), num_values(0),
330 num_shader_samplers(0), num_shader_images(0),
331 num_shader_uniform_components(0), num_shader_subroutines(0),
332 is_ubo_var(false), is_shader_storage(false), map(map
),
333 hidden_map(hidden_map
)
340 this->num_shader_samplers
= 0;
341 this->num_shader_images
= 0;
342 this->num_shader_uniform_components
= 0;
343 this->num_shader_subroutines
= 0;
346 void process(ir_variable
*var
)
348 this->current_var
= var
;
349 this->is_ubo_var
= var
->is_in_buffer_block();
350 this->is_shader_storage
= var
->is_in_shader_storage_block();
351 if (var
->is_interface_instance())
352 program_resource_visitor::process(var
->get_interface_type(),
353 var
->get_interface_type()->name
);
355 program_resource_visitor::process(var
);
359 * Total number of active uniforms counted
361 unsigned num_active_uniforms
;
363 unsigned num_hidden_uniforms
;
366 * Number of data values required to back the storage for the active uniforms
371 * Number of samplers used
373 unsigned num_shader_samplers
;
376 * Number of images used
378 unsigned num_shader_images
;
381 * Number of uniforms used in the current shader
383 unsigned num_shader_uniform_components
;
386 * Number of subroutine uniforms used
388 unsigned num_shader_subroutines
;
391 bool is_shader_storage
;
393 struct string_to_uint_map
*map
;
396 virtual void visit_field(const glsl_type
*type
, const char *name
,
399 assert(!type
->without_array()->is_record());
400 assert(!type
->without_array()->is_interface());
401 assert(!(type
->is_array() && type
->fields
.array
->is_array()));
405 /* Count the number of samplers regardless of whether the uniform is
406 * already in the hash table. The hash table prevents adding the same
407 * uniform for multiple shader targets, but in this case we want to
408 * count it for each shader target.
410 const unsigned values
= values_for_type(type
);
411 if (type
->contains_subroutine()) {
412 this->num_shader_subroutines
+= values
;
413 } else if (type
->contains_sampler()) {
414 this->num_shader_samplers
+= values
;
415 } else if (type
->contains_image()) {
416 this->num_shader_images
+= values
;
418 /* As drivers are likely to represent image uniforms as
419 * scalar indices, count them against the limit of uniform
420 * components in the default block. The spec allows image
421 * uniforms to use up no more than one scalar slot.
423 if(!is_shader_storage
)
424 this->num_shader_uniform_components
+= values
;
426 /* Accumulate the total number of uniform slots used by this shader.
427 * Note that samplers do not count against this limit because they
428 * don't use any storage on current hardware.
430 if (!is_ubo_var
&& !is_shader_storage
)
431 this->num_shader_uniform_components
+= values
;
434 /* If the uniform is already in the map, there's nothing more to do.
437 if (this->map
->get(id
, name
))
440 if (this->current_var
->data
.how_declared
== ir_var_hidden
) {
441 this->hidden_map
->put(this->num_hidden_uniforms
, name
);
442 this->num_hidden_uniforms
++;
444 this->map
->put(this->num_active_uniforms
-this->num_hidden_uniforms
,
448 /* Each leaf uniform occupies one entry in the list of active
451 this->num_active_uniforms
++;
452 this->num_values
+= values
;
455 struct string_to_uint_map
*hidden_map
;
458 * Current variable being processed.
460 ir_variable
*current_var
;
463 } /* anonymous namespace */
466 * Class to help parcel out pieces of backing storage to uniforms
468 * Each uniform processed has some range of the \c gl_constant_value
469 * structures associated with it. The association is done by finding
470 * the uniform in the \c string_to_uint_map and using the value from
471 * the map to connect that slot in the \c gl_uniform_storage table
472 * with the next available slot in the \c gl_constant_value array.
475 * This class assumes that every uniform that will be processed is
476 * already in the \c string_to_uint_map. In addition, it assumes that
477 * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
480 class parcel_out_uniform_storage
: public program_resource_visitor
{
482 parcel_out_uniform_storage(struct gl_shader_program
*prog
,
483 struct string_to_uint_map
*map
,
484 struct gl_uniform_storage
*uniforms
,
485 union gl_constant_value
*values
)
486 : prog(prog
), map(map
), uniforms(uniforms
), values(values
)
490 void start_shader(gl_shader_stage shader_type
)
492 assert(shader_type
< MESA_SHADER_STAGES
);
493 this->shader_type
= shader_type
;
495 this->shader_samplers_used
= 0;
496 this->shader_shadow_samplers
= 0;
497 this->next_sampler
= 0;
498 this->next_image
= 0;
499 this->next_subroutine
= 0;
500 this->record_array_count
= 1;
501 memset(this->targets
, 0, sizeof(this->targets
));
504 void set_and_process(ir_variable
*var
)
508 this->record_next_sampler
= new string_to_uint_map
;
510 ubo_block_index
= -1;
511 if (var
->is_in_buffer_block()) {
512 if (var
->is_interface_instance() && var
->type
->is_array()) {
513 unsigned l
= strlen(var
->get_interface_type()->name
);
515 for (unsigned i
= 0; i
< prog
->NumBufferInterfaceBlocks
; i
++) {
516 if (strncmp(var
->get_interface_type()->name
,
517 prog
->BufferInterfaceBlocks
[i
].Name
,
519 && prog
->BufferInterfaceBlocks
[i
].Name
[l
] == '[') {
525 for (unsigned i
= 0; i
< prog
->NumBufferInterfaceBlocks
; i
++) {
526 if (strcmp(var
->get_interface_type()->name
,
527 prog
->BufferInterfaceBlocks
[i
].Name
) == 0) {
533 assert(ubo_block_index
!= -1);
535 /* Uniform blocks that were specified with an instance name must be
536 * handled a little bit differently. The name of the variable is the
537 * name used to reference the uniform block instead of being the name
538 * of a variable within the block. Therefore, searching for the name
539 * within the block will fail.
541 if (var
->is_interface_instance()) {
543 process(var
->get_interface_type(),
544 var
->get_interface_type()->name
);
546 const struct gl_uniform_block
*const block
=
547 &prog
->BufferInterfaceBlocks
[ubo_block_index
];
549 assert(var
->data
.location
!= -1);
551 const struct gl_uniform_buffer_variable
*const ubo_var
=
552 &block
->Uniforms
[var
->data
.location
];
554 ubo_byte_offset
= ubo_var
->Offset
;
558 /* Store any explicit location and reset data location so we can
559 * reuse this variable for storing the uniform slot number.
561 this->explicit_location
= current_var
->data
.location
;
562 current_var
->data
.location
= -1;
566 delete this->record_next_sampler
;
571 gl_shader_stage shader_type
;
574 void handle_samplers(const glsl_type
*base_type
,
575 struct gl_uniform_storage
*uniform
, const char *name
)
577 if (base_type
->is_sampler()) {
578 uniform
->opaque
[shader_type
].active
= true;
580 /* Handle multiple samplers inside struct arrays */
581 if (this->record_array_count
> 1) {
582 unsigned inner_array_size
= MAX2(1, uniform
->array_elements
);
583 char *name_copy
= ralloc_strdup(NULL
, name
);
585 /* Remove all array subscripts from the sampler name */
588 while((str_start
= strchr(name_copy
, '[')) &&
589 (str_end
= strchr(name_copy
, ']'))) {
590 memmove(str_start
, str_end
+ 1, 1 + strlen(str_end
));
594 if (this->record_next_sampler
->get(index
, name_copy
)) {
595 /* In this case, we've already seen this uniform so we just use
596 * the next sampler index recorded the last time we visited.
598 uniform
->opaque
[shader_type
].index
= index
;
599 index
= inner_array_size
+ uniform
->opaque
[shader_type
].index
;
600 this->record_next_sampler
->put(index
, name_copy
);
602 ralloc_free(name_copy
);
603 /* Return as everything else has already been initialised in a
608 /* We've never seen this uniform before so we need to allocate
609 * enough indices to store it.
611 * Nested struct arrays behave like arrays of arrays so we need
612 * to increase the index by the total number of elements of the
613 * sampler in case there is more than one sampler inside the
614 * structs. This allows the offset to be easily calculated for
617 uniform
->opaque
[shader_type
].index
= this->next_sampler
;
618 this->next_sampler
+=
619 inner_array_size
* this->record_array_count
;
621 /* Store the next index for future passes over the struct array
623 index
= uniform
->opaque
[shader_type
].index
+ inner_array_size
;
624 this->record_next_sampler
->put(index
, name_copy
);
625 ralloc_free(name_copy
);
628 /* Increment the sampler by 1 for non-arrays and by the number of
629 * array elements for arrays.
631 uniform
->opaque
[shader_type
].index
= this->next_sampler
;
632 this->next_sampler
+= MAX2(1, uniform
->array_elements
);
635 const gl_texture_index target
= base_type
->sampler_index();
636 const unsigned shadow
= base_type
->sampler_shadow
;
637 for (unsigned i
= uniform
->opaque
[shader_type
].index
;
638 i
< MIN2(this->next_sampler
, MAX_SAMPLERS
);
640 this->targets
[i
] = target
;
641 this->shader_samplers_used
|= 1U << i
;
642 this->shader_shadow_samplers
|= shadow
<< i
;
647 void handle_images(const glsl_type
*base_type
,
648 struct gl_uniform_storage
*uniform
)
650 if (base_type
->is_image()) {
651 uniform
->opaque
[shader_type
].index
= this->next_image
;
652 uniform
->opaque
[shader_type
].active
= true;
654 /* Set image access qualifiers */
655 const GLenum access
=
656 (current_var
->data
.image_read_only
? GL_READ_ONLY
:
657 current_var
->data
.image_write_only
? GL_WRITE_ONLY
:
660 const unsigned first
= this->next_image
;
662 /* Increment the image index by 1 for non-arrays and by the
663 * number of array elements for arrays.
665 this->next_image
+= MAX2(1, uniform
->array_elements
);
667 for (unsigned i
= first
; i
< MIN2(next_image
, MAX_IMAGE_UNIFORMS
); i
++)
668 prog
->_LinkedShaders
[shader_type
]->ImageAccess
[i
] = access
;
672 void handle_subroutines(const glsl_type
*base_type
,
673 struct gl_uniform_storage
*uniform
)
675 if (base_type
->is_subroutine()) {
676 uniform
->opaque
[shader_type
].index
= this->next_subroutine
;
677 uniform
->opaque
[shader_type
].active
= true;
679 /* Increment the subroutine index by 1 for non-arrays and by the
680 * number of array elements for arrays.
682 this->next_subroutine
+= MAX2(1, uniform
->array_elements
);
687 virtual void set_buffer_offset(unsigned offset
)
689 this->ubo_byte_offset
= offset
;
692 virtual void set_record_array_count(unsigned record_array_count
)
694 this->record_array_count
= record_array_count
;
697 virtual void visit_field(const glsl_type
*type
, const char *name
,
703 assert(!"Should not get here.");
706 virtual void enter_record(const glsl_type
*type
, const char *,
707 bool row_major
, const unsigned packing
) {
708 assert(type
->is_record());
709 if (this->ubo_block_index
== -1)
711 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
712 this->ubo_byte_offset
= glsl_align(
713 this->ubo_byte_offset
, type
->std430_base_alignment(row_major
));
715 this->ubo_byte_offset
= glsl_align(
716 this->ubo_byte_offset
, type
->std140_base_alignment(row_major
));
719 virtual void leave_record(const glsl_type
*type
, const char *,
720 bool row_major
, const unsigned packing
) {
721 assert(type
->is_record());
722 if (this->ubo_block_index
== -1)
724 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
725 this->ubo_byte_offset
= glsl_align(
726 this->ubo_byte_offset
, type
->std430_base_alignment(row_major
));
728 this->ubo_byte_offset
= glsl_align(
729 this->ubo_byte_offset
, type
->std140_base_alignment(row_major
));
732 virtual void visit_field(const glsl_type
*type
, const char *name
,
733 bool row_major
, const glsl_type
*record_type
,
734 const unsigned packing
,
735 bool /* last_field */)
737 assert(!type
->without_array()->is_record());
738 assert(!type
->without_array()->is_interface());
739 assert(!(type
->is_array() && type
->fields
.array
->is_array()));
742 bool found
= this->map
->get(id
, name
);
748 const glsl_type
*base_type
;
749 if (type
->is_array()) {
750 this->uniforms
[id
].array_elements
= type
->length
;
751 base_type
= type
->fields
.array
;
753 this->uniforms
[id
].array_elements
= 0;
757 /* Initialise opaque data */
758 this->uniforms
[id
].opaque
[shader_type
].index
= ~0;
759 this->uniforms
[id
].opaque
[shader_type
].active
= false;
761 /* This assigns uniform indices to sampler and image uniforms. */
762 handle_samplers(base_type
, &this->uniforms
[id
], name
);
763 handle_images(base_type
, &this->uniforms
[id
]);
764 handle_subroutines(base_type
, &this->uniforms
[id
]);
766 /* For array of arrays or struct arrays the base location may have
767 * already been set so don't set it again.
769 if (ubo_block_index
== -1 && current_var
->data
.location
== -1) {
770 current_var
->data
.location
= id
;
773 /* If there is already storage associated with this uniform or if the
774 * uniform is set as builtin, it means that it was set while processing
775 * an earlier shader stage. For example, we may be processing the
776 * uniform in the fragment shader, but the uniform was already processed
777 * in the vertex shader.
779 if (this->uniforms
[id
].storage
!= NULL
|| this->uniforms
[id
].builtin
) {
783 /* Assign explicit locations. */
784 if (current_var
->data
.explicit_location
) {
785 /* Set sequential locations for struct fields. */
786 if (current_var
->type
->without_array()->is_record() ||
787 current_var
->type
->is_array_of_arrays()) {
788 const unsigned entries
= MAX2(1, this->uniforms
[id
].array_elements
);
789 this->uniforms
[id
].remap_location
=
790 this->explicit_location
+ field_counter
;
791 field_counter
+= entries
;
793 this->uniforms
[id
].remap_location
= this->explicit_location
;
796 /* Initialize to to indicate that no location is set */
797 this->uniforms
[id
].remap_location
= UNMAPPED_UNIFORM_LOC
;
800 this->uniforms
[id
].name
= ralloc_strdup(this->uniforms
, name
);
801 this->uniforms
[id
].type
= base_type
;
802 this->uniforms
[id
].initialized
= 0;
803 this->uniforms
[id
].num_driver_storage
= 0;
804 this->uniforms
[id
].driver_storage
= NULL
;
805 this->uniforms
[id
].atomic_buffer_index
= -1;
806 this->uniforms
[id
].hidden
=
807 current_var
->data
.how_declared
== ir_var_hidden
;
808 this->uniforms
[id
].builtin
= is_gl_identifier(name
);
810 /* Do not assign storage if the uniform is builtin */
811 if (!this->uniforms
[id
].builtin
)
812 this->uniforms
[id
].storage
= this->values
;
814 this->uniforms
[id
].is_shader_storage
=
815 current_var
->is_in_shader_storage_block();
817 if (this->ubo_block_index
!= -1) {
818 this->uniforms
[id
].block_index
= this->ubo_block_index
;
820 unsigned alignment
= type
->std140_base_alignment(row_major
);
821 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
822 alignment
= type
->std430_base_alignment(row_major
);
823 this->ubo_byte_offset
= glsl_align(this->ubo_byte_offset
, alignment
);
824 this->uniforms
[id
].offset
= this->ubo_byte_offset
;
825 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
826 this->ubo_byte_offset
+= type
->std430_size(row_major
);
828 this->ubo_byte_offset
+= type
->std140_size(row_major
);
830 if (type
->is_array()) {
831 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
832 this->uniforms
[id
].array_stride
=
833 type
->without_array()->std430_array_stride(row_major
);
835 this->uniforms
[id
].array_stride
=
836 glsl_align(type
->without_array()->std140_size(row_major
),
839 this->uniforms
[id
].array_stride
= 0;
842 if (type
->without_array()->is_matrix()) {
843 const glsl_type
*matrix
= type
->without_array();
844 const unsigned N
= matrix
->base_type
== GLSL_TYPE_DOUBLE
? 8 : 4;
845 const unsigned items
=
846 row_major
? matrix
->matrix_columns
: matrix
->vector_elements
;
849 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
850 this->uniforms
[id
].matrix_stride
= items
< 3 ? items
* N
:
851 glsl_align(items
* N
, 16);
853 this->uniforms
[id
].matrix_stride
= glsl_align(items
* N
, 16);
854 this->uniforms
[id
].row_major
= row_major
;
856 this->uniforms
[id
].matrix_stride
= 0;
857 this->uniforms
[id
].row_major
= false;
860 this->uniforms
[id
].block_index
= -1;
861 this->uniforms
[id
].offset
= -1;
862 this->uniforms
[id
].array_stride
= -1;
863 this->uniforms
[id
].matrix_stride
= -1;
864 this->uniforms
[id
].row_major
= false;
867 this->values
+= values_for_type(type
);
871 * Current program being processed.
873 struct gl_shader_program
*prog
;
875 struct string_to_uint_map
*map
;
877 struct gl_uniform_storage
*uniforms
;
878 unsigned next_sampler
;
880 unsigned next_subroutine
;
883 * Field counter is used to take care that uniform structures
884 * with explicit locations get sequential locations.
886 unsigned field_counter
;
889 * Current variable being processed.
891 ir_variable
*current_var
;
893 /* Used to store the explicit location from current_var so that we can
894 * reuse the location field for storing the uniform slot id.
896 int explicit_location
;
898 /* Stores total struct array elements including nested structs */
899 unsigned record_array_count
;
901 /* Map for temporarily storing next sampler index when handling samplers in
904 struct string_to_uint_map
*record_next_sampler
;
907 union gl_constant_value
*values
;
909 gl_texture_index targets
[MAX_SAMPLERS
];
912 * Mask of samplers used by the current shader stage.
914 unsigned shader_samplers_used
;
917 * Mask of samplers used by the current shader stage for shadows.
919 unsigned shader_shadow_samplers
;
923 * Merges a uniform block into an array of uniform blocks that may or
924 * may not already contain a copy of it.
926 * Returns the index of the new block in the array.
929 link_cross_validate_uniform_block(void *mem_ctx
,
930 struct gl_uniform_block
**linked_blocks
,
931 unsigned int *num_linked_blocks
,
932 struct gl_uniform_block
*new_block
)
934 for (unsigned int i
= 0; i
< *num_linked_blocks
; i
++) {
935 struct gl_uniform_block
*old_block
= &(*linked_blocks
)[i
];
937 if (strcmp(old_block
->Name
, new_block
->Name
) == 0)
938 return link_uniform_blocks_are_compatible(old_block
, new_block
)
942 *linked_blocks
= reralloc(mem_ctx
, *linked_blocks
,
943 struct gl_uniform_block
,
944 *num_linked_blocks
+ 1);
945 int linked_block_index
= (*num_linked_blocks
)++;
946 struct gl_uniform_block
*linked_block
= &(*linked_blocks
)[linked_block_index
];
948 memcpy(linked_block
, new_block
, sizeof(*new_block
));
949 linked_block
->Uniforms
= ralloc_array(*linked_blocks
,
950 struct gl_uniform_buffer_variable
,
951 linked_block
->NumUniforms
);
953 memcpy(linked_block
->Uniforms
,
955 sizeof(*linked_block
->Uniforms
) * linked_block
->NumUniforms
);
957 for (unsigned int i
= 0; i
< linked_block
->NumUniforms
; i
++) {
958 struct gl_uniform_buffer_variable
*ubo_var
=
959 &linked_block
->Uniforms
[i
];
961 if (ubo_var
->Name
== ubo_var
->IndexName
) {
962 ubo_var
->Name
= ralloc_strdup(*linked_blocks
, ubo_var
->Name
);
963 ubo_var
->IndexName
= ubo_var
->Name
;
965 ubo_var
->Name
= ralloc_strdup(*linked_blocks
, ubo_var
->Name
);
966 ubo_var
->IndexName
= ralloc_strdup(*linked_blocks
, ubo_var
->IndexName
);
970 return linked_block_index
;
974 * Walks the IR and update the references to uniform blocks in the
975 * ir_variables to point at linked shader's list (previously, they
976 * would point at the uniform block list in one of the pre-linked
980 link_update_uniform_buffer_variables(struct gl_shader
*shader
)
982 foreach_in_list(ir_instruction
, node
, shader
->ir
) {
983 ir_variable
*const var
= node
->as_variable();
985 if ((var
== NULL
) || !var
->is_in_buffer_block())
988 assert(var
->data
.mode
== ir_var_uniform
||
989 var
->data
.mode
== ir_var_shader_storage
);
991 if (var
->is_interface_instance()) {
992 var
->data
.location
= 0;
997 char sentinel
= '\0';
999 if (var
->type
->is_record()) {
1001 } else if (var
->type
->is_array() && (var
->type
->fields
.array
->is_array()
1002 || var
->type
->without_array()->is_record())) {
1006 const unsigned l
= strlen(var
->name
);
1007 for (unsigned i
= 0; i
< shader
->NumBufferInterfaceBlocks
; i
++) {
1008 for (unsigned j
= 0; j
< shader
->BufferInterfaceBlocks
[i
].NumUniforms
; j
++) {
1010 const char *begin
= shader
->BufferInterfaceBlocks
[i
].Uniforms
[j
].Name
;
1011 const char *end
= strchr(begin
, sentinel
);
1016 if ((ptrdiff_t) l
!= (end
- begin
))
1019 if (strncmp(var
->name
, begin
, l
) == 0) {
1021 var
->data
.location
= j
;
1024 } else if (!strcmp(var
->name
,
1025 shader
->BufferInterfaceBlocks
[i
].Uniforms
[j
].Name
)) {
1027 var
->data
.location
= j
;
1039 * Combine the hidden uniform hash map with the uniform hash map so that the
1040 * hidden uniforms will be given indicies at the end of the uniform storage
1044 assign_hidden_uniform_slot_id(const char *name
, unsigned hidden_id
,
1047 count_uniform_size
*uniform_size
= (count_uniform_size
*) closure
;
1048 unsigned hidden_uniform_start
= uniform_size
->num_active_uniforms
-
1049 uniform_size
->num_hidden_uniforms
;
1051 uniform_size
->map
->put(hidden_uniform_start
+ hidden_id
, name
);
1055 * Search through the list of empty blocks to find one that fits the current
1059 find_empty_block(struct gl_shader_program
*prog
,
1060 struct gl_uniform_storage
*uniform
)
1062 const unsigned entries
= MAX2(1, uniform
->array_elements
);
1064 foreach_list_typed(struct empty_uniform_block
, block
, link
,
1065 &prog
->EmptyUniformLocations
) {
1066 /* Found a block with enough slots to fit the uniform */
1067 if (block
->slots
== entries
) {
1068 unsigned start
= block
->start
;
1069 exec_node_remove(&block
->link
);
1073 /* Found a block with more slots than needed. It can still be used. */
1074 } else if (block
->slots
> entries
) {
1075 unsigned start
= block
->start
;
1076 block
->start
+= entries
;
1077 block
->slots
-= entries
;
1087 link_assign_uniform_locations(struct gl_shader_program
*prog
,
1088 unsigned int boolean_true
,
1089 unsigned int num_explicit_uniform_locs
,
1090 unsigned int max_uniform_locs
)
1092 ralloc_free(prog
->UniformStorage
);
1093 prog
->UniformStorage
= NULL
;
1094 prog
->NumUniformStorage
= 0;
1096 if (prog
->UniformHash
!= NULL
) {
1097 prog
->UniformHash
->clear();
1099 prog
->UniformHash
= new string_to_uint_map
;
1102 /* First pass: Count the uniform resources used by the user-defined
1103 * uniforms. While this happens, each active uniform will have an index
1106 * Note: this is *NOT* the index that is returned to the application by
1107 * glGetUniformLocation.
1109 struct string_to_uint_map
*hiddenUniforms
= new string_to_uint_map
;
1110 count_uniform_size
uniform_size(prog
->UniformHash
, hiddenUniforms
);
1111 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1112 struct gl_shader
*sh
= prog
->_LinkedShaders
[i
];
1117 /* Uniforms that lack an initializer in the shader code have an initial
1118 * value of zero. This includes sampler uniforms.
1120 * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
1122 * "The link time initial value is either the value of the variable's
1123 * initializer, if present, or 0 if no initializer is present. Sampler
1124 * types cannot have initializers."
1126 memset(sh
->SamplerUnits
, 0, sizeof(sh
->SamplerUnits
));
1127 memset(sh
->ImageUnits
, 0, sizeof(sh
->ImageUnits
));
1129 link_update_uniform_buffer_variables(sh
);
1131 /* Reset various per-shader target counts.
1133 uniform_size
.start_shader();
1135 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
1136 ir_variable
*const var
= node
->as_variable();
1138 if ((var
== NULL
) || (var
->data
.mode
!= ir_var_uniform
&&
1139 var
->data
.mode
!= ir_var_shader_storage
))
1142 uniform_size
.process(var
);
1145 sh
->num_samplers
= uniform_size
.num_shader_samplers
;
1146 sh
->NumImages
= uniform_size
.num_shader_images
;
1147 sh
->num_uniform_components
= uniform_size
.num_shader_uniform_components
;
1148 sh
->num_combined_uniform_components
= sh
->num_uniform_components
;
1150 for (unsigned i
= 0; i
< sh
->NumBufferInterfaceBlocks
; i
++) {
1151 if (!sh
->BufferInterfaceBlocks
[i
].IsShaderStorage
) {
1152 sh
->num_combined_uniform_components
+=
1153 sh
->BufferInterfaceBlocks
[i
].UniformBufferSize
/ 4;
1158 const unsigned num_uniforms
= uniform_size
.num_active_uniforms
;
1159 const unsigned num_data_slots
= uniform_size
.num_values
;
1160 const unsigned hidden_uniforms
= uniform_size
.num_hidden_uniforms
;
1162 /* assign hidden uniforms a slot id */
1163 hiddenUniforms
->iterate(assign_hidden_uniform_slot_id
, &uniform_size
);
1164 delete hiddenUniforms
;
1166 /* On the outside chance that there were no uniforms, bail out.
1168 if (num_uniforms
== 0)
1171 struct gl_uniform_storage
*uniforms
=
1172 rzalloc_array(prog
, struct gl_uniform_storage
, num_uniforms
);
1173 union gl_constant_value
*data
=
1174 rzalloc_array(uniforms
, union gl_constant_value
, num_data_slots
);
1176 union gl_constant_value
*data_end
= &data
[num_data_slots
];
1179 parcel_out_uniform_storage
parcel(prog
, prog
->UniformHash
, uniforms
, data
);
1181 unsigned total_entries
= num_explicit_uniform_locs
;
1182 unsigned empty_locs
= prog
->NumUniformRemapTable
- num_explicit_uniform_locs
;
1184 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1185 if (prog
->_LinkedShaders
[i
] == NULL
)
1188 parcel
.start_shader((gl_shader_stage
)i
);
1190 foreach_in_list(ir_instruction
, node
, prog
->_LinkedShaders
[i
]->ir
) {
1191 ir_variable
*const var
= node
->as_variable();
1193 if ((var
== NULL
) || (var
->data
.mode
!= ir_var_uniform
&&
1194 var
->data
.mode
!= ir_var_shader_storage
))
1197 parcel
.set_and_process(var
);
1200 prog
->_LinkedShaders
[i
]->active_samplers
= parcel
.shader_samplers_used
;
1201 prog
->_LinkedShaders
[i
]->shadow_samplers
= parcel
.shader_shadow_samplers
;
1203 STATIC_ASSERT(sizeof(prog
->_LinkedShaders
[i
]->SamplerTargets
) ==
1204 sizeof(parcel
.targets
));
1205 memcpy(prog
->_LinkedShaders
[i
]->SamplerTargets
, parcel
.targets
,
1206 sizeof(prog
->_LinkedShaders
[i
]->SamplerTargets
));
1209 /* Reserve all the explicit locations of the active uniforms. */
1210 for (unsigned i
= 0; i
< num_uniforms
; i
++) {
1211 if (uniforms
[i
].type
->is_subroutine() ||
1212 uniforms
[i
].is_shader_storage
)
1215 if (uniforms
[i
].remap_location
!= UNMAPPED_UNIFORM_LOC
) {
1216 /* How many new entries for this uniform? */
1217 const unsigned entries
= MAX2(1, uniforms
[i
].array_elements
);
1219 /* Set remap table entries point to correct gl_uniform_storage. */
1220 for (unsigned j
= 0; j
< entries
; j
++) {
1221 unsigned element_loc
= uniforms
[i
].remap_location
+ j
;
1222 assert(prog
->UniformRemapTable
[element_loc
] ==
1223 INACTIVE_UNIFORM_EXPLICIT_LOCATION
);
1224 prog
->UniformRemapTable
[element_loc
] = &uniforms
[i
];
1229 /* Reserve locations for rest of the uniforms. */
1230 for (unsigned i
= 0; i
< num_uniforms
; i
++) {
1232 if (uniforms
[i
].type
->is_subroutine() ||
1233 uniforms
[i
].is_shader_storage
)
1236 /* Built-in uniforms should not get any location. */
1237 if (uniforms
[i
].builtin
)
1240 /* Explicit ones have been set already. */
1241 if (uniforms
[i
].remap_location
!= UNMAPPED_UNIFORM_LOC
)
1244 /* how many new entries for this uniform? */
1245 const unsigned entries
= MAX2(1, uniforms
[i
].array_elements
);
1247 /* Find UniformRemapTable for empty blocks where we can fit this uniform. */
1248 int chosen_location
= -1;
1251 chosen_location
= find_empty_block(prog
, &uniforms
[i
]);
1253 /* Add new entries to the total amount of entries. */
1254 total_entries
+= entries
;
1256 if (chosen_location
!= -1) {
1257 empty_locs
-= entries
;
1259 chosen_location
= prog
->NumUniformRemapTable
;
1261 /* resize remap table to fit new entries */
1262 prog
->UniformRemapTable
=
1264 prog
->UniformRemapTable
,
1265 gl_uniform_storage
*,
1266 prog
->NumUniformRemapTable
+ entries
);
1267 prog
->NumUniformRemapTable
+= entries
;
1270 /* set pointers for this uniform */
1271 for (unsigned j
= 0; j
< entries
; j
++)
1272 prog
->UniformRemapTable
[chosen_location
+ j
] = &uniforms
[i
];
1274 /* set the base location in remap table for the uniform */
1275 uniforms
[i
].remap_location
= chosen_location
;
1278 /* Verify that total amount of entries for explicit and implicit locations
1279 * is less than MAX_UNIFORM_LOCATIONS.
1282 if (total_entries
> max_uniform_locs
) {
1283 linker_error(prog
, "count of uniform locations > MAX_UNIFORM_LOCATIONS"
1284 "(%u > %u)", total_entries
, max_uniform_locs
);
1287 /* Reserve all the explicit locations of the active subroutine uniforms. */
1288 for (unsigned i
= 0; i
< num_uniforms
; i
++) {
1289 if (!uniforms
[i
].type
->is_subroutine())
1292 if (uniforms
[i
].remap_location
== UNMAPPED_UNIFORM_LOC
)
1295 for (unsigned j
= 0; j
< MESA_SHADER_STAGES
; j
++) {
1296 struct gl_shader
*sh
= prog
->_LinkedShaders
[j
];
1300 if (!uniforms
[i
].opaque
[j
].active
)
1303 /* How many new entries for this uniform? */
1304 const unsigned entries
= MAX2(1, uniforms
[i
].array_elements
);
1306 /* Set remap table entries point to correct gl_uniform_storage. */
1307 for (unsigned k
= 0; k
< entries
; k
++) {
1308 unsigned element_loc
= uniforms
[i
].remap_location
+ k
;
1309 assert(sh
->SubroutineUniformRemapTable
[element_loc
] ==
1310 INACTIVE_UNIFORM_EXPLICIT_LOCATION
);
1311 sh
->SubroutineUniformRemapTable
[element_loc
] = &uniforms
[i
];
1316 /* reserve subroutine locations */
1317 for (unsigned i
= 0; i
< num_uniforms
; i
++) {
1319 if (!uniforms
[i
].type
->is_subroutine())
1321 const unsigned entries
= MAX2(1, uniforms
[i
].array_elements
);
1323 if (uniforms
[i
].remap_location
!= UNMAPPED_UNIFORM_LOC
)
1325 for (unsigned j
= 0; j
< MESA_SHADER_STAGES
; j
++) {
1326 struct gl_shader
*sh
= prog
->_LinkedShaders
[j
];
1330 if (!uniforms
[i
].opaque
[j
].active
)
1333 sh
->SubroutineUniformRemapTable
=
1335 sh
->SubroutineUniformRemapTable
,
1336 gl_uniform_storage
*,
1337 sh
->NumSubroutineUniformRemapTable
+ entries
);
1339 for (unsigned k
= 0; k
< entries
; k
++)
1340 sh
->SubroutineUniformRemapTable
[sh
->NumSubroutineUniformRemapTable
+ k
] = &uniforms
[i
];
1341 uniforms
[i
].remap_location
= sh
->NumSubroutineUniformRemapTable
;
1342 sh
->NumSubroutineUniformRemapTable
+= entries
;
1347 for (unsigned i
= 0; i
< num_uniforms
; i
++) {
1348 assert(uniforms
[i
].storage
!= NULL
|| uniforms
[i
].builtin
);
1351 assert(parcel
.values
== data_end
);
1354 prog
->NumUniformStorage
= num_uniforms
;
1355 prog
->NumHiddenUniforms
= hidden_uniforms
;
1356 prog
->UniformStorage
= uniforms
;
1358 link_set_uniform_initializers(prog
, boolean_true
);