b0a4ec3f2fbfa93060a3a6d13828af6b47483251
[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->NumBufferInterfaceBlocks; 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_FUNCTION:
92 case GLSL_TYPE_VOID:
93 case GLSL_TYPE_SUBROUTINE:
94 case GLSL_TYPE_ERROR:
95 /* All other types should have already been filtered by other
96 * paths in the caller.
97 */
98 assert(!"Should not get here.");
99 break;
100 }
101 }
102 }
103
104 /**
105 * Initialize an opaque uniform from the value of an explicit binding
106 * qualifier specified in the shader. Atomic counters are different because
107 * they have no storage and should be handled elsewhere.
108 */
109 void
110 set_opaque_binding(gl_shader_program *prog, const char *name, int binding)
111 {
112 struct gl_uniform_storage *const storage =
113 get_storage(prog->UniformStorage, prog->NumUniformStorage, name);
114
115 if (storage == NULL) {
116 assert(storage != NULL);
117 return;
118 }
119
120 const unsigned elements = MAX2(storage->array_elements, 1);
121
122 /* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 spec
123 * says:
124 *
125 * "If the binding identifier is used with an array, the first element
126 * of the array takes the specified unit and each subsequent element
127 * takes the next consecutive unit."
128 */
129 for (unsigned int i = 0; i < elements; i++) {
130 storage->storage[i].i = binding + i;
131 }
132
133 for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
134 gl_shader *shader = prog->_LinkedShaders[sh];
135
136 if (shader) {
137 if (storage->type->base_type == GLSL_TYPE_SAMPLER &&
138 storage->sampler[sh].active) {
139 for (unsigned i = 0; i < elements; i++) {
140 const unsigned index = storage->sampler[sh].index + i;
141 shader->SamplerUnits[index] = storage->storage[i].i;
142 }
143
144 } else if (storage->type->base_type == GLSL_TYPE_IMAGE &&
145 storage->image[sh].active) {
146 for (unsigned i = 0; i < elements; i++) {
147 const unsigned index = storage->image[sh].index + i;
148 shader->ImageUnits[index] = storage->storage[i].i;
149 }
150 }
151 }
152 }
153
154 storage->initialized = true;
155 }
156
157 void
158 set_block_binding(gl_shader_program *prog, const char *block_name, int binding)
159 {
160 const unsigned block_index = get_uniform_block_index(prog, block_name);
161
162 if (block_index == GL_INVALID_INDEX) {
163 assert(block_index != GL_INVALID_INDEX);
164 return;
165 }
166
167 /* This is a field of a UBO. val is the binding index. */
168 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
169 int stage_index = prog->UniformBlockStageIndex[i][block_index];
170
171 if (stage_index != -1) {
172 struct gl_shader *sh = prog->_LinkedShaders[i];
173 sh->UniformBlocks[stage_index].Binding = binding;
174 }
175 }
176 }
177
178 void
179 set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
180 const char *name, const glsl_type *type,
181 ir_constant *val, unsigned int boolean_true)
182 {
183 if (type->is_record()) {
184 ir_constant *field_constant;
185
186 field_constant = (ir_constant *)val->components.get_head();
187
188 for (unsigned int i = 0; i < type->length; i++) {
189 const glsl_type *field_type = type->fields.structure[i].type;
190 const char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
191 type->fields.structure[i].name);
192 set_uniform_initializer(mem_ctx, prog, field_name,
193 field_type, field_constant, boolean_true);
194 field_constant = (ir_constant *)field_constant->next;
195 }
196 return;
197 } else if (type->is_array() && type->fields.array->is_record()) {
198 const glsl_type *const element_type = type->fields.array;
199
200 for (unsigned int i = 0; i < type->length; i++) {
201 const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
202
203 set_uniform_initializer(mem_ctx, prog, element_name,
204 element_type, val->array_elements[i],
205 boolean_true);
206 }
207 return;
208 }
209
210 struct gl_uniform_storage *const storage =
211 get_storage(prog->UniformStorage,
212 prog->NumUniformStorage,
213 name);
214 if (storage == NULL) {
215 assert(storage != NULL);
216 return;
217 }
218
219 if (val->type->is_array()) {
220 const enum glsl_base_type base_type =
221 val->array_elements[0]->type->base_type;
222 const unsigned int elements = val->array_elements[0]->type->components();
223 unsigned int idx = 0;
224 unsigned dmul = (base_type == GLSL_TYPE_DOUBLE) ? 2 : 1;
225
226 assert(val->type->length >= storage->array_elements);
227 for (unsigned int i = 0; i < storage->array_elements; i++) {
228 copy_constant_to_storage(& storage->storage[idx],
229 val->array_elements[i],
230 base_type,
231 elements,
232 boolean_true);
233
234 idx += elements * dmul;
235 }
236 } else {
237 copy_constant_to_storage(storage->storage,
238 val,
239 val->type->base_type,
240 val->type->components(),
241 boolean_true);
242
243 if (storage->type->is_sampler()) {
244 for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
245 gl_shader *shader = prog->_LinkedShaders[sh];
246
247 if (shader && storage->sampler[sh].active) {
248 unsigned index = storage->sampler[sh].index;
249
250 shader->SamplerUnits[index] = storage->storage[0].i;
251 }
252 }
253 }
254 }
255
256 storage->initialized = true;
257 }
258 }
259
260 void
261 link_set_uniform_initializers(struct gl_shader_program *prog,
262 unsigned int boolean_true)
263 {
264 void *mem_ctx = NULL;
265
266 for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
267 struct gl_shader *shader = prog->_LinkedShaders[i];
268
269 if (shader == NULL)
270 continue;
271
272 foreach_in_list(ir_instruction, node, shader->ir) {
273 ir_variable *const var = node->as_variable();
274
275 if (!var || (var->data.mode != ir_var_uniform &&
276 var->data.mode != ir_var_shader_storage))
277 continue;
278
279 if (!mem_ctx)
280 mem_ctx = ralloc_context(NULL);
281
282 if (var->data.explicit_binding) {
283 const glsl_type *const type = var->type;
284
285 if (type->without_array()->is_sampler() ||
286 type->without_array()->is_image()) {
287 linker::set_opaque_binding(prog, var->name, var->data.binding);
288 } else if (var->is_in_buffer_block()) {
289 const glsl_type *const iface_type = var->get_interface_type();
290
291 /* If the variable is an array and it is an interface instance,
292 * we need to set the binding for each array element. Just
293 * checking that the variable is an array is not sufficient.
294 * The variable could be an array element of a uniform block
295 * that lacks an instance name. For example:
296 *
297 * uniform U {
298 * float f[4];
299 * };
300 *
301 * In this case "f" would pass is_in_buffer_block (above) and
302 * type->is_array(), but it will fail is_interface_instance().
303 */
304 if (var->is_interface_instance() && var->type->is_array()) {
305 for (unsigned i = 0; i < var->type->length; i++) {
306 const char *name =
307 ralloc_asprintf(mem_ctx, "%s[%u]", iface_type->name, i);
308
309 /* Section 4.4.3 (Uniform Block Layout Qualifiers) of the
310 * GLSL 4.20 spec says:
311 *
312 * "If the binding identifier is used with a uniform
313 * block instanced as an array then the first element
314 * of the array takes the specified block binding and
315 * each subsequent element takes the next consecutive
316 * uniform block binding point."
317 */
318 linker::set_block_binding(prog, name,
319 var->data.binding + i);
320 }
321 } else {
322 linker::set_block_binding(prog, iface_type->name,
323 var->data.binding);
324 }
325 } else if (type->contains_atomic()) {
326 /* we don't actually need to do anything. */
327 } else {
328 assert(!"Explicit binding not on a sampler, UBO or atomic.");
329 }
330 } else if (var->constant_value) {
331 linker::set_uniform_initializer(mem_ctx, prog, var->name,
332 var->type, var->constant_value,
333 boolean_true);
334 }
335 }
336 }
337
338 ralloc_free(mem_ctx);
339 }