glsl: don't demote tess control shader outputs
[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
29 /* These functions are put in a "private" namespace instead of being marked
30 * static so that the unit tests can access them. See
31 * http://code.google.com/p/googletest/wiki/AdvancedGuide#Testing_Private_Code
32 */
33 namespace linker {
34
35 gl_uniform_storage *
36 get_storage(gl_uniform_storage *storage, unsigned num_storage,
37 const char *name)
38 {
39 for (unsigned int i = 0; i < num_storage; i++) {
40 if (strcmp(name, storage[i].name) == 0)
41 return &storage[i];
42 }
43
44 return NULL;
45 }
46
47 static unsigned
48 get_uniform_block_index(const gl_shader_program *shProg,
49 const char *uniformBlockName)
50 {
51 for (unsigned i = 0; i < shProg->NumUniformBlocks; i++) {
52 if (!strcmp(shProg->UniformBlocks[i].Name, uniformBlockName))
53 return i;
54 }
55
56 return GL_INVALID_INDEX;
57 }
58
59 void
60 copy_constant_to_storage(union gl_constant_value *storage,
61 const ir_constant *val,
62 const enum glsl_base_type base_type,
63 const unsigned int elements,
64 unsigned int boolean_true)
65 {
66 for (unsigned int i = 0; i < elements; i++) {
67 switch (base_type) {
68 case GLSL_TYPE_UINT:
69 storage[i].u = val->value.u[i];
70 break;
71 case GLSL_TYPE_INT:
72 case GLSL_TYPE_SAMPLER:
73 storage[i].i = val->value.i[i];
74 break;
75 case GLSL_TYPE_FLOAT:
76 storage[i].f = val->value.f[i];
77 break;
78 case GLSL_TYPE_DOUBLE:
79 /* XXX need to check on big-endian */
80 storage[i * 2].u = *(uint32_t *)&val->value.d[i];
81 storage[i * 2 + 1].u = *(((uint32_t *)&val->value.d[i]) + 1);
82 break;
83 case GLSL_TYPE_BOOL:
84 storage[i].b = val->value.b[i] ? boolean_true : 0;
85 break;
86 case GLSL_TYPE_ARRAY:
87 case GLSL_TYPE_STRUCT:
88 case GLSL_TYPE_IMAGE:
89 case GLSL_TYPE_ATOMIC_UINT:
90 case GLSL_TYPE_INTERFACE:
91 case GLSL_TYPE_VOID:
92 case GLSL_TYPE_ERROR:
93 /* All other types should have already been filtered by other
94 * paths in the caller.
95 */
96 assert(!"Should not get here.");
97 break;
98 }
99 }
100 }
101
102 void
103 set_sampler_binding(gl_shader_program *prog, const char *name, int binding)
104 {
105 struct gl_uniform_storage *const storage =
106 get_storage(prog->UniformStorage, prog->NumUniformStorage, name);
107
108 if (storage == NULL) {
109 assert(storage != NULL);
110 return;
111 }
112
113 const unsigned elements = MAX2(storage->array_elements, 1);
114
115 /* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 spec
116 * says:
117 *
118 * "If the binding identifier is used with an array, the first element
119 * of the array takes the specified unit and each subsequent element
120 * takes the next consecutive unit."
121 */
122 for (unsigned int i = 0; i < elements; i++) {
123 storage->storage[i].i = binding + i;
124 }
125
126 for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
127 gl_shader *shader = prog->_LinkedShaders[sh];
128
129 if (shader && storage->sampler[sh].active) {
130 for (unsigned i = 0; i < elements; i++) {
131 unsigned index = storage->sampler[sh].index + i;
132
133 shader->SamplerUnits[index] = storage->storage[i].i;
134 }
135 }
136 }
137
138 storage->initialized = true;
139 }
140
141 void
142 set_block_binding(gl_shader_program *prog, const char *block_name, int binding)
143 {
144 const unsigned block_index = get_uniform_block_index(prog, block_name);
145
146 if (block_index == GL_INVALID_INDEX) {
147 assert(block_index != GL_INVALID_INDEX);
148 return;
149 }
150
151 /* This is a field of a UBO. val is the binding index. */
152 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
153 int stage_index = prog->UniformBlockStageIndex[i][block_index];
154
155 if (stage_index != -1) {
156 struct gl_shader *sh = prog->_LinkedShaders[i];
157 sh->UniformBlocks[stage_index].Binding = binding;
158 }
159 }
160 }
161
162 void
163 set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
164 const char *name, const glsl_type *type,
165 ir_constant *val, unsigned int boolean_true)
166 {
167 if (type->is_record()) {
168 ir_constant *field_constant;
169
170 field_constant = (ir_constant *)val->components.get_head();
171
172 for (unsigned int i = 0; i < type->length; i++) {
173 const glsl_type *field_type = type->fields.structure[i].type;
174 const char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
175 type->fields.structure[i].name);
176 set_uniform_initializer(mem_ctx, prog, field_name,
177 field_type, field_constant, boolean_true);
178 field_constant = (ir_constant *)field_constant->next;
179 }
180 return;
181 } else if (type->is_array() && type->fields.array->is_record()) {
182 const glsl_type *const element_type = type->fields.array;
183
184 for (unsigned int i = 0; i < type->length; i++) {
185 const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
186
187 set_uniform_initializer(mem_ctx, prog, element_name,
188 element_type, val->array_elements[i],
189 boolean_true);
190 }
191 return;
192 }
193
194 struct gl_uniform_storage *const storage =
195 get_storage(prog->UniformStorage,
196 prog->NumUniformStorage,
197 name);
198 if (storage == NULL) {
199 assert(storage != NULL);
200 return;
201 }
202
203 if (val->type->is_array()) {
204 const enum glsl_base_type base_type =
205 val->array_elements[0]->type->base_type;
206 const unsigned int elements = val->array_elements[0]->type->components();
207 unsigned int idx = 0;
208 unsigned dmul = (base_type == GLSL_TYPE_DOUBLE) ? 2 : 1;
209
210 assert(val->type->length >= storage->array_elements);
211 for (unsigned int i = 0; i < storage->array_elements; i++) {
212 copy_constant_to_storage(& storage->storage[idx],
213 val->array_elements[i],
214 base_type,
215 elements,
216 boolean_true);
217
218 idx += elements * dmul;
219 }
220 } else {
221 copy_constant_to_storage(storage->storage,
222 val,
223 val->type->base_type,
224 val->type->components(),
225 boolean_true);
226
227 if (storage->type->is_sampler()) {
228 for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
229 gl_shader *shader = prog->_LinkedShaders[sh];
230
231 if (shader && storage->sampler[sh].active) {
232 unsigned index = storage->sampler[sh].index;
233
234 shader->SamplerUnits[index] = storage->storage[0].i;
235 }
236 }
237 }
238 }
239
240 storage->initialized = true;
241 }
242 }
243
244 void
245 link_set_uniform_initializers(struct gl_shader_program *prog,
246 unsigned int boolean_true)
247 {
248 void *mem_ctx = NULL;
249
250 for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
251 struct gl_shader *shader = prog->_LinkedShaders[i];
252
253 if (shader == NULL)
254 continue;
255
256 foreach_in_list(ir_instruction, node, shader->ir) {
257 ir_variable *const var = node->as_variable();
258
259 if (!var || (var->data.mode != ir_var_uniform &&
260 var->data.mode != ir_var_shader_storage))
261 continue;
262
263 if (!mem_ctx)
264 mem_ctx = ralloc_context(NULL);
265
266 if (var->data.explicit_binding) {
267 const glsl_type *const type = var->type;
268
269 if (type->without_array()->is_sampler()) {
270 linker::set_sampler_binding(prog, var->name, var->data.binding);
271 } else if (var->is_in_buffer_block()) {
272 const glsl_type *const iface_type = var->get_interface_type();
273
274 /* If the variable is an array and it is an interface instance,
275 * we need to set the binding for each array element. Just
276 * checking that the variable is an array is not sufficient.
277 * The variable could be an array element of a uniform block
278 * that lacks an instance name. For example:
279 *
280 * uniform U {
281 * float f[4];
282 * };
283 *
284 * In this case "f" would pass is_in_buffer_block (above) and
285 * type->is_array(), but it will fail is_interface_instance().
286 */
287 if (var->is_interface_instance() && var->type->is_array()) {
288 for (unsigned i = 0; i < var->type->length; i++) {
289 const char *name =
290 ralloc_asprintf(mem_ctx, "%s[%u]", iface_type->name, i);
291
292 /* Section 4.4.3 (Uniform Block Layout Qualifiers) of the
293 * GLSL 4.20 spec says:
294 *
295 * "If the binding identifier is used with a uniform
296 * block instanced as an array then the first element
297 * of the array takes the specified block binding and
298 * each subsequent element takes the next consecutive
299 * uniform block binding point."
300 */
301 linker::set_block_binding(prog, name,
302 var->data.binding + i);
303 }
304 } else {
305 linker::set_block_binding(prog, iface_type->name,
306 var->data.binding);
307 }
308 } else if (type->contains_atomic()) {
309 /* we don't actually need to do anything. */
310 } else {
311 assert(!"Explicit binding not on a sampler, UBO or atomic.");
312 }
313 } else if (var->constant_value) {
314 linker::set_uniform_initializer(mem_ctx, prog, var->name,
315 var->type, var->constant_value,
316 boolean_true);
317 }
318 }
319 }
320
321 ralloc_free(mem_ctx);
322 }