linker: Calculate the sampler to texture target mapping during linking
[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
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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
31 /**
32 * \file link_uniforms.cpp
33 * Assign locations for GLSL uniforms.
34 *
35 * \author Ian Romanick <ian.d.romanick@intel.com>
36 */
37
38 /**
39 * Count the backing storage requirements for a type
40 */
41 static unsigned
42 values_for_type(const glsl_type *type)
43 {
44 if (type->is_sampler()) {
45 return 1;
46 } else if (type->is_array() && type->fields.array->is_sampler()) {
47 return type->array_size();
48 } else {
49 return type->component_slots();
50 }
51 }
52
53 void
54 uniform_field_visitor::process(ir_variable *var)
55 {
56 const glsl_type *t = var->type;
57
58 /* Only strdup the name if we actually will need to modify it. */
59 if (t->is_record() || (t->is_array() && t->fields.array->is_record())) {
60 char *name = ralloc_strdup(NULL, var->name);
61 recursion(var->type, &name, strlen(name));
62 ralloc_free(name);
63 } else {
64 this->visit_field(t, var->name);
65 }
66 }
67
68 void
69 uniform_field_visitor::recursion(const glsl_type *t, char **name,
70 unsigned name_length)
71 {
72 /* Records need to have each field processed individually.
73 *
74 * Arrays of records need to have each array element processed
75 * individually, then each field of the resulting array elements processed
76 * individually.
77 */
78 if (t->is_record()) {
79 for (unsigned i = 0; i < t->length; i++) {
80 const char *field = t->fields.structure[i].name;
81
82 /* Append '.field' to the current uniform name. */
83 ralloc_asprintf_rewrite_tail(name, name_length, ".%s", field);
84
85 recursion(t->fields.structure[i].type, name,
86 name_length + 1 + strlen(field));
87 }
88 } else if (t->is_array() && t->fields.array->is_record()) {
89 for (unsigned i = 0; i < t->length; i++) {
90 char subscript[13];
91
92 /* Append the subscript to the current uniform name */
93 const unsigned subscript_length = snprintf(subscript, 13, "[%u]", i);
94 ralloc_asprintf_rewrite_tail(name, name_length, "%s", subscript);
95
96 recursion(t->fields.array, name, name_length + subscript_length);
97 }
98 } else {
99 this->visit_field(t, *name);
100 }
101 }
102
103 /**
104 * Class to help calculate the storage requirements for a set of uniforms
105 *
106 * As uniforms are added to the active set the number of active uniforms and
107 * the storage requirements for those uniforms are accumulated. The active
108 * uniforms are added the the hash table supplied to the constructor.
109 *
110 * If the same uniform is added multiple times (i.e., once for each shader
111 * target), it will only be accounted once.
112 */
113 class count_uniform_size : public uniform_field_visitor {
114 public:
115 count_uniform_size(struct string_to_uint_map *map)
116 : num_active_uniforms(0), num_values(0), num_shader_samplers(0),
117 num_shader_uniform_components(0), map(map)
118 {
119 /* empty */
120 }
121
122 void start_shader()
123 {
124 this->num_shader_samplers = 0;
125 this->num_shader_uniform_components = 0;
126 }
127
128 /**
129 * Total number of active uniforms counted
130 */
131 unsigned num_active_uniforms;
132
133 /**
134 * Number of data values required to back the storage for the active uniforms
135 */
136 unsigned num_values;
137
138 /**
139 * Number of samplers used
140 */
141 unsigned num_shader_samplers;
142
143 /**
144 * Number of uniforms used in the current shader
145 */
146 unsigned num_shader_uniform_components;
147
148 private:
149 virtual void visit_field(const glsl_type *type, const char *name)
150 {
151 assert(!type->is_record());
152 assert(!(type->is_array() && type->fields.array->is_record()));
153
154 /* Count the number of samplers regardless of whether the uniform is
155 * already in the hash table. The hash table prevents adding the same
156 * uniform for multiple shader targets, but in this case we want to
157 * count it for each shader target.
158 */
159 const unsigned values = values_for_type(type);
160 if (type->contains_sampler()) {
161 this->num_shader_samplers +=
162 type->is_array() ? type->array_size() : 1;
163 } else {
164 /* Accumulate the total number of uniform slots used by this shader.
165 * Note that samplers do not count against this limit because they
166 * don't use any storage on current hardware.
167 */
168 this->num_shader_uniform_components += values;
169 }
170
171 /* If the uniform is already in the map, there's nothing more to do.
172 */
173 unsigned id;
174 if (this->map->get(id, name))
175 return;
176
177 char *key = strdup(name);
178 this->map->put(this->num_active_uniforms, key);
179
180 /* Each leaf uniform occupies one entry in the list of active
181 * uniforms.
182 */
183 this->num_active_uniforms++;
184 this->num_values += values;
185 }
186
187 struct string_to_uint_map *map;
188 };
189
190 /**
191 * Class to help parcel out pieces of backing storage to uniforms
192 *
193 * Each uniform processed has some range of the \c gl_constant_value
194 * structures associated with it. The association is done by finding
195 * the uniform in the \c string_to_uint_map and using the value from
196 * the map to connect that slot in the \c gl_uniform_storage table
197 * with the next available slot in the \c gl_constant_value array.
198 *
199 * \warning
200 * This class assumes that every uniform that will be processed is
201 * already in the \c string_to_uint_map. In addition, it assumes that
202 * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
203 * enough."
204 */
205 class parcel_out_uniform_storage : public uniform_field_visitor {
206 public:
207 parcel_out_uniform_storage(struct string_to_uint_map *map,
208 struct gl_uniform_storage *uniforms,
209 union gl_constant_value *values)
210 : map(map), uniforms(uniforms), next_sampler(0), values(values)
211 {
212 memset(this->targets, 0, sizeof(this->targets));
213 }
214
215 private:
216 virtual void visit_field(const glsl_type *type, const char *name)
217 {
218 assert(!type->is_record());
219 assert(!(type->is_array() && type->fields.array->is_record()));
220
221 unsigned id;
222 bool found = this->map->get(id, name);
223 assert(found);
224
225 if (!found)
226 return;
227
228 /* If there is already storage associated with this uniform, it means
229 * that it was set while processing an earlier shader stage. For
230 * example, we may be processing the uniform in the fragment shader, but
231 * the uniform was already processed in the vertex shader.
232 */
233 if (this->uniforms[id].storage != NULL)
234 return;
235
236 const glsl_type *base_type;
237 if (type->is_array()) {
238 this->uniforms[id].array_elements = type->length;
239 base_type = type->fields.array;
240 } else {
241 this->uniforms[id].array_elements = 0;
242 base_type = type;
243 }
244
245 if (base_type->is_sampler()) {
246 this->uniforms[id].sampler = this->next_sampler;
247
248 /* Increment the sampler by 1 for non-arrays and by the number of
249 * array elements for arrays.
250 */
251 this->next_sampler += MAX2(1, this->uniforms[id].array_elements);
252
253 const gl_texture_index target = base_type->sampler_index();
254 for (unsigned i = this->uniforms[id].sampler
255 ; i < this->next_sampler
256 ; i++) {
257 this->targets[i] = target;
258 }
259
260 } else {
261 this->uniforms[id].sampler = ~0;
262 }
263
264 this->uniforms[id].name = strdup(name);
265 this->uniforms[id].type = base_type;
266 this->uniforms[id].initialized = 0;
267 this->uniforms[id].num_driver_storage = 0;
268 this->uniforms[id].driver_storage = NULL;
269 this->uniforms[id].storage = this->values;
270
271 this->values += values_for_type(type);
272 }
273
274 struct string_to_uint_map *map;
275
276 struct gl_uniform_storage *uniforms;
277 unsigned next_sampler;
278
279 public:
280 union gl_constant_value *values;
281
282 gl_texture_index targets[MAX_SAMPLERS];
283 };
284
285 void
286 link_assign_uniform_locations(struct gl_shader_program *prog)
287 {
288 ralloc_free(prog->UniformStorage);
289 prog->UniformStorage = NULL;
290 prog->NumUserUniformStorage = 0;
291
292 if (prog->UniformHash != NULL) {
293 prog->UniformHash->clear();
294 } else {
295 prog->UniformHash = new string_to_uint_map;
296 }
297
298 for (unsigned i = 0; i < Elements(prog->SamplerUnits); i++) {
299 prog->SamplerUnits[i] = i;
300 }
301
302 /* First pass: Count the uniform resources used by the user-defined
303 * uniforms. While this happens, each active uniform will have an index
304 * assigned to it.
305 *
306 * Note: this is *NOT* the index that is returned to the application by
307 * glGetUniformLocation.
308 */
309 count_uniform_size uniform_size(prog->UniformHash);
310 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
311 if (prog->_LinkedShaders[i] == NULL)
312 continue;
313
314 /* Reset various per-shader target counts.
315 */
316 uniform_size.start_shader();
317
318 foreach_list(node, prog->_LinkedShaders[i]->ir) {
319 ir_variable *const var = ((ir_instruction *) node)->as_variable();
320
321 if ((var == NULL) || (var->mode != ir_var_uniform))
322 continue;
323
324 /* FINISHME: Update code to process built-in uniforms!
325 */
326 if (strncmp("gl_", var->name, 3) == 0)
327 continue;
328
329 uniform_size.process(var);
330 }
331
332 prog->_LinkedShaders[i]->num_samplers = uniform_size.num_shader_samplers;
333 prog->_LinkedShaders[i]->num_uniform_components =
334 uniform_size.num_shader_uniform_components;
335 }
336
337 const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
338 const unsigned num_data_slots = uniform_size.num_values;
339
340 /* On the outside chance that there were no uniforms, bail out.
341 */
342 if (num_user_uniforms == 0)
343 return;
344
345 struct gl_uniform_storage *uniforms =
346 rzalloc_array(prog, struct gl_uniform_storage, num_user_uniforms);
347 union gl_constant_value *data =
348 rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
349 #ifndef NDEBUG
350 union gl_constant_value *data_end = &data[num_data_slots];
351 #endif
352
353 parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
354
355 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
356 if (prog->_LinkedShaders[i] == NULL)
357 continue;
358
359 foreach_list(node, prog->_LinkedShaders[i]->ir) {
360 ir_variable *const var = ((ir_instruction *) node)->as_variable();
361
362 if ((var == NULL) || (var->mode != ir_var_uniform))
363 continue;
364
365 /* FINISHME: Update code to process built-in uniforms!
366 */
367 if (strncmp("gl_", var->name, 3) == 0)
368 continue;
369
370 parcel.process(var);
371 }
372 }
373
374 assert(sizeof(prog->SamplerTargets) == sizeof(parcel.targets));
375 memcpy(prog->SamplerTargets, parcel.targets, sizeof(prog->SamplerTargets));
376
377 #ifndef NDEBUG
378 for (unsigned i = 0; i < num_user_uniforms; i++) {
379 assert(uniforms[i].storage != NULL);
380 }
381
382 assert(parcel.values == data_end);
383 #endif
384
385 prog->NumUserUniformStorage = num_user_uniforms;
386 prog->UniformStorage = uniforms;
387
388 return;
389 }