glsl: skip buffer variables when filling UniformRemapTable
[mesa.git] / src / glsl / link_uniforms.cpp
1 /*
2 * Copyright © 2011 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 #include "program.h"
31 #include "util/hash_table.h"
32
33 /**
34 * \file link_uniforms.cpp
35 * Assign locations for GLSL uniforms.
36 *
37 * \author Ian Romanick <ian.d.romanick@intel.com>
38 */
39
40 /**
41 * Used by linker to indicate uniforms that have no location set.
42 */
43 #define UNMAPPED_UNIFORM_LOC ~0u
44
45 /**
46 * Count the backing storage requirements for a type
47 */
48 static unsigned
49 values_for_type(const glsl_type *type)
50 {
51 if (type->is_sampler()) {
52 return 1;
53 } else if (type->is_array() && type->fields.array->is_sampler()) {
54 return type->array_size();
55 } else {
56 return type->component_slots();
57 }
58 }
59
60 void
61 program_resource_visitor::process(const glsl_type *type, const char *name)
62 {
63 assert(type->without_array()->is_record()
64 || type->without_array()->is_interface());
65
66 unsigned record_array_count = 1;
67 char *name_copy = ralloc_strdup(NULL, name);
68 unsigned packing = type->interface_packing;
69
70 recursion(type, &name_copy, strlen(name), false, NULL, packing, false,
71 record_array_count);
72 ralloc_free(name_copy);
73 }
74
75 void
76 program_resource_visitor::process(ir_variable *var)
77 {
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;
83
84 const unsigned packing = var->get_interface_type() ?
85 var->get_interface_type()->interface_packing :
86 var->type->interface_packing;
87
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.
91 */
92
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:
98 *
99 * out Blk { vec4 bar } foo[3];
100 *
101 * Then the variable is now:
102 *
103 * out vec4 bar[3];
104 *
105 * We need to visit each array element using the names constructed like
106 * so:
107 *
108 * Blk[0].bar
109 * Blk[1].bar
110 * Blk[2].bar
111 */
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,
119 var->name);
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.
123 */
124 recursion(var->type, &name, new_length, row_major, NULL, packing,
125 false, record_array_count);
126 }
127 ralloc_free(name);
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:
132 *
133 * out Blk { vec4 bar } foo;
134 *
135 * Then the variable is now:
136 *
137 * out vec4 bar;
138 *
139 * We need to visit this variable using the name:
140 *
141 * Blk.bar
142 */
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.
148 */
149 recursion(var->type, &name, strlen(name), row_major, NULL, packing,
150 false, record_array_count);
151 ralloc_free(name);
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);
157 ralloc_free(name);
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);
162 ralloc_free(name);
163 } else {
164 this->set_record_array_count(record_array_count);
165 this->visit_field(t, var->name, row_major, NULL, packing, false);
166 }
167 }
168
169 void
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,
174 bool last_field,
175 unsigned record_array_count)
176 {
177 /* Records need to have each field processed individually.
178 *
179 * Arrays of records need to have each array element processed
180 * individually, then each field of the resulting array elements processed
181 * individually.
182 */
183 if (t->is_record() || t->is_interface()) {
184 if (record_type == NULL && t->is_record())
185 record_type = t;
186
187 if (t->is_record())
188 this->enter_record(t, *name, row_major, packing);
189
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;
193
194 if (t->fields.structure[i].type->is_record())
195 this->visit_field(&t->fields.structure[i]);
196
197 /* Append '.field' to the current variable name. */
198 if (name_length == 0) {
199 ralloc_asprintf_rewrite_tail(name, &new_length, "%s", field);
200 } else {
201 ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
202 }
203
204 /* The layout of structures at the top level of the block is set
205 * during parsing. For matrices contained in multiple levels of
206 * structures in the block, the inner structures have no layout.
207 * These cases must potentially inherit the layout from the outer
208 * levels.
209 */
210 bool field_row_major = row_major;
211 const enum glsl_matrix_layout matrix_layout =
212 glsl_matrix_layout(t->fields.structure[i].matrix_layout);
213 if (matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
214 field_row_major = true;
215 } else if (matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
216 field_row_major = false;
217 }
218
219 recursion(t->fields.structure[i].type, name, new_length,
220 field_row_major,
221 record_type,
222 packing,
223 (i + 1) == t->length, record_array_count);
224
225 /* Only the first leaf-field of the record gets called with the
226 * record type pointer.
227 */
228 record_type = NULL;
229 }
230
231 if (t->is_record()) {
232 (*name)[name_length] = '\0';
233 this->leave_record(t, *name, row_major, packing);
234 }
235 } else if (t->without_array()->is_record() ||
236 t->without_array()->is_interface() ||
237 (t->is_array() && t->fields.array->is_array())) {
238 if (record_type == NULL && t->fields.array->is_record())
239 record_type = t->fields.array;
240
241 unsigned length = t->length;
242 /* Shader storage block unsized arrays: add subscript [0] to variable
243 * names */
244 if (t->is_unsized_array())
245 length = 1;
246
247 record_array_count *= length;
248
249 for (unsigned i = 0; i < length; i++) {
250 size_t new_length = name_length;
251
252 /* Append the subscript to the current variable name */
253 ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
254
255 recursion(t->fields.array, name, new_length, row_major,
256 record_type,
257 packing,
258 (i + 1) == t->length, record_array_count);
259
260 /* Only the first leaf-field of the record gets called with the
261 * record type pointer.
262 */
263 record_type = NULL;
264 }
265 } else {
266 this->set_record_array_count(record_array_count);
267 this->visit_field(t, *name, row_major, record_type, packing, last_field);
268 }
269 }
270
271 void
272 program_resource_visitor::visit_field(const glsl_type *type, const char *name,
273 bool row_major,
274 const glsl_type *,
275 const unsigned,
276 bool /* last_field */)
277 {
278 visit_field(type, name, row_major);
279 }
280
281 void
282 program_resource_visitor::visit_field(const glsl_struct_field *field)
283 {
284 (void) field;
285 /* empty */
286 }
287
288 void
289 program_resource_visitor::enter_record(const glsl_type *, const char *, bool,
290 const unsigned)
291 {
292 }
293
294 void
295 program_resource_visitor::leave_record(const glsl_type *, const char *, bool,
296 const unsigned)
297 {
298 }
299
300 void
301 program_resource_visitor::set_record_array_count(unsigned)
302 {
303 }
304
305 namespace {
306
307 /**
308 * Class to help calculate the storage requirements for a set of uniforms
309 *
310 * As uniforms are added to the active set the number of active uniforms and
311 * the storage requirements for those uniforms are accumulated. The active
312 * uniforms are added to the hash table supplied to the constructor.
313 *
314 * If the same uniform is added multiple times (i.e., once for each shader
315 * target), it will only be accounted once.
316 */
317 class count_uniform_size : public program_resource_visitor {
318 public:
319 count_uniform_size(struct string_to_uint_map *map,
320 struct string_to_uint_map *hidden_map)
321 : num_active_uniforms(0), num_hidden_uniforms(0), num_values(0),
322 num_shader_samplers(0), num_shader_images(0),
323 num_shader_uniform_components(0), num_shader_subroutines(0),
324 is_ubo_var(false), is_shader_storage(false), map(map),
325 hidden_map(hidden_map)
326 {
327 /* empty */
328 }
329
330 void start_shader()
331 {
332 this->num_shader_samplers = 0;
333 this->num_shader_images = 0;
334 this->num_shader_uniform_components = 0;
335 this->num_shader_subroutines = 0;
336 }
337
338 void process(ir_variable *var)
339 {
340 this->current_var = var;
341 this->is_ubo_var = var->is_in_buffer_block();
342 this->is_shader_storage = var->is_in_shader_storage_block();
343 if (var->is_interface_instance())
344 program_resource_visitor::process(var->get_interface_type(),
345 var->get_interface_type()->name);
346 else
347 program_resource_visitor::process(var);
348 }
349
350 /**
351 * Total number of active uniforms counted
352 */
353 unsigned num_active_uniforms;
354
355 unsigned num_hidden_uniforms;
356
357 /**
358 * Number of data values required to back the storage for the active uniforms
359 */
360 unsigned num_values;
361
362 /**
363 * Number of samplers used
364 */
365 unsigned num_shader_samplers;
366
367 /**
368 * Number of images used
369 */
370 unsigned num_shader_images;
371
372 /**
373 * Number of uniforms used in the current shader
374 */
375 unsigned num_shader_uniform_components;
376
377 /**
378 * Number of subroutine uniforms used
379 */
380 unsigned num_shader_subroutines;
381
382 bool is_ubo_var;
383 bool is_shader_storage;
384
385 struct string_to_uint_map *map;
386
387 private:
388 virtual void visit_field(const glsl_type *type, const char *name,
389 bool row_major)
390 {
391 assert(!type->without_array()->is_record());
392 assert(!type->without_array()->is_interface());
393 assert(!(type->is_array() && type->fields.array->is_array()));
394
395 (void) row_major;
396
397 /* Count the number of samplers regardless of whether the uniform is
398 * already in the hash table. The hash table prevents adding the same
399 * uniform for multiple shader targets, but in this case we want to
400 * count it for each shader target.
401 */
402 const unsigned values = values_for_type(type);
403 if (type->contains_subroutine()) {
404 this->num_shader_subroutines += values;
405 } else if (type->contains_sampler()) {
406 this->num_shader_samplers += values;
407 } else if (type->contains_image()) {
408 this->num_shader_images += values;
409
410 /* As drivers are likely to represent image uniforms as
411 * scalar indices, count them against the limit of uniform
412 * components in the default block. The spec allows image
413 * uniforms to use up no more than one scalar slot.
414 */
415 if(!is_shader_storage)
416 this->num_shader_uniform_components += values;
417 } else {
418 /* Accumulate the total number of uniform slots used by this shader.
419 * Note that samplers do not count against this limit because they
420 * don't use any storage on current hardware.
421 */
422 if (!is_ubo_var && !is_shader_storage)
423 this->num_shader_uniform_components += values;
424 }
425
426 /* If the uniform is already in the map, there's nothing more to do.
427 */
428 unsigned id;
429 if (this->map->get(id, name))
430 return;
431
432 if (this->current_var->data.how_declared == ir_var_hidden) {
433 this->hidden_map->put(this->num_hidden_uniforms, name);
434 this->num_hidden_uniforms++;
435 } else {
436 this->map->put(this->num_active_uniforms-this->num_hidden_uniforms,
437 name);
438 }
439
440 /* Each leaf uniform occupies one entry in the list of active
441 * uniforms.
442 */
443 this->num_active_uniforms++;
444 this->num_values += values;
445 }
446
447 struct string_to_uint_map *hidden_map;
448
449 /**
450 * Current variable being processed.
451 */
452 ir_variable *current_var;
453 };
454
455 } /* anonymous namespace */
456
457 /**
458 * Class to help parcel out pieces of backing storage to uniforms
459 *
460 * Each uniform processed has some range of the \c gl_constant_value
461 * structures associated with it. The association is done by finding
462 * the uniform in the \c string_to_uint_map and using the value from
463 * the map to connect that slot in the \c gl_uniform_storage table
464 * with the next available slot in the \c gl_constant_value array.
465 *
466 * \warning
467 * This class assumes that every uniform that will be processed is
468 * already in the \c string_to_uint_map. In addition, it assumes that
469 * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
470 * enough."
471 */
472 class parcel_out_uniform_storage : public program_resource_visitor {
473 public:
474 parcel_out_uniform_storage(struct string_to_uint_map *map,
475 struct gl_uniform_storage *uniforms,
476 union gl_constant_value *values)
477 : map(map), uniforms(uniforms), values(values)
478 {
479 }
480
481 void start_shader(gl_shader_stage shader_type)
482 {
483 assert(shader_type < MESA_SHADER_STAGES);
484 this->shader_type = shader_type;
485
486 this->shader_samplers_used = 0;
487 this->shader_shadow_samplers = 0;
488 this->next_sampler = 0;
489 this->next_image = 0;
490 this->next_subroutine = 0;
491 this->record_array_count = 1;
492 memset(this->targets, 0, sizeof(this->targets));
493 }
494
495 void set_and_process(struct gl_shader_program *prog,
496 ir_variable *var)
497 {
498 current_var = var;
499 field_counter = 0;
500 this->record_next_sampler = new string_to_uint_map;
501
502 ubo_block_index = -1;
503 if (var->is_in_buffer_block()) {
504 if (var->is_interface_instance() && var->type->is_array()) {
505 unsigned l = strlen(var->get_interface_type()->name);
506
507 for (unsigned i = 0; i < prog->NumBufferInterfaceBlocks; i++) {
508 if (strncmp(var->get_interface_type()->name,
509 prog->BufferInterfaceBlocks[i].Name,
510 l) == 0
511 && prog->BufferInterfaceBlocks[i].Name[l] == '[') {
512 ubo_block_index = i;
513 break;
514 }
515 }
516 } else {
517 for (unsigned i = 0; i < prog->NumBufferInterfaceBlocks; i++) {
518 if (strcmp(var->get_interface_type()->name,
519 prog->BufferInterfaceBlocks[i].Name) == 0) {
520 ubo_block_index = i;
521 break;
522 }
523 }
524 }
525 assert(ubo_block_index != -1);
526
527 /* Uniform blocks that were specified with an instance name must be
528 * handled a little bit differently. The name of the variable is the
529 * name used to reference the uniform block instead of being the name
530 * of a variable within the block. Therefore, searching for the name
531 * within the block will fail.
532 */
533 if (var->is_interface_instance()) {
534 ubo_byte_offset = 0;
535 } else {
536 const struct gl_uniform_block *const block =
537 &prog->BufferInterfaceBlocks[ubo_block_index];
538
539 assert(var->data.location != -1);
540
541 const struct gl_uniform_buffer_variable *const ubo_var =
542 &block->Uniforms[var->data.location];
543
544 ubo_byte_offset = ubo_var->Offset;
545 }
546
547 if (var->is_interface_instance())
548 process(var->get_interface_type(),
549 var->get_interface_type()->name);
550 else
551 process(var);
552 } else {
553 /* Store any explicit location and reset data location so we can
554 * reuse this variable for storing the uniform slot number.
555 */
556 this->explicit_location = current_var->data.location;
557 current_var->data.location = -1;
558
559 process(var);
560 }
561 delete this->record_next_sampler;
562 }
563
564 int ubo_block_index;
565 int ubo_byte_offset;
566 gl_shader_stage shader_type;
567
568 private:
569 void handle_samplers(const glsl_type *base_type,
570 struct gl_uniform_storage *uniform, const char *name)
571 {
572 if (base_type->is_sampler()) {
573 uniform->opaque[shader_type].active = true;
574
575 /* Handle multiple samplers inside struct arrays */
576 if (this->record_array_count > 1) {
577 unsigned inner_array_size = MAX2(1, uniform->array_elements);
578 char *name_copy = ralloc_strdup(NULL, name);
579
580 /* Remove all array subscripts from the sampler name */
581 char *str_start;
582 const char *str_end;
583 while((str_start = strchr(name_copy, '[')) &&
584 (str_end = strchr(name_copy, ']'))) {
585 memmove(str_start, str_end + 1, 1 + strlen(str_end));
586 }
587
588 unsigned index = 0;
589 if (this->record_next_sampler->get(index, name_copy)) {
590 /* In this case, we've already seen this uniform so we just use
591 * the next sampler index recorded the last time we visited.
592 */
593 uniform->opaque[shader_type].index = index;
594 index = inner_array_size + uniform->opaque[shader_type].index;
595 this->record_next_sampler->put(index, name_copy);
596
597 ralloc_free(name_copy);
598 /* Return as everything else has already been initialised in a
599 * previous pass.
600 */
601 return;
602 } else {
603 /* We've never seen this uniform before so we need to allocate
604 * enough indices to store it.
605 *
606 * Nested struct arrays behave like arrays of arrays so we need
607 * to increase the index by the total number of elements of the
608 * sampler in case there is more than one sampler inside the
609 * structs. This allows the offset to be easily calculated for
610 * indirect indexing.
611 */
612 uniform->opaque[shader_type].index = this->next_sampler;
613 this->next_sampler +=
614 inner_array_size * this->record_array_count;
615
616 /* Store the next index for future passes over the struct array
617 */
618 index = uniform->opaque[shader_type].index + inner_array_size;
619 this->record_next_sampler->put(index, name_copy);
620 ralloc_free(name_copy);
621 }
622 } else {
623 /* Increment the sampler by 1 for non-arrays and by the number of
624 * array elements for arrays.
625 */
626 uniform->opaque[shader_type].index = this->next_sampler;
627 this->next_sampler += MAX2(1, uniform->array_elements);
628 }
629
630 const gl_texture_index target = base_type->sampler_index();
631 const unsigned shadow = base_type->sampler_shadow;
632 for (unsigned i = uniform->opaque[shader_type].index;
633 i < MIN2(this->next_sampler, MAX_SAMPLERS);
634 i++) {
635 this->targets[i] = target;
636 this->shader_samplers_used |= 1U << i;
637 this->shader_shadow_samplers |= shadow << i;
638 }
639 }
640 }
641
642 void handle_images(const glsl_type *base_type,
643 struct gl_uniform_storage *uniform)
644 {
645 if (base_type->is_image()) {
646 uniform->opaque[shader_type].index = this->next_image;
647 uniform->opaque[shader_type].active = true;
648
649 /* Increment the image index by 1 for non-arrays and by the
650 * number of array elements for arrays.
651 */
652 this->next_image += MAX2(1, uniform->array_elements);
653
654 }
655 }
656
657 void handle_subroutines(const glsl_type *base_type,
658 struct gl_uniform_storage *uniform)
659 {
660 if (base_type->is_subroutine()) {
661 uniform->opaque[shader_type].index = this->next_subroutine;
662 uniform->opaque[shader_type].active = true;
663
664 /* Increment the subroutine index by 1 for non-arrays and by the
665 * number of array elements for arrays.
666 */
667 this->next_subroutine += MAX2(1, uniform->array_elements);
668
669 }
670 }
671
672 virtual void set_record_array_count(unsigned record_array_count)
673 {
674 this->record_array_count = record_array_count;
675 }
676
677 virtual void visit_field(const glsl_type *type, const char *name,
678 bool row_major)
679 {
680 (void) type;
681 (void) name;
682 (void) row_major;
683 assert(!"Should not get here.");
684 }
685
686 virtual void enter_record(const glsl_type *type, const char *,
687 bool row_major, const unsigned packing) {
688 assert(type->is_record());
689 if (this->ubo_block_index == -1)
690 return;
691 if (packing == GLSL_INTERFACE_PACKING_STD430)
692 this->ubo_byte_offset = glsl_align(
693 this->ubo_byte_offset, type->std430_base_alignment(row_major));
694 else
695 this->ubo_byte_offset = glsl_align(
696 this->ubo_byte_offset, type->std140_base_alignment(row_major));
697 }
698
699 virtual void leave_record(const glsl_type *type, const char *,
700 bool row_major, const unsigned packing) {
701 assert(type->is_record());
702 if (this->ubo_block_index == -1)
703 return;
704 if (packing == GLSL_INTERFACE_PACKING_STD430)
705 this->ubo_byte_offset = glsl_align(
706 this->ubo_byte_offset, type->std430_base_alignment(row_major));
707 else
708 this->ubo_byte_offset = glsl_align(
709 this->ubo_byte_offset, type->std140_base_alignment(row_major));
710 }
711
712 virtual void visit_field(const glsl_type *type, const char *name,
713 bool row_major, const glsl_type *record_type,
714 const unsigned packing,
715 bool /* last_field */)
716 {
717 assert(!type->without_array()->is_record());
718 assert(!type->without_array()->is_interface());
719 assert(!(type->is_array() && type->fields.array->is_array()));
720
721 unsigned id;
722 bool found = this->map->get(id, name);
723 assert(found);
724
725 if (!found)
726 return;
727
728 const glsl_type *base_type;
729 if (type->is_array()) {
730 this->uniforms[id].array_elements = type->length;
731 base_type = type->fields.array;
732 } else {
733 this->uniforms[id].array_elements = 0;
734 base_type = type;
735 }
736
737 /* Initialise opaque data */
738 this->uniforms[id].opaque[shader_type].index = ~0;
739 this->uniforms[id].opaque[shader_type].active = false;
740
741 /* This assigns uniform indices to sampler and image uniforms. */
742 handle_samplers(base_type, &this->uniforms[id], name);
743 handle_images(base_type, &this->uniforms[id]);
744 handle_subroutines(base_type, &this->uniforms[id]);
745
746 /* For array of arrays or struct arrays the base location may have
747 * already been set so don't set it again.
748 */
749 if (ubo_block_index == -1 && current_var->data.location == -1) {
750 current_var->data.location = id;
751 }
752
753 /* If there is already storage associated with this uniform or if the
754 * uniform is set as builtin, it means that it was set while processing
755 * an earlier shader stage. For example, we may be processing the
756 * uniform in the fragment shader, but the uniform was already processed
757 * in the vertex shader.
758 */
759 if (this->uniforms[id].storage != NULL || this->uniforms[id].builtin) {
760 return;
761 }
762
763 /* Assign explicit locations. */
764 if (current_var->data.explicit_location) {
765 /* Set sequential locations for struct fields. */
766 if (record_type != NULL) {
767 const unsigned entries = MAX2(1, this->uniforms[id].array_elements);
768 this->uniforms[id].remap_location =
769 this->explicit_location + field_counter;
770 field_counter += entries;
771 } else {
772 this->uniforms[id].remap_location = this->explicit_location;
773 }
774 } else {
775 /* Initialize to to indicate that no location is set */
776 this->uniforms[id].remap_location = UNMAPPED_UNIFORM_LOC;
777 }
778
779 this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
780 this->uniforms[id].type = base_type;
781 this->uniforms[id].initialized = 0;
782 this->uniforms[id].num_driver_storage = 0;
783 this->uniforms[id].driver_storage = NULL;
784 this->uniforms[id].atomic_buffer_index = -1;
785 this->uniforms[id].hidden =
786 current_var->data.how_declared == ir_var_hidden;
787 this->uniforms[id].builtin = is_gl_identifier(name);
788
789 /* Do not assign storage if the uniform is builtin */
790 if (!this->uniforms[id].builtin)
791 this->uniforms[id].storage = this->values;
792
793 this->uniforms[id].is_shader_storage =
794 current_var->is_in_shader_storage_block();
795
796 if (this->ubo_block_index != -1) {
797 this->uniforms[id].block_index = this->ubo_block_index;
798
799 unsigned alignment = type->std140_base_alignment(row_major);
800 if (packing == GLSL_INTERFACE_PACKING_STD430)
801 alignment = type->std430_base_alignment(row_major);
802 this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, alignment);
803 this->uniforms[id].offset = this->ubo_byte_offset;
804 if (packing == GLSL_INTERFACE_PACKING_STD430)
805 this->ubo_byte_offset += type->std430_size(row_major);
806 else
807 this->ubo_byte_offset += type->std140_size(row_major);
808
809 if (type->is_array()) {
810 if (packing == GLSL_INTERFACE_PACKING_STD430)
811 this->uniforms[id].array_stride =
812 type->without_array()->std430_array_stride(row_major);
813 else
814 this->uniforms[id].array_stride =
815 glsl_align(type->without_array()->std140_size(row_major),
816 16);
817 } else {
818 this->uniforms[id].array_stride = 0;
819 }
820
821 if (type->without_array()->is_matrix()) {
822 const glsl_type *matrix = type->without_array();
823 const unsigned N = matrix->base_type == GLSL_TYPE_DOUBLE ? 8 : 4;
824 const unsigned items =
825 row_major ? matrix->matrix_columns : matrix->vector_elements;
826
827 assert(items <= 4);
828 if (packing == GLSL_INTERFACE_PACKING_STD430)
829 this->uniforms[id].matrix_stride = items < 3 ? items * N :
830 glsl_align(items * N, 16);
831 else
832 this->uniforms[id].matrix_stride = glsl_align(items * N, 16);
833 this->uniforms[id].row_major = row_major;
834 } else {
835 this->uniforms[id].matrix_stride = 0;
836 this->uniforms[id].row_major = false;
837 }
838 } else {
839 this->uniforms[id].block_index = -1;
840 this->uniforms[id].offset = -1;
841 this->uniforms[id].array_stride = -1;
842 this->uniforms[id].matrix_stride = -1;
843 this->uniforms[id].row_major = false;
844 }
845
846 this->values += values_for_type(type);
847 }
848
849 struct string_to_uint_map *map;
850
851 struct gl_uniform_storage *uniforms;
852 unsigned next_sampler;
853 unsigned next_image;
854 unsigned next_subroutine;
855
856 /**
857 * Field counter is used to take care that uniform structures
858 * with explicit locations get sequential locations.
859 */
860 unsigned field_counter;
861
862 /**
863 * Current variable being processed.
864 */
865 ir_variable *current_var;
866
867 /* Used to store the explicit location from current_var so that we can
868 * reuse the location field for storing the uniform slot id.
869 */
870 int explicit_location;
871
872 /* Stores total struct array elements including nested structs */
873 unsigned record_array_count;
874
875 /* Map for temporarily storing next sampler index when handling samplers in
876 * struct arrays.
877 */
878 struct string_to_uint_map *record_next_sampler;
879
880 public:
881 union gl_constant_value *values;
882
883 gl_texture_index targets[MAX_SAMPLERS];
884
885 /**
886 * Mask of samplers used by the current shader stage.
887 */
888 unsigned shader_samplers_used;
889
890 /**
891 * Mask of samplers used by the current shader stage for shadows.
892 */
893 unsigned shader_shadow_samplers;
894 };
895
896 /**
897 * Merges a uniform block into an array of uniform blocks that may or
898 * may not already contain a copy of it.
899 *
900 * Returns the index of the new block in the array.
901 */
902 int
903 link_cross_validate_uniform_block(void *mem_ctx,
904 struct gl_uniform_block **linked_blocks,
905 unsigned int *num_linked_blocks,
906 struct gl_uniform_block *new_block)
907 {
908 for (unsigned int i = 0; i < *num_linked_blocks; i++) {
909 struct gl_uniform_block *old_block = &(*linked_blocks)[i];
910
911 if (strcmp(old_block->Name, new_block->Name) == 0)
912 return link_uniform_blocks_are_compatible(old_block, new_block)
913 ? i : -1;
914 }
915
916 *linked_blocks = reralloc(mem_ctx, *linked_blocks,
917 struct gl_uniform_block,
918 *num_linked_blocks + 1);
919 int linked_block_index = (*num_linked_blocks)++;
920 struct gl_uniform_block *linked_block = &(*linked_blocks)[linked_block_index];
921
922 memcpy(linked_block, new_block, sizeof(*new_block));
923 linked_block->Uniforms = ralloc_array(*linked_blocks,
924 struct gl_uniform_buffer_variable,
925 linked_block->NumUniforms);
926
927 memcpy(linked_block->Uniforms,
928 new_block->Uniforms,
929 sizeof(*linked_block->Uniforms) * linked_block->NumUniforms);
930
931 for (unsigned int i = 0; i < linked_block->NumUniforms; i++) {
932 struct gl_uniform_buffer_variable *ubo_var =
933 &linked_block->Uniforms[i];
934
935 if (ubo_var->Name == ubo_var->IndexName) {
936 ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
937 ubo_var->IndexName = ubo_var->Name;
938 } else {
939 ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
940 ubo_var->IndexName = ralloc_strdup(*linked_blocks, ubo_var->IndexName);
941 }
942 }
943
944 return linked_block_index;
945 }
946
947 /**
948 * Walks the IR and update the references to uniform blocks in the
949 * ir_variables to point at linked shader's list (previously, they
950 * would point at the uniform block list in one of the pre-linked
951 * shaders).
952 */
953 static void
954 link_update_uniform_buffer_variables(struct gl_shader *shader)
955 {
956 foreach_in_list(ir_instruction, node, shader->ir) {
957 ir_variable *const var = node->as_variable();
958
959 if ((var == NULL) || !var->is_in_buffer_block())
960 continue;
961
962 assert(var->data.mode == ir_var_uniform ||
963 var->data.mode == ir_var_shader_storage);
964
965 if (var->is_interface_instance()) {
966 var->data.location = 0;
967 continue;
968 }
969
970 bool found = false;
971 char sentinel = '\0';
972
973 if (var->type->is_record()) {
974 sentinel = '.';
975 } else if (var->type->is_array() && (var->type->fields.array->is_array()
976 || var->type->without_array()->is_record())) {
977 sentinel = '[';
978 }
979
980 const unsigned l = strlen(var->name);
981 for (unsigned i = 0; i < shader->NumBufferInterfaceBlocks; i++) {
982 for (unsigned j = 0; j < shader->BufferInterfaceBlocks[i].NumUniforms; j++) {
983 if (sentinel) {
984 const char *begin = shader->BufferInterfaceBlocks[i].Uniforms[j].Name;
985 const char *end = strchr(begin, sentinel);
986
987 if (end == NULL)
988 continue;
989
990 if ((ptrdiff_t) l != (end - begin))
991 continue;
992
993 if (strncmp(var->name, begin, l) == 0) {
994 found = true;
995 var->data.location = j;
996 break;
997 }
998 } else if (!strcmp(var->name,
999 shader->BufferInterfaceBlocks[i].Uniforms[j].Name)) {
1000 found = true;
1001 var->data.location = j;
1002 break;
1003 }
1004 }
1005 if (found)
1006 break;
1007 }
1008 assert(found);
1009 }
1010 }
1011
1012 /**
1013 * Scan the program for image uniforms and store image unit access
1014 * information into the gl_shader data structure.
1015 */
1016 static void
1017 link_set_image_access_qualifiers(struct gl_shader_program *prog)
1018 {
1019 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
1020 gl_shader *sh = prog->_LinkedShaders[i];
1021
1022 if (sh == NULL)
1023 continue;
1024
1025 foreach_in_list(ir_instruction, node, sh->ir) {
1026 ir_variable *var = node->as_variable();
1027
1028 if (var && var->data.mode == ir_var_uniform &&
1029 var->type->contains_image()) {
1030 unsigned id = 0;
1031 bool found = prog->UniformHash->get(id, var->name);
1032 assert(found);
1033 (void) found;
1034 const gl_uniform_storage *storage = &prog->UniformStorage[id];
1035 const unsigned index = storage->opaque[i].index;
1036 const GLenum access = (var->data.image_read_only ? GL_READ_ONLY :
1037 var->data.image_write_only ? GL_WRITE_ONLY :
1038 GL_READ_WRITE);
1039
1040 for (unsigned j = 0; j < MAX2(1, storage->array_elements); ++j)
1041 sh->ImageAccess[index + j] = access;
1042 }
1043 }
1044 }
1045 }
1046
1047 /**
1048 * Combine the hidden uniform hash map with the uniform hash map so that the
1049 * hidden uniforms will be given indicies at the end of the uniform storage
1050 * array.
1051 */
1052 static void
1053 assign_hidden_uniform_slot_id(const char *name, unsigned hidden_id,
1054 void *closure)
1055 {
1056 count_uniform_size *uniform_size = (count_uniform_size *) closure;
1057 unsigned hidden_uniform_start = uniform_size->num_active_uniforms -
1058 uniform_size->num_hidden_uniforms;
1059
1060 uniform_size->map->put(hidden_uniform_start + hidden_id, name);
1061 }
1062
1063 void
1064 link_assign_uniform_locations(struct gl_shader_program *prog,
1065 unsigned int boolean_true)
1066 {
1067 ralloc_free(prog->UniformStorage);
1068 prog->UniformStorage = NULL;
1069 prog->NumUniformStorage = 0;
1070
1071 if (prog->UniformHash != NULL) {
1072 prog->UniformHash->clear();
1073 } else {
1074 prog->UniformHash = new string_to_uint_map;
1075 }
1076
1077 /* First pass: Count the uniform resources used by the user-defined
1078 * uniforms. While this happens, each active uniform will have an index
1079 * assigned to it.
1080 *
1081 * Note: this is *NOT* the index that is returned to the application by
1082 * glGetUniformLocation.
1083 */
1084 struct string_to_uint_map *hiddenUniforms = new string_to_uint_map;
1085 count_uniform_size uniform_size(prog->UniformHash, hiddenUniforms);
1086 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
1087 struct gl_shader *sh = prog->_LinkedShaders[i];
1088
1089 if (sh == NULL)
1090 continue;
1091
1092 /* Uniforms that lack an initializer in the shader code have an initial
1093 * value of zero. This includes sampler uniforms.
1094 *
1095 * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
1096 *
1097 * "The link time initial value is either the value of the variable's
1098 * initializer, if present, or 0 if no initializer is present. Sampler
1099 * types cannot have initializers."
1100 */
1101 memset(sh->SamplerUnits, 0, sizeof(sh->SamplerUnits));
1102 memset(sh->ImageUnits, 0, sizeof(sh->ImageUnits));
1103
1104 link_update_uniform_buffer_variables(sh);
1105
1106 /* Reset various per-shader target counts.
1107 */
1108 uniform_size.start_shader();
1109
1110 foreach_in_list(ir_instruction, node, sh->ir) {
1111 ir_variable *const var = node->as_variable();
1112
1113 if ((var == NULL) || (var->data.mode != ir_var_uniform &&
1114 var->data.mode != ir_var_shader_storage))
1115 continue;
1116
1117 uniform_size.process(var);
1118 }
1119
1120 sh->num_samplers = uniform_size.num_shader_samplers;
1121 sh->NumImages = uniform_size.num_shader_images;
1122 sh->num_uniform_components = uniform_size.num_shader_uniform_components;
1123 sh->num_combined_uniform_components = sh->num_uniform_components;
1124
1125 for (unsigned i = 0; i < sh->NumBufferInterfaceBlocks; i++) {
1126 if (!sh->BufferInterfaceBlocks[i].IsShaderStorage) {
1127 sh->num_combined_uniform_components +=
1128 sh->BufferInterfaceBlocks[i].UniformBufferSize / 4;
1129 }
1130 }
1131 }
1132
1133 const unsigned num_uniforms = uniform_size.num_active_uniforms;
1134 const unsigned num_data_slots = uniform_size.num_values;
1135 const unsigned hidden_uniforms = uniform_size.num_hidden_uniforms;
1136
1137 /* assign hidden uniforms a slot id */
1138 hiddenUniforms->iterate(assign_hidden_uniform_slot_id, &uniform_size);
1139 delete hiddenUniforms;
1140
1141 /* On the outside chance that there were no uniforms, bail out.
1142 */
1143 if (num_uniforms == 0)
1144 return;
1145
1146 struct gl_uniform_storage *uniforms =
1147 rzalloc_array(prog, struct gl_uniform_storage, num_uniforms);
1148 union gl_constant_value *data =
1149 rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
1150 #ifndef NDEBUG
1151 union gl_constant_value *data_end = &data[num_data_slots];
1152 #endif
1153
1154 parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
1155
1156 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
1157 if (prog->_LinkedShaders[i] == NULL)
1158 continue;
1159
1160 parcel.start_shader((gl_shader_stage)i);
1161
1162 foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
1163 ir_variable *const var = node->as_variable();
1164
1165 if ((var == NULL) || (var->data.mode != ir_var_uniform &&
1166 var->data.mode != ir_var_shader_storage))
1167 continue;
1168
1169 parcel.set_and_process(prog, var);
1170 }
1171
1172 prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
1173 prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
1174
1175 STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->SamplerTargets) ==
1176 sizeof(parcel.targets));
1177 memcpy(prog->_LinkedShaders[i]->SamplerTargets, parcel.targets,
1178 sizeof(prog->_LinkedShaders[i]->SamplerTargets));
1179 }
1180
1181 /* Reserve all the explicit locations of the active uniforms. */
1182 for (unsigned i = 0; i < num_uniforms; i++) {
1183 if (uniforms[i].type->is_subroutine() ||
1184 uniforms[i].is_shader_storage)
1185 continue;
1186
1187 if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) {
1188 /* How many new entries for this uniform? */
1189 const unsigned entries = MAX2(1, uniforms[i].array_elements);
1190
1191 /* Set remap table entries point to correct gl_uniform_storage. */
1192 for (unsigned j = 0; j < entries; j++) {
1193 unsigned element_loc = uniforms[i].remap_location + j;
1194 assert(prog->UniformRemapTable[element_loc] ==
1195 INACTIVE_UNIFORM_EXPLICIT_LOCATION);
1196 prog->UniformRemapTable[element_loc] = &uniforms[i];
1197 }
1198 }
1199 }
1200
1201 /* Reserve locations for rest of the uniforms. */
1202 for (unsigned i = 0; i < num_uniforms; i++) {
1203
1204 if (uniforms[i].type->is_subroutine() ||
1205 uniforms[i].is_shader_storage)
1206 continue;
1207
1208 /* Built-in uniforms should not get any location. */
1209 if (uniforms[i].builtin)
1210 continue;
1211
1212 /* Explicit ones have been set already. */
1213 if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC)
1214 continue;
1215
1216 /* how many new entries for this uniform? */
1217 const unsigned entries = MAX2(1, uniforms[i].array_elements);
1218
1219 /* resize remap table to fit new entries */
1220 prog->UniformRemapTable =
1221 reralloc(prog,
1222 prog->UniformRemapTable,
1223 gl_uniform_storage *,
1224 prog->NumUniformRemapTable + entries);
1225
1226 /* set pointers for this uniform */
1227 for (unsigned j = 0; j < entries; j++)
1228 prog->UniformRemapTable[prog->NumUniformRemapTable+j] = &uniforms[i];
1229
1230 /* set the base location in remap table for the uniform */
1231 uniforms[i].remap_location = prog->NumUniformRemapTable;
1232
1233 prog->NumUniformRemapTable += entries;
1234 }
1235
1236 /* Reserve all the explicit locations of the active subroutine uniforms. */
1237 for (unsigned i = 0; i < num_uniforms; i++) {
1238 if (!uniforms[i].type->is_subroutine())
1239 continue;
1240
1241 if (uniforms[i].remap_location == UNMAPPED_UNIFORM_LOC)
1242 continue;
1243
1244 for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
1245 struct gl_shader *sh = prog->_LinkedShaders[j];
1246 if (!sh)
1247 continue;
1248
1249 if (!uniforms[i].opaque[j].active)
1250 continue;
1251
1252 /* How many new entries for this uniform? */
1253 const unsigned entries = MAX2(1, uniforms[i].array_elements);
1254
1255 /* Set remap table entries point to correct gl_uniform_storage. */
1256 for (unsigned k = 0; k < entries; k++) {
1257 unsigned element_loc = uniforms[i].remap_location + k;
1258 assert(sh->SubroutineUniformRemapTable[element_loc] ==
1259 INACTIVE_UNIFORM_EXPLICIT_LOCATION);
1260 sh->SubroutineUniformRemapTable[element_loc] = &uniforms[i];
1261 }
1262 }
1263 }
1264
1265 /* reserve subroutine locations */
1266 for (unsigned i = 0; i < num_uniforms; i++) {
1267
1268 if (!uniforms[i].type->is_subroutine())
1269 continue;
1270 const unsigned entries = MAX2(1, uniforms[i].array_elements);
1271
1272 if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC)
1273 continue;
1274 for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
1275 struct gl_shader *sh = prog->_LinkedShaders[j];
1276 if (!sh)
1277 continue;
1278
1279 if (!uniforms[i].opaque[j].active)
1280 continue;
1281
1282 sh->SubroutineUniformRemapTable =
1283 reralloc(sh,
1284 sh->SubroutineUniformRemapTable,
1285 gl_uniform_storage *,
1286 sh->NumSubroutineUniformRemapTable + entries);
1287
1288 for (unsigned k = 0; k < entries; k++)
1289 sh->SubroutineUniformRemapTable[sh->NumSubroutineUniformRemapTable + k] = &uniforms[i];
1290 uniforms[i].remap_location = sh->NumSubroutineUniformRemapTable;
1291 sh->NumSubroutineUniformRemapTable += entries;
1292 }
1293 }
1294
1295 #ifndef NDEBUG
1296 for (unsigned i = 0; i < num_uniforms; i++) {
1297 assert(uniforms[i].storage != NULL || uniforms[i].builtin);
1298 }
1299
1300 assert(parcel.values == data_end);
1301 #endif
1302
1303 prog->NumUniformStorage = num_uniforms;
1304 prog->NumHiddenUniforms = hidden_uniforms;
1305 prog->UniformStorage = uniforms;
1306
1307 link_set_image_access_qualifiers(prog);
1308 link_set_uniform_initializers(prog, boolean_true);
1309
1310 return;
1311 }