glsl: Modify ir_set_program_inouts to handle geometry shaders.
[mesa.git] / src / glsl / link_uniform_initializers.cpp
1 /*
2 * Copyright © 2012 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/hash_table.h"
30
31 /* These functions are put in a "private" namespace instead of being marked
32 * static so that the unit tests can access them. See
33 * http://code.google.com/p/googletest/wiki/AdvancedGuide#Testing_Private_Code
34 */
35 namespace linker {
36
37 gl_uniform_storage *
38 get_storage(gl_uniform_storage *storage, unsigned num_storage,
39 const char *name)
40 {
41 for (unsigned int i = 0; i < num_storage; i++) {
42 if (strcmp(name, storage[i].name) == 0)
43 return &storage[i];
44 }
45
46 return NULL;
47 }
48
49 void
50 copy_constant_to_storage(union gl_constant_value *storage,
51 const ir_constant *val,
52 const enum glsl_base_type base_type,
53 const unsigned int elements)
54 {
55 for (unsigned int i = 0; i < elements; i++) {
56 switch (base_type) {
57 case GLSL_TYPE_UINT:
58 storage[i].u = val->value.u[i];
59 break;
60 case GLSL_TYPE_INT:
61 case GLSL_TYPE_SAMPLER:
62 storage[i].i = val->value.i[i];
63 break;
64 case GLSL_TYPE_FLOAT:
65 storage[i].f = val->value.f[i];
66 break;
67 case GLSL_TYPE_BOOL:
68 storage[i].b = int(val->value.b[i]);
69 break;
70 case GLSL_TYPE_ARRAY:
71 case GLSL_TYPE_STRUCT:
72 case GLSL_TYPE_INTERFACE:
73 case GLSL_TYPE_VOID:
74 case GLSL_TYPE_ERROR:
75 /* All other types should have already been filtered by other
76 * paths in the caller.
77 */
78 assert(!"Should not get here.");
79 break;
80 }
81 }
82 }
83
84 void
85 set_uniform_binding(void *mem_ctx, gl_shader_program *prog,
86 const char *name, const glsl_type *type, int binding)
87 {
88 struct gl_uniform_storage *const storage =
89 get_storage(prog->UniformStorage, prog->NumUserUniformStorage, name);
90
91 if (storage == NULL) {
92 assert(storage != NULL);
93 return;
94 }
95
96 if (storage->type->is_sampler()) {
97 unsigned elements = MAX2(storage->array_elements, 1);
98
99 /* From section 4.4.4 of the GLSL 4.20 specification:
100 * "If the binding identifier is used with an array, the first element
101 * of the array takes the specified unit and each subsequent element
102 * takes the next consecutive unit."
103 */
104 for (unsigned int i = 0; i < elements; i++) {
105 storage->storage[i].i = binding + i;
106 }
107
108 for (int sh = 0; sh < MESA_SHADER_TYPES; sh++) {
109 gl_shader *shader = prog->_LinkedShaders[sh];
110
111 if (shader && storage->sampler[sh].active) {
112 for (unsigned i = 0; i < elements; i++) {
113 unsigned index = storage->sampler[sh].index + i;
114
115 shader->SamplerUnits[index] = storage->storage[i].i;
116 }
117 }
118 }
119 } else if (storage->block_index != -1) {
120 /* This is a field of a UBO. val is the binding index. */
121 for (int i = 0; i < MESA_SHADER_TYPES; i++) {
122 int stage_index = prog->UniformBlockStageIndex[i][storage->block_index];
123
124 if (stage_index != -1) {
125 struct gl_shader *sh = prog->_LinkedShaders[i];
126 sh->UniformBlocks[stage_index].Binding = binding;
127 }
128 }
129 }
130
131 storage->initialized = true;
132 }
133
134 void
135 set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
136 const char *name, const glsl_type *type,
137 ir_constant *val)
138 {
139 if (type->is_record()) {
140 ir_constant *field_constant;
141
142 field_constant = (ir_constant *)val->components.get_head();
143
144 for (unsigned int i = 0; i < type->length; i++) {
145 const glsl_type *field_type = type->fields.structure[i].type;
146 const char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
147 type->fields.structure[i].name);
148 set_uniform_initializer(mem_ctx, prog, field_name,
149 field_type, field_constant);
150 field_constant = (ir_constant *)field_constant->next;
151 }
152 return;
153 } else if (type->is_array() && type->fields.array->is_record()) {
154 const glsl_type *const element_type = type->fields.array;
155
156 for (unsigned int i = 0; i < type->length; i++) {
157 const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
158
159 set_uniform_initializer(mem_ctx, prog, element_name,
160 element_type, val->array_elements[i]);
161 }
162 return;
163 }
164
165 struct gl_uniform_storage *const storage =
166 get_storage(prog->UniformStorage,
167 prog->NumUserUniformStorage,
168 name);
169 if (storage == NULL) {
170 assert(storage != NULL);
171 return;
172 }
173
174 if (val->type->is_array()) {
175 const enum glsl_base_type base_type =
176 val->array_elements[0]->type->base_type;
177 const unsigned int elements = val->array_elements[0]->type->components();
178 unsigned int idx = 0;
179
180 assert(val->type->length >= storage->array_elements);
181 for (unsigned int i = 0; i < storage->array_elements; i++) {
182 copy_constant_to_storage(& storage->storage[idx],
183 val->array_elements[i],
184 base_type,
185 elements);
186
187 idx += elements;
188 }
189 } else {
190 copy_constant_to_storage(storage->storage,
191 val,
192 val->type->base_type,
193 val->type->components());
194
195 if (storage->type->is_sampler()) {
196 for (int sh = 0; sh < MESA_SHADER_TYPES; sh++) {
197 gl_shader *shader = prog->_LinkedShaders[sh];
198
199 if (shader && storage->sampler[sh].active) {
200 unsigned index = storage->sampler[sh].index;
201
202 shader->SamplerUnits[index] = storage->storage[0].i;
203 }
204 }
205 }
206 }
207
208 storage->initialized = true;
209 }
210 }
211
212 void
213 link_set_uniform_initializers(struct gl_shader_program *prog)
214 {
215 void *mem_ctx = NULL;
216
217 for (unsigned int i = 0; i < MESA_SHADER_TYPES; i++) {
218 struct gl_shader *shader = prog->_LinkedShaders[i];
219
220 if (shader == NULL)
221 continue;
222
223 foreach_list(node, shader->ir) {
224 ir_variable *const var = ((ir_instruction *) node)->as_variable();
225
226 if (!var || var->mode != ir_var_uniform)
227 continue;
228
229 if (!mem_ctx)
230 mem_ctx = ralloc_context(NULL);
231
232 if (var->explicit_binding) {
233 linker::set_uniform_binding(mem_ctx, prog, var->name,
234 var->type, var->binding);
235 } else if (var->constant_value) {
236 linker::set_uniform_initializer(mem_ctx, prog, var->name,
237 var->type, var->constant_value);
238 }
239 }
240 }
241
242 ralloc_free(mem_ctx);
243 }