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"
32 static inline unsigned int
33 align(unsigned int a
, unsigned int align
)
35 return (a
+ align
- 1) / align
* align
;
39 * \file link_uniforms.cpp
40 * Assign locations for GLSL uniforms.
42 * \author Ian Romanick <ian.d.romanick@intel.com>
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 uniform_field_visitor::process(ir_variable
*var
)
63 const glsl_type
*t
= var
->type
;
65 /* Only strdup the name if we actually will need to modify it. */
66 if (t
->is_record() || (t
->is_array() && t
->fields
.array
->is_record())) {
67 char *name
= ralloc_strdup(NULL
, var
->name
);
68 recursion(var
->type
, &name
, strlen(name
));
71 this->visit_field(t
, var
->name
);
76 uniform_field_visitor::recursion(const glsl_type
*t
, char **name
,
79 /* Records need to have each field processed individually.
81 * Arrays of records need to have each array element processed
82 * individually, then each field of the resulting array elements processed
86 for (unsigned i
= 0; i
< t
->length
; i
++) {
87 const char *field
= t
->fields
.structure
[i
].name
;
88 size_t new_length
= name_length
;
90 /* Append '.field' to the current uniform name. */
91 ralloc_asprintf_rewrite_tail(name
, &new_length
, ".%s", field
);
93 recursion(t
->fields
.structure
[i
].type
, name
, new_length
);
95 } else if (t
->is_array() && t
->fields
.array
->is_record()) {
96 for (unsigned i
= 0; i
< t
->length
; i
++) {
97 size_t new_length
= name_length
;
99 /* Append the subscript to the current uniform name */
100 ralloc_asprintf_rewrite_tail(name
, &new_length
, "[%u]", i
);
102 recursion(t
->fields
.array
, name
, new_length
);
105 this->visit_field(t
, *name
);
110 * Class to help calculate the storage requirements for a set of uniforms
112 * As uniforms are added to the active set the number of active uniforms and
113 * the storage requirements for those uniforms are accumulated. The active
114 * uniforms are added the the hash table supplied to the constructor.
116 * If the same uniform is added multiple times (i.e., once for each shader
117 * target), it will only be accounted once.
119 class count_uniform_size
: public uniform_field_visitor
{
121 count_uniform_size(struct string_to_uint_map
*map
)
122 : num_active_uniforms(0), num_values(0), num_shader_samplers(0),
123 num_shader_uniform_components(0), map(map
)
130 this->num_shader_samplers
= 0;
131 this->num_shader_uniform_components
= 0;
135 * Total number of active uniforms counted
137 unsigned num_active_uniforms
;
140 * Number of data values required to back the storage for the active uniforms
145 * Number of samplers used
147 unsigned num_shader_samplers
;
150 * Number of uniforms used in the current shader
152 unsigned num_shader_uniform_components
;
155 virtual void visit_field(const glsl_type
*type
, const char *name
)
157 assert(!type
->is_record());
158 assert(!(type
->is_array() && type
->fields
.array
->is_record()));
160 /* Count the number of samplers regardless of whether the uniform is
161 * already in the hash table. The hash table prevents adding the same
162 * uniform for multiple shader targets, but in this case we want to
163 * count it for each shader target.
165 const unsigned values
= values_for_type(type
);
166 if (type
->contains_sampler()) {
167 this->num_shader_samplers
+=
168 type
->is_array() ? type
->array_size() : 1;
170 /* Accumulate the total number of uniform slots used by this shader.
171 * Note that samplers do not count against this limit because they
172 * don't use any storage on current hardware.
174 this->num_shader_uniform_components
+= values
;
177 /* If the uniform is already in the map, there's nothing more to do.
180 if (this->map
->get(id
, name
))
183 this->map
->put(this->num_active_uniforms
, name
);
185 /* Each leaf uniform occupies one entry in the list of active
188 this->num_active_uniforms
++;
189 this->num_values
+= values
;
192 struct string_to_uint_map
*map
;
196 * Class to help parcel out pieces of backing storage to uniforms
198 * Each uniform processed has some range of the \c gl_constant_value
199 * structures associated with it. The association is done by finding
200 * the uniform in the \c string_to_uint_map and using the value from
201 * the map to connect that slot in the \c gl_uniform_storage table
202 * with the next available slot in the \c gl_constant_value array.
205 * This class assumes that every uniform that will be processed is
206 * already in the \c string_to_uint_map. In addition, it assumes that
207 * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
210 class parcel_out_uniform_storage
: public uniform_field_visitor
{
212 parcel_out_uniform_storage(struct string_to_uint_map
*map
,
213 struct gl_uniform_storage
*uniforms
,
214 union gl_constant_value
*values
)
215 : map(map
), uniforms(uniforms
), next_sampler(0), values(values
)
217 memset(this->targets
, 0, sizeof(this->targets
));
222 this->shader_samplers_used
= 0;
223 this->shader_shadow_samplers
= 0;
226 void set_and_process(struct gl_shader_program
*prog
,
227 struct gl_shader
*shader
,
231 if (var
->uniform_block
!= -1) {
232 struct gl_uniform_block
*block
=
233 &shader
->UniformBlocks
[var
->uniform_block
];
235 ubo_block_index
= -1;
236 for (unsigned i
= 0; i
< prog
->NumUniformBlocks
; i
++) {
237 if (!strcmp(prog
->UniformBlocks
[i
].Name
,
238 shader
->UniformBlocks
[var
->uniform_block
].Name
)) {
243 assert(ubo_block_index
!= -1);
245 ubo_var_index
= var
->location
;
246 ubo_var
= &block
->Uniforms
[var
->location
];
247 ubo_byte_offset
= ubo_var
->Offset
;
253 struct gl_uniform_buffer_variable
*ubo_var
;
259 virtual void visit_field(const glsl_type
*type
, const char *name
)
261 assert(!type
->is_record());
262 assert(!(type
->is_array() && type
->fields
.array
->is_record()));
265 bool found
= this->map
->get(id
, name
);
271 /* If there is already storage associated with this uniform, it means
272 * that it was set while processing an earlier shader stage. For
273 * example, we may be processing the uniform in the fragment shader, but
274 * the uniform was already processed in the vertex shader.
276 if (this->uniforms
[id
].storage
!= NULL
) {
277 /* If the uniform already has storage set from another shader stage,
278 * mark the samplers used for this shader stage.
280 if (type
->contains_sampler()) {
281 const unsigned count
= MAX2(1, this->uniforms
[id
].array_elements
);
282 const unsigned shadow
= (type
->is_array())
283 ? type
->fields
.array
->sampler_shadow
: type
->sampler_shadow
;
285 for (unsigned i
= 0; i
< count
; i
++) {
286 const unsigned s
= this->uniforms
[id
].sampler
+ i
;
288 this->shader_samplers_used
|= 1U << s
;
289 this->shader_shadow_samplers
|= shadow
<< s
;
296 const glsl_type
*base_type
;
297 if (type
->is_array()) {
298 this->uniforms
[id
].array_elements
= type
->length
;
299 base_type
= type
->fields
.array
;
301 this->uniforms
[id
].array_elements
= 0;
305 if (base_type
->is_sampler()) {
306 this->uniforms
[id
].sampler
= this->next_sampler
;
308 /* Increment the sampler by 1 for non-arrays and by the number of
309 * array elements for arrays.
311 this->next_sampler
+= MAX2(1, this->uniforms
[id
].array_elements
);
313 const gl_texture_index target
= base_type
->sampler_index();
314 const unsigned shadow
= base_type
->sampler_shadow
;
315 for (unsigned i
= this->uniforms
[id
].sampler
316 ; i
< MIN2(this->next_sampler
, MAX_SAMPLERS
)
318 this->targets
[i
] = target
;
319 this->shader_samplers_used
|= 1U << i
;
320 this->shader_shadow_samplers
|= shadow
<< i
;
324 this->uniforms
[id
].sampler
= ~0;
327 this->uniforms
[id
].name
= ralloc_strdup(this->uniforms
, name
);
328 this->uniforms
[id
].type
= base_type
;
329 this->uniforms
[id
].initialized
= 0;
330 this->uniforms
[id
].num_driver_storage
= 0;
331 this->uniforms
[id
].driver_storage
= NULL
;
332 this->uniforms
[id
].storage
= this->values
;
334 this->uniforms
[id
].block_index
= this->ubo_block_index
;
336 unsigned alignment
= type
->std140_base_alignment(ubo_var
->RowMajor
);
337 this->ubo_byte_offset
= align(this->ubo_byte_offset
, alignment
);
338 this->uniforms
[id
].offset
= this->ubo_byte_offset
;
339 this->ubo_byte_offset
+= type
->std140_size(ubo_var
->RowMajor
);
341 if (type
->is_array()) {
342 this->uniforms
[id
].array_stride
=
343 align(type
->fields
.array
->std140_size(ubo_var
->RowMajor
), 16);
345 this->uniforms
[id
].array_stride
= 0;
348 if (type
->is_matrix() ||
349 (type
->is_array() && type
->fields
.array
->is_matrix())) {
350 this->uniforms
[id
].matrix_stride
= 16;
351 this->uniforms
[id
].row_major
= ubo_var
->RowMajor
;
353 this->uniforms
[id
].matrix_stride
= 0;
354 this->uniforms
[id
].row_major
= false;
357 this->uniforms
[id
].block_index
= -1;
358 this->uniforms
[id
].offset
= -1;
359 this->uniforms
[id
].array_stride
= -1;
360 this->uniforms
[id
].matrix_stride
= -1;
361 this->uniforms
[id
].row_major
= false;
364 this->values
+= values_for_type(type
);
367 struct string_to_uint_map
*map
;
369 struct gl_uniform_storage
*uniforms
;
370 unsigned next_sampler
;
373 union gl_constant_value
*values
;
375 gl_texture_index targets
[MAX_SAMPLERS
];
378 * Mask of samplers used by the current shader stage.
380 unsigned shader_samplers_used
;
383 * Mask of samplers used by the current shader stage for shadows.
385 unsigned shader_shadow_samplers
;
389 * Merges a uniform block into an array of uniform blocks that may or
390 * may not already contain a copy of it.
392 * Returns the index of the new block in the array.
395 link_cross_validate_uniform_block(void *mem_ctx
,
396 struct gl_uniform_block
**linked_blocks
,
397 unsigned int *num_linked_blocks
,
398 struct gl_uniform_block
*new_block
)
400 for (unsigned int i
= 0; i
< *num_linked_blocks
; i
++) {
401 struct gl_uniform_block
*old_block
= &(*linked_blocks
)[i
];
403 if (strcmp(old_block
->Name
, new_block
->Name
) == 0)
404 return link_uniform_blocks_are_compatible(old_block
, new_block
)
408 *linked_blocks
= reralloc(mem_ctx
, *linked_blocks
,
409 struct gl_uniform_block
,
410 *num_linked_blocks
+ 1);
411 int linked_block_index
= (*num_linked_blocks
)++;
412 struct gl_uniform_block
*linked_block
= &(*linked_blocks
)[linked_block_index
];
414 memcpy(linked_block
, new_block
, sizeof(*new_block
));
415 linked_block
->Uniforms
= ralloc_array(*linked_blocks
,
416 struct gl_uniform_buffer_variable
,
417 linked_block
->NumUniforms
);
419 memcpy(linked_block
->Uniforms
,
421 sizeof(*linked_block
->Uniforms
) * linked_block
->NumUniforms
);
423 for (unsigned int i
= 0; i
< linked_block
->NumUniforms
; i
++) {
424 struct gl_uniform_buffer_variable
*ubo_var
=
425 &linked_block
->Uniforms
[i
];
427 ubo_var
->Name
= ralloc_strdup(*linked_blocks
, ubo_var
->Name
);
430 return linked_block_index
;
434 * Walks the IR and update the references to uniform blocks in the
435 * ir_variables to point at linked shader's list (previously, they
436 * would point at the uniform block list in one of the pre-linked
440 link_update_uniform_buffer_variables(struct gl_shader
*shader
)
442 foreach_list(node
, shader
->ir
) {
443 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
445 if ((var
== NULL
) || (var
->uniform_block
== -1))
448 assert(var
->mode
== ir_var_uniform
);
451 for (unsigned i
= 0; i
< shader
->NumUniformBlocks
; i
++) {
452 for (unsigned j
= 0; j
< shader
->UniformBlocks
[i
].NumUniforms
; j
++) {
453 if (!strcmp(var
->name
, shader
->UniformBlocks
[i
].Uniforms
[j
].Name
)) {
455 var
->uniform_block
= i
;
468 link_assign_uniform_block_offsets(struct gl_shader
*shader
)
470 for (unsigned b
= 0; b
< shader
->NumUniformBlocks
; b
++) {
471 struct gl_uniform_block
*block
= &shader
->UniformBlocks
[b
];
474 for (unsigned int i
= 0; i
< block
->NumUniforms
; i
++) {
475 struct gl_uniform_buffer_variable
*ubo_var
= &block
->Uniforms
[i
];
476 const struct glsl_type
*type
= ubo_var
->Type
;
478 unsigned alignment
= type
->std140_base_alignment(ubo_var
->RowMajor
);
479 unsigned size
= type
->std140_size(ubo_var
->RowMajor
);
481 offset
= align(offset
, alignment
);
482 ubo_var
->Offset
= offset
;
486 /* From the GL_ARB_uniform_buffer_object spec:
488 * "For uniform blocks laid out according to [std140] rules,
489 * the minimum buffer object size returned by the
490 * UNIFORM_BLOCK_DATA_SIZE query is derived by taking the
491 * offset of the last basic machine unit consumed by the
492 * last uniform of the uniform block (including any
493 * end-of-array or end-of-structure padding), adding one,
494 * and rounding up to the next multiple of the base
495 * alignment required for a vec4."
497 block
->UniformBufferSize
= align(offset
, 16);
502 link_assign_uniform_locations(struct gl_shader_program
*prog
)
504 ralloc_free(prog
->UniformStorage
);
505 prog
->UniformStorage
= NULL
;
506 prog
->NumUserUniformStorage
= 0;
508 if (prog
->UniformHash
!= NULL
) {
509 prog
->UniformHash
->clear();
511 prog
->UniformHash
= new string_to_uint_map
;
514 /* Uniforms that lack an initializer in the shader code have an initial
515 * value of zero. This includes sampler uniforms.
517 * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
519 * "The link time initial value is either the value of the variable's
520 * initializer, if present, or 0 if no initializer is present. Sampler
521 * types cannot have initializers."
523 memset(prog
->SamplerUnits
, 0, sizeof(prog
->SamplerUnits
));
525 for (unsigned i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
526 if (prog
->_LinkedShaders
[i
] == NULL
)
529 link_update_uniform_buffer_variables(prog
->_LinkedShaders
[i
]);
532 /* First pass: Count the uniform resources used by the user-defined
533 * uniforms. While this happens, each active uniform will have an index
536 * Note: this is *NOT* the index that is returned to the application by
537 * glGetUniformLocation.
539 count_uniform_size
uniform_size(prog
->UniformHash
);
540 for (unsigned i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
541 if (prog
->_LinkedShaders
[i
] == NULL
)
544 /* Reset various per-shader target counts.
546 uniform_size
.start_shader();
548 foreach_list(node
, prog
->_LinkedShaders
[i
]->ir
) {
549 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
551 if ((var
== NULL
) || (var
->mode
!= ir_var_uniform
))
554 /* FINISHME: Update code to process built-in uniforms!
556 if (strncmp("gl_", var
->name
, 3) == 0) {
557 uniform_size
.num_shader_uniform_components
+=
558 var
->type
->component_slots();
562 uniform_size
.process(var
);
565 prog
->_LinkedShaders
[i
]->num_samplers
= uniform_size
.num_shader_samplers
;
566 prog
->_LinkedShaders
[i
]->num_uniform_components
=
567 uniform_size
.num_shader_uniform_components
;
570 const unsigned num_user_uniforms
= uniform_size
.num_active_uniforms
;
571 const unsigned num_data_slots
= uniform_size
.num_values
;
573 /* On the outside chance that there were no uniforms, bail out.
575 if (num_user_uniforms
== 0)
578 struct gl_uniform_storage
*uniforms
=
579 rzalloc_array(prog
, struct gl_uniform_storage
, num_user_uniforms
);
580 union gl_constant_value
*data
=
581 rzalloc_array(uniforms
, union gl_constant_value
, num_data_slots
);
583 union gl_constant_value
*data_end
= &data
[num_data_slots
];
586 parcel_out_uniform_storage
parcel(prog
->UniformHash
, uniforms
, data
);
588 for (unsigned i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
589 if (prog
->_LinkedShaders
[i
] == NULL
)
592 /* Reset various per-shader target counts.
594 parcel
.start_shader();
596 foreach_list(node
, prog
->_LinkedShaders
[i
]->ir
) {
597 ir_variable
*const var
= ((ir_instruction
*) node
)->as_variable();
599 if ((var
== NULL
) || (var
->mode
!= ir_var_uniform
))
602 /* FINISHME: Update code to process built-in uniforms!
604 if (strncmp("gl_", var
->name
, 3) == 0)
607 parcel
.set_and_process(prog
, prog
->_LinkedShaders
[i
], var
);
610 prog
->_LinkedShaders
[i
]->active_samplers
= parcel
.shader_samplers_used
;
611 prog
->_LinkedShaders
[i
]->shadow_samplers
= parcel
.shader_shadow_samplers
;
614 assert(sizeof(prog
->SamplerTargets
) == sizeof(parcel
.targets
));
615 memcpy(prog
->SamplerTargets
, parcel
.targets
, sizeof(prog
->SamplerTargets
));
618 for (unsigned i
= 0; i
< num_user_uniforms
; i
++) {
619 assert(uniforms
[i
].storage
!= NULL
);
622 assert(parcel
.values
== data_end
);
625 prog
->NumUserUniformStorage
= num_user_uniforms
;
626 prog
->UniformStorage
= uniforms
;
628 link_set_uniform_initializers(prog
);