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"
31 #include "util/hash_table.h"
34 * \file link_uniforms.cpp
35 * Assign locations for GLSL uniforms.
37 * \author Ian Romanick <ian.d.romanick@intel.com>
41 * Used by linker to indicate uniforms that have no location set.
43 #define UNMAPPED_UNIFORM_LOC ~0u
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 program_resource_visitor::process(const glsl_type
*type
, const char *name
)
63 assert(type
->without_array()->is_record()
64 || type
->without_array()->is_interface());
66 unsigned record_array_count
= 1;
67 char *name_copy
= ralloc_strdup(NULL
, name
);
68 unsigned packing
= type
->interface_packing
;
70 recursion(type
, &name_copy
, strlen(name
), false, NULL
, packing
, false,
72 ralloc_free(name_copy
);
76 program_resource_visitor::process(ir_variable
*var
)
78 unsigned record_array_count
= 1;
79 const glsl_type
*t
= var
->type
;
80 const bool row_major
=
81 var
->data
.matrix_layout
== GLSL_MATRIX_LAYOUT_ROW_MAJOR
;
83 const unsigned packing
= var
->get_interface_type() ?
84 var
->get_interface_type()->interface_packing
:
85 var
->type
->interface_packing
;
87 /* false is always passed for the row_major parameter to the other
88 * processing functions because no information is available to do
89 * otherwise. See the warning in linker.h.
92 /* Only strdup the name if we actually will need to modify it. */
93 if (var
->data
.from_named_ifc_block_array
) {
94 /* lower_named_interface_blocks created this variable by lowering an
95 * interface block array to an array variable. For example if the
96 * original source code was:
98 * out Blk { vec4 bar } foo[3];
100 * Then the variable is now:
104 * We need to visit each array element using the names constructed like
111 assert(t
->is_array());
112 const glsl_type
*ifc_type
= var
->get_interface_type();
113 char *name
= ralloc_strdup(NULL
, ifc_type
->name
);
114 size_t name_length
= strlen(name
);
115 for (unsigned i
= 0; i
< t
->length
; i
++) {
116 size_t new_length
= name_length
;
117 ralloc_asprintf_rewrite_tail(&name
, &new_length
, "[%u].%s", i
,
119 /* Note: row_major is only meaningful for uniform blocks, and
120 * lowering is only applied to non-uniform interface blocks, so we
121 * can safely pass false for row_major.
123 recursion(var
->type
, &name
, new_length
, row_major
, NULL
, packing
,
124 false, record_array_count
);
127 } else if (var
->data
.from_named_ifc_block_nonarray
) {
128 /* lower_named_interface_blocks created this variable by lowering a
129 * named interface block (non-array) to an ordinary variable. For
130 * example if the original source code was:
132 * out Blk { vec4 bar } foo;
134 * Then the variable is now:
138 * We need to visit this variable using the name:
142 const glsl_type
*ifc_type
= var
->get_interface_type();
143 char *name
= ralloc_asprintf(NULL
, "%s.%s", ifc_type
->name
, var
->name
);
144 /* Note: row_major is only meaningful for uniform blocks, and lowering
145 * is only applied to non-uniform interface blocks, so we can safely
146 * pass false for row_major.
148 recursion(var
->type
, &name
, strlen(name
), row_major
, NULL
, packing
,
149 false, record_array_count
);
151 } else if (t
->without_array()->is_record()) {
152 char *name
= ralloc_strdup(NULL
, var
->name
);
153 recursion(var
->type
, &name
, strlen(name
), row_major
, NULL
, packing
,
154 false, record_array_count
);
156 } else if (t
->is_interface()) {
157 char *name
= ralloc_strdup(NULL
, var
->type
->name
);
158 recursion(var
->type
, &name
, strlen(name
), row_major
, NULL
, packing
,
159 false, record_array_count
);
161 } else if (t
->is_array() && t
->fields
.array
->is_interface()) {
162 char *name
= ralloc_strdup(NULL
, var
->type
->fields
.array
->name
);
163 recursion(var
->type
, &name
, strlen(name
), row_major
, NULL
, packing
,
164 false, record_array_count
);
167 this->visit_field(t
, var
->name
, row_major
, NULL
, packing
, false);
172 program_resource_visitor::recursion(const glsl_type
*t
, char **name
,
173 size_t name_length
, bool row_major
,
174 const glsl_type
*record_type
,
175 const unsigned packing
,
177 unsigned record_array_count
)
179 /* Records need to have each field processed individually.
181 * Arrays of records need to have each array element processed
182 * individually, then each field of the resulting array elements processed
185 if (t
->is_record() || t
->is_interface()) {
186 if (record_type
== NULL
&& t
->is_record())
190 this->enter_record(t
, *name
, row_major
, packing
);
192 for (unsigned i
= 0; i
< t
->length
; i
++) {
193 const char *field
= t
->fields
.structure
[i
].name
;
194 size_t new_length
= name_length
;
196 if (t
->fields
.structure
[i
].type
->is_record())
197 this->visit_field(&t
->fields
.structure
[i
]);
199 /* Append '.field' to the current variable name. */
200 if (name_length
== 0) {
201 ralloc_asprintf_rewrite_tail(name
, &new_length
, "%s", field
);
203 ralloc_asprintf_rewrite_tail(name
, &new_length
, ".%s", field
);
206 /* The layout of structures at the top level of the block is set
207 * during parsing. For matrices contained in multiple levels of
208 * structures in the block, the inner structures have no layout.
209 * These cases must potentially inherit the layout from the outer
212 bool field_row_major
= row_major
;
213 const enum glsl_matrix_layout matrix_layout
=
214 glsl_matrix_layout(t
->fields
.structure
[i
].matrix_layout
);
215 if (matrix_layout
== GLSL_MATRIX_LAYOUT_ROW_MAJOR
) {
216 field_row_major
= true;
217 } else if (matrix_layout
== GLSL_MATRIX_LAYOUT_COLUMN_MAJOR
) {
218 field_row_major
= false;
221 recursion(t
->fields
.structure
[i
].type
, name
, new_length
,
225 (i
+ 1) == t
->length
, record_array_count
);
227 /* Only the first leaf-field of the record gets called with the
228 * record type pointer.
233 if (t
->is_record()) {
234 (*name
)[name_length
] = '\0';
235 this->leave_record(t
, *name
, row_major
, packing
);
237 } else if (t
->is_array() && (t
->fields
.array
->is_record()
238 || t
->fields
.array
->is_interface())) {
239 if (record_type
== NULL
&& t
->fields
.array
->is_record())
240 record_type
= t
->fields
.array
;
242 unsigned length
= t
->length
;
243 /* Shader storage block unsized arrays: add subscript [0] to variable
245 if (t
->is_unsized_array())
248 record_array_count
*= length
;
250 for (unsigned i
= 0; i
< length
; i
++) {
251 size_t new_length
= name_length
;
253 /* Append the subscript to the current variable name */
254 ralloc_asprintf_rewrite_tail(name
, &new_length
, "[%u]", i
);
256 recursion(t
->fields
.array
, name
, new_length
, row_major
,
259 (i
+ 1) == t
->length
, record_array_count
);
261 /* Only the first leaf-field of the record gets called with the
262 * record type pointer.
267 this->set_record_array_count(record_array_count
);
268 this->visit_field(t
, *name
, row_major
, record_type
, packing
, last_field
);
273 program_resource_visitor::visit_field(const glsl_type
*type
, const char *name
,
277 bool /* last_field */)
279 visit_field(type
, name
, row_major
);
283 program_resource_visitor::visit_field(const glsl_struct_field
*field
)
290 program_resource_visitor::enter_record(const glsl_type
*, const char *, bool,
296 program_resource_visitor::leave_record(const glsl_type
*, const char *, bool,
302 program_resource_visitor::set_record_array_count(unsigned)
309 * Class to help calculate the storage requirements for a set of uniforms
311 * As uniforms are added to the active set the number of active uniforms and
312 * the storage requirements for those uniforms are accumulated. The active
313 * uniforms are added to the hash table supplied to the constructor.
315 * If the same uniform is added multiple times (i.e., once for each shader
316 * target), it will only be accounted once.
318 class count_uniform_size
: public program_resource_visitor
{
320 count_uniform_size(struct string_to_uint_map
*map
,
321 struct string_to_uint_map
*hidden_map
)
322 : num_active_uniforms(0), num_hidden_uniforms(0), num_values(0),
323 num_shader_samplers(0), num_shader_images(0),
324 num_shader_uniform_components(0), num_shader_subroutines(0),
325 is_ubo_var(false), map(map
), hidden_map(hidden_map
)
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;
338 void process(ir_variable
*var
)
340 this->current_var
= var
;
341 this->is_ubo_var
= var
->is_in_buffer_block();
342 if (var
->is_interface_instance())
343 program_resource_visitor::process(var
->get_interface_type(),
344 var
->get_interface_type()->name
);
346 program_resource_visitor::process(var
);
350 * Total number of active uniforms counted
352 unsigned num_active_uniforms
;
354 unsigned num_hidden_uniforms
;
357 * Number of data values required to back the storage for the active uniforms
362 * Number of samplers used
364 unsigned num_shader_samplers
;
367 * Number of images used
369 unsigned num_shader_images
;
372 * Number of uniforms used in the current shader
374 unsigned num_shader_uniform_components
;
377 * Number of subroutine uniforms used
379 unsigned num_shader_subroutines
;
383 struct string_to_uint_map
*map
;
386 virtual void visit_field(const glsl_type
*type
, const char *name
,
389 assert(!type
->without_array()->is_record());
390 assert(!type
->without_array()->is_interface());
394 /* Count the number of samplers regardless of whether the uniform is
395 * already in the hash table. The hash table prevents adding the same
396 * uniform for multiple shader targets, but in this case we want to
397 * count it for each shader target.
399 const unsigned values
= values_for_type(type
);
400 if (type
->contains_subroutine()) {
401 this->num_shader_subroutines
+= values
;
402 } else if (type
->contains_sampler()) {
403 this->num_shader_samplers
+= values
;
404 } else if (type
->contains_image()) {
405 this->num_shader_images
+= values
;
407 /* As drivers are likely to represent image uniforms as
408 * scalar indices, count them against the limit of uniform
409 * components in the default block. The spec allows image
410 * uniforms to use up no more than one scalar slot.
412 this->num_shader_uniform_components
+= values
;
414 /* Accumulate the total number of uniform slots used by this shader.
415 * Note that samplers do not count against this limit because they
416 * don't use any storage on current hardware.
419 this->num_shader_uniform_components
+= values
;
422 /* If the uniform is already in the map, there's nothing more to do.
425 if (this->map
->get(id
, name
))
428 if (this->current_var
->data
.how_declared
== ir_var_hidden
) {
429 this->hidden_map
->put(this->num_hidden_uniforms
, name
);
430 this->num_hidden_uniforms
++;
432 this->map
->put(this->num_active_uniforms
-this->num_hidden_uniforms
,
436 /* Each leaf uniform occupies one entry in the list of active
439 this->num_active_uniforms
++;
440 this->num_values
+= values
;
443 struct string_to_uint_map
*hidden_map
;
446 * Current variable being processed.
448 ir_variable
*current_var
;
451 } /* anonymous namespace */
454 * Class to help parcel out pieces of backing storage to uniforms
456 * Each uniform processed has some range of the \c gl_constant_value
457 * structures associated with it. The association is done by finding
458 * the uniform in the \c string_to_uint_map and using the value from
459 * the map to connect that slot in the \c gl_uniform_storage table
460 * with the next available slot in the \c gl_constant_value array.
463 * This class assumes that every uniform that will be processed is
464 * already in the \c string_to_uint_map. In addition, it assumes that
465 * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
468 class parcel_out_uniform_storage
: public program_resource_visitor
{
470 parcel_out_uniform_storage(struct string_to_uint_map
*map
,
471 struct gl_uniform_storage
*uniforms
,
472 union gl_constant_value
*values
)
473 : map(map
), uniforms(uniforms
), values(values
)
477 void start_shader(gl_shader_stage shader_type
)
479 assert(shader_type
< MESA_SHADER_STAGES
);
480 this->shader_type
= shader_type
;
482 this->shader_samplers_used
= 0;
483 this->shader_shadow_samplers
= 0;
484 this->next_sampler
= 0;
485 this->next_image
= 0;
486 this->next_subroutine
= 0;
487 this->record_array_count
= 1;
488 memset(this->targets
, 0, sizeof(this->targets
));
491 void set_and_process(struct gl_shader_program
*prog
,
496 this->record_next_sampler
= new string_to_uint_map
;
498 ubo_block_index
= -1;
499 if (var
->is_in_buffer_block()) {
500 if (var
->is_interface_instance() && var
->type
->is_array()) {
501 unsigned l
= strlen(var
->get_interface_type()->name
);
503 for (unsigned i
= 0; i
< prog
->NumUniformBlocks
; i
++) {
504 if (strncmp(var
->get_interface_type()->name
,
505 prog
->UniformBlocks
[i
].Name
,
507 && prog
->UniformBlocks
[i
].Name
[l
] == '[') {
513 for (unsigned i
= 0; i
< prog
->NumUniformBlocks
; i
++) {
514 if (strcmp(var
->get_interface_type()->name
,
515 prog
->UniformBlocks
[i
].Name
) == 0) {
521 assert(ubo_block_index
!= -1);
523 /* Uniform blocks that were specified with an instance name must be
524 * handled a little bit differently. The name of the variable is the
525 * name used to reference the uniform block instead of being the name
526 * of a variable within the block. Therefore, searching for the name
527 * within the block will fail.
529 if (var
->is_interface_instance()) {
532 const struct gl_uniform_block
*const block
=
533 &prog
->UniformBlocks
[ubo_block_index
];
535 assert(var
->data
.location
!= -1);
537 const struct gl_uniform_buffer_variable
*const ubo_var
=
538 &block
->Uniforms
[var
->data
.location
];
540 ubo_byte_offset
= ubo_var
->Offset
;
543 if (var
->is_interface_instance())
544 process(var
->get_interface_type(),
545 var
->get_interface_type()->name
);
549 /* Store any explicit location and reset data location so we can
550 * reuse this variable for storing the uniform slot number.
552 this->explicit_location
= current_var
->data
.location
;
553 current_var
->data
.location
= -1;
557 delete this->record_next_sampler
;
562 gl_shader_stage shader_type
;
565 void handle_samplers(const glsl_type
*base_type
,
566 struct gl_uniform_storage
*uniform
, const char *name
)
568 if (base_type
->is_sampler()) {
569 uniform
->sampler
[shader_type
].active
= true;
571 /* Handle multiple samplers inside struct arrays */
572 if (this->record_array_count
> 1) {
573 unsigned inner_array_size
= MAX2(1, uniform
->array_elements
);
574 char *name_copy
= ralloc_strdup(NULL
, name
);
576 /* Remove all array subscripts from the sampler name */
579 while((str_start
= strchr(name_copy
, '[')) &&
580 (str_end
= strchr(name_copy
, ']'))) {
581 memmove(str_start
, str_end
+ 1, 1 + strlen(str_end
));
585 if (this->record_next_sampler
->get(index
, name_copy
)) {
586 /* In this case, we've already seen this uniform so we just use
587 * the next sampler index recorded the last time we visited.
589 uniform
->sampler
[shader_type
].index
= index
;
590 index
= inner_array_size
+ uniform
->sampler
[shader_type
].index
;
591 this->record_next_sampler
->put(index
, name_copy
);
593 ralloc_free(name_copy
);
594 /* Return as everything else has already been initialised in a
599 /* We've never seen this uniform before so we need to allocate
600 * enough indices to store it.
602 * Nested struct arrays behave like arrays of arrays so we need
603 * to increase the index by the total number of elements of the
604 * sampler in case there is more than one sampler inside the
605 * structs. This allows the offset to be easily calculated for
608 uniform
->sampler
[shader_type
].index
= this->next_sampler
;
609 this->next_sampler
+=
610 inner_array_size
* this->record_array_count
;
612 /* Store the next index for future passes over the struct array
614 index
= uniform
->sampler
[shader_type
].index
+ inner_array_size
;
615 this->record_next_sampler
->put(index
, name_copy
);
616 ralloc_free(name_copy
);
619 /* Increment the sampler by 1 for non-arrays and by the number of
620 * array elements for arrays.
622 uniform
->sampler
[shader_type
].index
= this->next_sampler
;
623 this->next_sampler
+= MAX2(1, uniform
->array_elements
);
626 const gl_texture_index target
= base_type
->sampler_index();
627 const unsigned shadow
= base_type
->sampler_shadow
;
628 for (unsigned i
= uniform
->sampler
[shader_type
].index
;
629 i
< MIN2(this->next_sampler
, MAX_SAMPLERS
);
631 this->targets
[i
] = target
;
632 this->shader_samplers_used
|= 1U << i
;
633 this->shader_shadow_samplers
|= shadow
<< i
;
636 uniform
->sampler
[shader_type
].index
= ~0;
637 uniform
->sampler
[shader_type
].active
= false;
641 void handle_images(const glsl_type
*base_type
,
642 struct gl_uniform_storage
*uniform
)
644 if (base_type
->is_image()) {
645 uniform
->image
[shader_type
].index
= this->next_image
;
646 uniform
->image
[shader_type
].active
= true;
648 /* Increment the image index by 1 for non-arrays and by the
649 * number of array elements for arrays.
651 this->next_image
+= MAX2(1, uniform
->array_elements
);
654 uniform
->image
[shader_type
].index
= ~0;
655 uniform
->image
[shader_type
].active
= false;
659 void handle_subroutines(const glsl_type
*base_type
,
660 struct gl_uniform_storage
*uniform
)
662 if (base_type
->is_subroutine()) {
663 uniform
->subroutine
[shader_type
].index
= this->next_subroutine
;
664 uniform
->subroutine
[shader_type
].active
= true;
666 /* Increment the subroutine index by 1 for non-arrays and by the
667 * number of array elements for arrays.
669 this->next_subroutine
+= MAX2(1, uniform
->array_elements
);
672 uniform
->subroutine
[shader_type
].index
= ~0;
673 uniform
->subroutine
[shader_type
].active
= false;
677 virtual void set_record_array_count(unsigned record_array_count
)
679 this->record_array_count
= record_array_count
;
682 virtual void visit_field(const glsl_type
*type
, const char *name
,
688 assert(!"Should not get here.");
691 virtual void enter_record(const glsl_type
*type
, const char *,
692 bool row_major
, const unsigned packing
) {
693 assert(type
->is_record());
694 if (this->ubo_block_index
== -1)
696 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
697 this->ubo_byte_offset
= glsl_align(
698 this->ubo_byte_offset
, type
->std430_base_alignment(row_major
));
700 this->ubo_byte_offset
= glsl_align(
701 this->ubo_byte_offset
, type
->std140_base_alignment(row_major
));
704 virtual void leave_record(const glsl_type
*type
, const char *,
705 bool row_major
, const unsigned packing
) {
706 assert(type
->is_record());
707 if (this->ubo_block_index
== -1)
709 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
710 this->ubo_byte_offset
= glsl_align(
711 this->ubo_byte_offset
, type
->std430_base_alignment(row_major
));
713 this->ubo_byte_offset
= glsl_align(
714 this->ubo_byte_offset
, type
->std140_base_alignment(row_major
));
717 virtual void visit_field(const glsl_type
*type
, const char *name
,
718 bool row_major
, const glsl_type
*record_type
,
719 const unsigned packing
,
720 bool /* last_field */)
722 assert(!type
->without_array()->is_record());
723 assert(!type
->without_array()->is_interface());
726 bool found
= this->map
->get(id
, name
);
732 const glsl_type
*base_type
;
733 if (type
->is_array()) {
734 this->uniforms
[id
].array_elements
= type
->length
;
735 base_type
= type
->fields
.array
;
737 this->uniforms
[id
].array_elements
= 0;
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
]);
746 /* For array of arrays or struct arrays the base location may have
747 * already been set so dont set it again.
749 if (ubo_block_index
== -1 && current_var
->data
.location
== -1) {
750 current_var
->data
.location
= id
;
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.
759 if (this->uniforms
[id
].storage
!= NULL
|| this->uniforms
[id
].builtin
) {
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
;
772 this->uniforms
[id
].remap_location
= this->explicit_location
;
775 /* Initialize to to indicate that no location is set */
776 this->uniforms
[id
].remap_location
= UNMAPPED_UNIFORM_LOC
;
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
);
789 /* Do not assign storage if the uniform is builtin */
790 if (!this->uniforms
[id
].builtin
)
791 this->uniforms
[id
].storage
= this->values
;
793 if (this->ubo_block_index
!= -1) {
794 this->uniforms
[id
].block_index
= this->ubo_block_index
;
796 unsigned alignment
= type
->std140_base_alignment(row_major
);
797 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
798 alignment
= type
->std430_base_alignment(row_major
);
799 this->ubo_byte_offset
= glsl_align(this->ubo_byte_offset
, alignment
);
800 this->uniforms
[id
].offset
= this->ubo_byte_offset
;
801 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
802 this->ubo_byte_offset
+= type
->std430_size(row_major
);
804 this->ubo_byte_offset
+= type
->std140_size(row_major
);
806 if (type
->is_array()) {
807 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
808 this->uniforms
[id
].array_stride
=
809 type
->fields
.array
->std430_array_stride(row_major
);
811 this->uniforms
[id
].array_stride
=
812 glsl_align(type
->fields
.array
->std140_size(row_major
), 16);
814 this->uniforms
[id
].array_stride
= 0;
817 if (type
->without_array()->is_matrix()) {
818 const glsl_type
*matrix
= type
->without_array();
819 const unsigned N
= matrix
->base_type
== GLSL_TYPE_DOUBLE
? 8 : 4;
820 const unsigned items
= row_major
? matrix
->matrix_columns
: matrix
->vector_elements
;
823 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
824 this->uniforms
[id
].matrix_stride
= items
< 3 ? items
* N
:
825 glsl_align(items
* N
, 16);
827 this->uniforms
[id
].matrix_stride
= glsl_align(items
* N
, 16);
828 this->uniforms
[id
].row_major
= row_major
;
830 this->uniforms
[id
].matrix_stride
= 0;
831 this->uniforms
[id
].row_major
= false;
834 this->uniforms
[id
].block_index
= -1;
835 this->uniforms
[id
].offset
= -1;
836 this->uniforms
[id
].array_stride
= -1;
837 this->uniforms
[id
].matrix_stride
= -1;
838 this->uniforms
[id
].row_major
= false;
841 this->values
+= values_for_type(type
);
844 struct string_to_uint_map
*map
;
846 struct gl_uniform_storage
*uniforms
;
847 unsigned next_sampler
;
849 unsigned next_subroutine
;
852 * Field counter is used to take care that uniform structures
853 * with explicit locations get sequential locations.
855 unsigned field_counter
;
858 * Current variable being processed.
860 ir_variable
*current_var
;
862 /* Used to store the explicit location from current_var so that we can
863 * reuse the location field for storing the uniform slot id.
865 int explicit_location
;
867 /* Stores total struct array elements including nested structs */
868 unsigned record_array_count
;
870 /* Map for temporarily storing next sampler index when handling samplers in
873 struct string_to_uint_map
*record_next_sampler
;
876 union gl_constant_value
*values
;
878 gl_texture_index targets
[MAX_SAMPLERS
];
881 * Mask of samplers used by the current shader stage.
883 unsigned shader_samplers_used
;
886 * Mask of samplers used by the current shader stage for shadows.
888 unsigned shader_shadow_samplers
;
892 * Merges a uniform block into an array of uniform blocks that may or
893 * may not already contain a copy of it.
895 * Returns the index of the new block in the array.
898 link_cross_validate_uniform_block(void *mem_ctx
,
899 struct gl_uniform_block
**linked_blocks
,
900 unsigned int *num_linked_blocks
,
901 struct gl_uniform_block
*new_block
)
903 for (unsigned int i
= 0; i
< *num_linked_blocks
; i
++) {
904 struct gl_uniform_block
*old_block
= &(*linked_blocks
)[i
];
906 if (strcmp(old_block
->Name
, new_block
->Name
) == 0)
907 return link_uniform_blocks_are_compatible(old_block
, new_block
)
911 *linked_blocks
= reralloc(mem_ctx
, *linked_blocks
,
912 struct gl_uniform_block
,
913 *num_linked_blocks
+ 1);
914 int linked_block_index
= (*num_linked_blocks
)++;
915 struct gl_uniform_block
*linked_block
= &(*linked_blocks
)[linked_block_index
];
917 memcpy(linked_block
, new_block
, sizeof(*new_block
));
918 linked_block
->Uniforms
= ralloc_array(*linked_blocks
,
919 struct gl_uniform_buffer_variable
,
920 linked_block
->NumUniforms
);
922 memcpy(linked_block
->Uniforms
,
924 sizeof(*linked_block
->Uniforms
) * linked_block
->NumUniforms
);
926 for (unsigned int i
= 0; i
< linked_block
->NumUniforms
; i
++) {
927 struct gl_uniform_buffer_variable
*ubo_var
=
928 &linked_block
->Uniforms
[i
];
930 if (ubo_var
->Name
== ubo_var
->IndexName
) {
931 ubo_var
->Name
= ralloc_strdup(*linked_blocks
, ubo_var
->Name
);
932 ubo_var
->IndexName
= ubo_var
->Name
;
934 ubo_var
->Name
= ralloc_strdup(*linked_blocks
, ubo_var
->Name
);
935 ubo_var
->IndexName
= ralloc_strdup(*linked_blocks
, ubo_var
->IndexName
);
939 return linked_block_index
;
943 * Walks the IR and update the references to uniform blocks in the
944 * ir_variables to point at linked shader's list (previously, they
945 * would point at the uniform block list in one of the pre-linked
949 link_update_uniform_buffer_variables(struct gl_shader
*shader
)
951 foreach_in_list(ir_instruction
, node
, shader
->ir
) {
952 ir_variable
*const var
= node
->as_variable();
954 if ((var
== NULL
) || !var
->is_in_buffer_block())
957 assert(var
->data
.mode
== ir_var_uniform
||
958 var
->data
.mode
== ir_var_shader_storage
);
960 if (var
->is_interface_instance()) {
961 var
->data
.location
= 0;
966 char sentinel
= '\0';
968 if (var
->type
->is_record()) {
970 } else if (var
->type
->is_array()
971 && var
->type
->fields
.array
->is_record()) {
975 const unsigned l
= strlen(var
->name
);
976 for (unsigned i
= 0; i
< shader
->NumUniformBlocks
; i
++) {
977 for (unsigned j
= 0; j
< shader
->UniformBlocks
[i
].NumUniforms
; j
++) {
979 const char *begin
= shader
->UniformBlocks
[i
].Uniforms
[j
].Name
;
980 const char *end
= strchr(begin
, sentinel
);
985 if ((ptrdiff_t) l
!= (end
- begin
))
988 if (strncmp(var
->name
, begin
, l
) == 0) {
990 var
->data
.location
= j
;
993 } else if (!strcmp(var
->name
,
994 shader
->UniformBlocks
[i
].Uniforms
[j
].Name
)) {
996 var
->data
.location
= j
;
1008 * Scan the program for image uniforms and store image unit access
1009 * information into the gl_shader data structure.
1012 link_set_image_access_qualifiers(struct gl_shader_program
*prog
)
1014 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1015 gl_shader
*sh
= prog
->_LinkedShaders
[i
];
1020 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
1021 ir_variable
*var
= node
->as_variable();
1023 if (var
&& var
->data
.mode
== ir_var_uniform
&&
1024 var
->type
->contains_image()) {
1026 bool found
= prog
->UniformHash
->get(id
, var
->name
);
1029 const gl_uniform_storage
*storage
= &prog
->UniformStorage
[id
];
1030 const unsigned index
= storage
->image
[i
].index
;
1031 const GLenum access
= (var
->data
.image_read_only
? GL_READ_ONLY
:
1032 var
->data
.image_write_only
? GL_WRITE_ONLY
:
1035 for (unsigned j
= 0; j
< MAX2(1, storage
->array_elements
); ++j
)
1036 sh
->ImageAccess
[index
+ j
] = access
;
1043 * Combine the hidden uniform hash map with the uniform hash map so that the
1044 * hidden uniforms will be given indicies at the end of the uniform storage
1048 assign_hidden_uniform_slot_id(const char *name
, unsigned hidden_id
,
1051 count_uniform_size
*uniform_size
= (count_uniform_size
*) closure
;
1052 unsigned hidden_uniform_start
= uniform_size
->num_active_uniforms
-
1053 uniform_size
->num_hidden_uniforms
;
1055 uniform_size
->map
->put(hidden_uniform_start
+ hidden_id
, name
);
1059 link_assign_uniform_locations(struct gl_shader_program
*prog
,
1060 unsigned int boolean_true
)
1062 ralloc_free(prog
->UniformStorage
);
1063 prog
->UniformStorage
= NULL
;
1064 prog
->NumUniformStorage
= 0;
1066 if (prog
->UniformHash
!= NULL
) {
1067 prog
->UniformHash
->clear();
1069 prog
->UniformHash
= new string_to_uint_map
;
1072 /* First pass: Count the uniform resources used by the user-defined
1073 * uniforms. While this happens, each active uniform will have an index
1076 * Note: this is *NOT* the index that is returned to the application by
1077 * glGetUniformLocation.
1079 struct string_to_uint_map
*hiddenUniforms
= new string_to_uint_map
;
1080 count_uniform_size
uniform_size(prog
->UniformHash
, hiddenUniforms
);
1081 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1082 struct gl_shader
*sh
= prog
->_LinkedShaders
[i
];
1087 /* Uniforms that lack an initializer in the shader code have an initial
1088 * value of zero. This includes sampler uniforms.
1090 * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
1092 * "The link time initial value is either the value of the variable's
1093 * initializer, if present, or 0 if no initializer is present. Sampler
1094 * types cannot have initializers."
1096 memset(sh
->SamplerUnits
, 0, sizeof(sh
->SamplerUnits
));
1097 memset(sh
->ImageUnits
, 0, sizeof(sh
->ImageUnits
));
1099 link_update_uniform_buffer_variables(sh
);
1101 /* Reset various per-shader target counts.
1103 uniform_size
.start_shader();
1105 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
1106 ir_variable
*const var
= node
->as_variable();
1108 if ((var
== NULL
) || (var
->data
.mode
!= ir_var_uniform
&&
1109 var
->data
.mode
!= ir_var_shader_storage
))
1112 uniform_size
.process(var
);
1115 sh
->num_samplers
= uniform_size
.num_shader_samplers
;
1116 sh
->NumImages
= uniform_size
.num_shader_images
;
1117 sh
->num_uniform_components
= uniform_size
.num_shader_uniform_components
;
1118 sh
->num_combined_uniform_components
= sh
->num_uniform_components
;
1120 for (unsigned i
= 0; i
< sh
->NumUniformBlocks
; i
++) {
1121 sh
->num_combined_uniform_components
+=
1122 sh
->UniformBlocks
[i
].UniformBufferSize
/ 4;
1126 const unsigned num_uniforms
= uniform_size
.num_active_uniforms
;
1127 const unsigned num_data_slots
= uniform_size
.num_values
;
1128 const unsigned hidden_uniforms
= uniform_size
.num_hidden_uniforms
;
1130 /* On the outside chance that there were no uniforms, bail out.
1132 if (num_uniforms
== 0)
1135 /* assign hidden uniforms a slot id */
1136 hiddenUniforms
->iterate(assign_hidden_uniform_slot_id
, &uniform_size
);
1137 delete hiddenUniforms
;
1139 struct gl_uniform_storage
*uniforms
=
1140 rzalloc_array(prog
, struct gl_uniform_storage
, num_uniforms
);
1141 union gl_constant_value
*data
=
1142 rzalloc_array(uniforms
, union gl_constant_value
, num_data_slots
);
1144 union gl_constant_value
*data_end
= &data
[num_data_slots
];
1147 parcel_out_uniform_storage
parcel(prog
->UniformHash
, uniforms
, data
);
1149 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1150 if (prog
->_LinkedShaders
[i
] == NULL
)
1153 parcel
.start_shader((gl_shader_stage
)i
);
1155 foreach_in_list(ir_instruction
, node
, prog
->_LinkedShaders
[i
]->ir
) {
1156 ir_variable
*const var
= node
->as_variable();
1158 if ((var
== NULL
) || (var
->data
.mode
!= ir_var_uniform
&& var
->data
.mode
!= ir_var_shader_storage
))
1161 parcel
.set_and_process(prog
, var
);
1164 prog
->_LinkedShaders
[i
]->active_samplers
= parcel
.shader_samplers_used
;
1165 prog
->_LinkedShaders
[i
]->shadow_samplers
= parcel
.shader_shadow_samplers
;
1167 STATIC_ASSERT(sizeof(prog
->_LinkedShaders
[i
]->SamplerTargets
) == sizeof(parcel
.targets
));
1168 memcpy(prog
->_LinkedShaders
[i
]->SamplerTargets
, parcel
.targets
,
1169 sizeof(prog
->_LinkedShaders
[i
]->SamplerTargets
));
1172 /* Reserve all the explicit locations of the active uniforms. */
1173 for (unsigned i
= 0; i
< num_uniforms
; i
++) {
1174 if (uniforms
[i
].type
->is_subroutine())
1177 if (uniforms
[i
].remap_location
!= UNMAPPED_UNIFORM_LOC
) {
1178 /* How many new entries for this uniform? */
1179 const unsigned entries
= MAX2(1, uniforms
[i
].array_elements
);
1181 /* Set remap table entries point to correct gl_uniform_storage. */
1182 for (unsigned j
= 0; j
< entries
; j
++) {
1183 unsigned element_loc
= uniforms
[i
].remap_location
+ j
;
1184 assert(prog
->UniformRemapTable
[element_loc
] ==
1185 INACTIVE_UNIFORM_EXPLICIT_LOCATION
);
1186 prog
->UniformRemapTable
[element_loc
] = &uniforms
[i
];
1191 /* Reserve locations for rest of the uniforms. */
1192 for (unsigned i
= 0; i
< num_uniforms
; i
++) {
1194 if (uniforms
[i
].type
->is_subroutine())
1196 /* Built-in uniforms should not get any location. */
1197 if (uniforms
[i
].builtin
)
1200 /* Explicit ones have been set already. */
1201 if (uniforms
[i
].remap_location
!= UNMAPPED_UNIFORM_LOC
)
1204 /* how many new entries for this uniform? */
1205 const unsigned entries
= MAX2(1, uniforms
[i
].array_elements
);
1207 /* resize remap table to fit new entries */
1208 prog
->UniformRemapTable
=
1210 prog
->UniformRemapTable
,
1211 gl_uniform_storage
*,
1212 prog
->NumUniformRemapTable
+ entries
);
1214 /* set pointers for this uniform */
1215 for (unsigned j
= 0; j
< entries
; j
++)
1216 prog
->UniformRemapTable
[prog
->NumUniformRemapTable
+j
] = &uniforms
[i
];
1218 /* set the base location in remap table for the uniform */
1219 uniforms
[i
].remap_location
= prog
->NumUniformRemapTable
;
1221 prog
->NumUniformRemapTable
+= entries
;
1224 /* Reserve all the explicit locations of the active subroutine uniforms. */
1225 for (unsigned i
= 0; i
< num_uniforms
; i
++) {
1226 if (!uniforms
[i
].type
->is_subroutine())
1229 if (uniforms
[i
].remap_location
== UNMAPPED_UNIFORM_LOC
)
1232 for (unsigned j
= 0; j
< MESA_SHADER_STAGES
; j
++) {
1233 struct gl_shader
*sh
= prog
->_LinkedShaders
[j
];
1237 if (!uniforms
[i
].subroutine
[j
].active
)
1240 /* How many new entries for this uniform? */
1241 const unsigned entries
= MAX2(1, uniforms
[i
].array_elements
);
1243 /* Set remap table entries point to correct gl_uniform_storage. */
1244 for (unsigned k
= 0; k
< entries
; k
++) {
1245 unsigned element_loc
= uniforms
[i
].remap_location
+ k
;
1246 assert(sh
->SubroutineUniformRemapTable
[element_loc
] ==
1247 INACTIVE_UNIFORM_EXPLICIT_LOCATION
);
1248 sh
->SubroutineUniformRemapTable
[element_loc
] = &uniforms
[i
];
1253 /* reserve subroutine locations */
1254 for (unsigned i
= 0; i
< num_uniforms
; i
++) {
1256 if (!uniforms
[i
].type
->is_subroutine())
1258 const unsigned entries
= MAX2(1, uniforms
[i
].array_elements
);
1260 if (uniforms
[i
].remap_location
!= UNMAPPED_UNIFORM_LOC
)
1262 for (unsigned j
= 0; j
< MESA_SHADER_STAGES
; j
++) {
1263 struct gl_shader
*sh
= prog
->_LinkedShaders
[j
];
1267 if (!uniforms
[i
].subroutine
[j
].active
)
1270 sh
->SubroutineUniformRemapTable
=
1272 sh
->SubroutineUniformRemapTable
,
1273 gl_uniform_storage
*,
1274 sh
->NumSubroutineUniformRemapTable
+ entries
);
1276 for (unsigned k
= 0; k
< entries
; k
++)
1277 sh
->SubroutineUniformRemapTable
[sh
->NumSubroutineUniformRemapTable
+ k
] = &uniforms
[i
];
1278 uniforms
[i
].remap_location
= sh
->NumSubroutineUniformRemapTable
;
1279 sh
->NumSubroutineUniformRemapTable
+= entries
;
1284 for (unsigned i
= 0; i
< num_uniforms
; i
++) {
1285 assert(uniforms
[i
].storage
!= NULL
|| uniforms
[i
].builtin
);
1288 assert(parcel
.values
== data_end
);
1291 prog
->NumUniformStorage
= num_uniforms
;
1292 prog
->NumHiddenUniforms
= hidden_uniforms
;
1293 prog
->UniformStorage
= uniforms
;
1295 link_set_image_access_qualifiers(prog
);
1296 link_set_uniform_initializers(prog
, boolean_true
);