glsl: Propagate uniform block information into gl_uniform_storage.
[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"),
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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 #include "program.h"
31
32 /**
33 * \file link_uniforms.cpp
34 * Assign locations for GLSL uniforms.
35 *
36 * \author Ian Romanick <ian.d.romanick@intel.com>
37 */
38
39 /**
40 * Count the backing storage requirements for a type
41 */
42 static unsigned
43 values_for_type(const glsl_type *type)
44 {
45 if (type->is_sampler()) {
46 return 1;
47 } else if (type->is_array() && type->fields.array->is_sampler()) {
48 return type->array_size();
49 } else {
50 return type->component_slots();
51 }
52 }
53
54 void
55 uniform_field_visitor::process(ir_variable *var)
56 {
57 const glsl_type *t = var->type;
58
59 /* Only strdup the name if we actually will need to modify it. */
60 if (t->is_record() || (t->is_array() && t->fields.array->is_record())) {
61 char *name = ralloc_strdup(NULL, var->name);
62 recursion(var->type, &name, strlen(name));
63 ralloc_free(name);
64 } else {
65 this->visit_field(t, var->name);
66 }
67 }
68
69 void
70 uniform_field_visitor::recursion(const glsl_type *t, char **name,
71 size_t name_length)
72 {
73 /* Records need to have each field processed individually.
74 *
75 * Arrays of records need to have each array element processed
76 * individually, then each field of the resulting array elements processed
77 * individually.
78 */
79 if (t->is_record()) {
80 for (unsigned i = 0; i < t->length; i++) {
81 const char *field = t->fields.structure[i].name;
82 size_t new_length = name_length;
83
84 /* Append '.field' to the current uniform name. */
85 ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
86
87 recursion(t->fields.structure[i].type, name, new_length);
88 }
89 } else if (t->is_array() && t->fields.array->is_record()) {
90 for (unsigned i = 0; i < t->length; i++) {
91 size_t new_length = name_length;
92
93 /* Append the subscript to the current uniform name */
94 ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
95
96 recursion(t->fields.array, name, new_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 this->map->put(this->num_active_uniforms, name);
178
179 /* Each leaf uniform occupies one entry in the list of active
180 * uniforms.
181 */
182 this->num_active_uniforms++;
183 this->num_values += values;
184 }
185
186 struct string_to_uint_map *map;
187 };
188
189 /**
190 * Class to help parcel out pieces of backing storage to uniforms
191 *
192 * Each uniform processed has some range of the \c gl_constant_value
193 * structures associated with it. The association is done by finding
194 * the uniform in the \c string_to_uint_map and using the value from
195 * the map to connect that slot in the \c gl_uniform_storage table
196 * with the next available slot in the \c gl_constant_value array.
197 *
198 * \warning
199 * This class assumes that every uniform that will be processed is
200 * already in the \c string_to_uint_map. In addition, it assumes that
201 * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
202 * enough."
203 */
204 class parcel_out_uniform_storage : public uniform_field_visitor {
205 public:
206 parcel_out_uniform_storage(struct string_to_uint_map *map,
207 struct gl_uniform_storage *uniforms,
208 union gl_constant_value *values)
209 : map(map), uniforms(uniforms), next_sampler(0), values(values)
210 {
211 memset(this->targets, 0, sizeof(this->targets));
212 }
213
214 void start_shader()
215 {
216 this->shader_samplers_used = 0;
217 this->shader_shadow_samplers = 0;
218 }
219
220 void set_and_process(struct gl_shader_program *prog,
221 ir_variable *var)
222 {
223 ubo_var = NULL;
224 if (var->uniform_block != -1) {
225 struct gl_uniform_block *block =
226 &prog->UniformBlocks[var->uniform_block];
227
228 ubo_block_index = var->uniform_block;
229 ubo_var_index = var->location;
230 ubo_var = &block->Uniforms[var->location];
231 ubo_byte_offset = ubo_var->Offset;
232 }
233
234 process(var);
235 }
236
237 struct gl_uniform_buffer_variable *ubo_var;
238 int ubo_block_index;
239 int ubo_var_index;
240 int ubo_byte_offset;
241
242 private:
243 virtual void visit_field(const glsl_type *type, const char *name)
244 {
245 assert(!type->is_record());
246 assert(!(type->is_array() && type->fields.array->is_record()));
247
248 unsigned id;
249 bool found = this->map->get(id, name);
250 assert(found);
251
252 if (!found)
253 return;
254
255 /* If there is already storage associated with this uniform, it means
256 * that it was set while processing an earlier shader stage. For
257 * example, we may be processing the uniform in the fragment shader, but
258 * the uniform was already processed in the vertex shader.
259 */
260 if (this->uniforms[id].storage != NULL) {
261 /* If the uniform already has storage set from another shader stage,
262 * mark the samplers used for this shader stage.
263 */
264 if (type->contains_sampler()) {
265 const unsigned count = MAX2(1, this->uniforms[id].array_elements);
266 const unsigned shadow = (type->is_array())
267 ? type->fields.array->sampler_shadow : type->sampler_shadow;
268
269 for (unsigned i = 0; i < count; i++) {
270 const unsigned s = this->uniforms[id].sampler + i;
271
272 this->shader_samplers_used |= 1U << s;
273 this->shader_shadow_samplers |= shadow << s;
274 }
275 }
276
277 return;
278 }
279
280 const glsl_type *base_type;
281 if (type->is_array()) {
282 this->uniforms[id].array_elements = type->length;
283 base_type = type->fields.array;
284 } else {
285 this->uniforms[id].array_elements = 0;
286 base_type = type;
287 }
288
289 if (base_type->is_sampler()) {
290 this->uniforms[id].sampler = this->next_sampler;
291
292 /* Increment the sampler by 1 for non-arrays and by the number of
293 * array elements for arrays.
294 */
295 this->next_sampler += MAX2(1, this->uniforms[id].array_elements);
296
297 const gl_texture_index target = base_type->sampler_index();
298 const unsigned shadow = base_type->sampler_shadow;
299 for (unsigned i = this->uniforms[id].sampler
300 ; i < this->next_sampler
301 ; i++) {
302 this->targets[i] = target;
303 this->shader_samplers_used |= 1U << i;
304 this->shader_shadow_samplers |= shadow << i;
305 }
306
307 } else {
308 this->uniforms[id].sampler = ~0;
309 }
310
311 this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
312 this->uniforms[id].type = base_type;
313 this->uniforms[id].initialized = 0;
314 this->uniforms[id].num_driver_storage = 0;
315 this->uniforms[id].driver_storage = NULL;
316 this->uniforms[id].storage = this->values;
317 if (this->ubo_var) {
318 this->uniforms[id].block_index = this->ubo_block_index;
319
320 /* FINISHME: Actual std140 offset assignment. */
321 this->uniforms[id].offset = this->ubo_byte_offset;
322 this->ubo_byte_offset += 4 * type->components();
323 this->uniforms[id].array_stride = 0;
324 this->uniforms[id].matrix_stride = 0;
325 this->uniforms[id].row_major = base_type->is_matrix() &&
326 ubo_var->RowMajor;
327 } else {
328 this->uniforms[id].block_index = -1;
329 this->uniforms[id].offset = -1;
330 this->uniforms[id].array_stride = -1;
331 this->uniforms[id].matrix_stride = -1;
332 this->uniforms[id].row_major = false;
333 }
334
335 this->values += values_for_type(type);
336 }
337
338 struct string_to_uint_map *map;
339
340 struct gl_uniform_storage *uniforms;
341 unsigned next_sampler;
342
343 public:
344 union gl_constant_value *values;
345
346 gl_texture_index targets[MAX_SAMPLERS];
347
348 /**
349 * Mask of samplers used by the current shader stage.
350 */
351 unsigned shader_samplers_used;
352
353 /**
354 * Mask of samplers used by the current shader stage for shadows.
355 */
356 unsigned shader_shadow_samplers;
357 };
358
359 /**
360 * Merges a uniform block into an array of uniform blocks that may or
361 * may not already contain a copy of it.
362 *
363 * Returns the index of the new block in the array.
364 */
365 int
366 link_cross_validate_uniform_block(void *mem_ctx,
367 struct gl_uniform_block **linked_blocks,
368 unsigned int *num_linked_blocks,
369 struct gl_uniform_block *new_block)
370 {
371 for (unsigned int i = 0; i < *num_linked_blocks; i++) {
372 struct gl_uniform_block *old_block = &(*linked_blocks)[i];
373 if (strcmp(old_block->Name, new_block->Name) == 0) {
374 if (old_block->NumUniforms != new_block->NumUniforms) {
375 return -1;
376 }
377
378 for (unsigned j = 0; j < old_block->NumUniforms; j++) {
379 if (strcmp(old_block->Uniforms[j].Name,
380 new_block->Uniforms[j].Name) != 0)
381 return -1;
382
383 if (old_block->Uniforms[j].Offset !=
384 new_block->Uniforms[j].Offset)
385 return -1;
386
387 if (old_block->Uniforms[j].RowMajor !=
388 new_block->Uniforms[j].RowMajor)
389 return -1;
390 }
391 return i;
392 }
393 }
394
395 *linked_blocks = reralloc(mem_ctx, *linked_blocks,
396 struct gl_uniform_block,
397 *num_linked_blocks + 1);
398 int linked_block_index = (*num_linked_blocks)++;
399 struct gl_uniform_block *linked_block = &(*linked_blocks)[linked_block_index];
400
401 memcpy(linked_block, new_block, sizeof(*new_block));
402 linked_block->Uniforms = ralloc_array(*linked_blocks,
403 struct gl_uniform_buffer_variable,
404 linked_block->NumUniforms);
405
406 memcpy(linked_block->Uniforms,
407 new_block->Uniforms,
408 sizeof(*linked_block->Uniforms) * linked_block->NumUniforms);
409
410 for (unsigned int i = 0; i < linked_block->NumUniforms; i++) {
411 struct gl_uniform_buffer_variable *ubo_var =
412 &linked_block->Uniforms[i];
413
414 ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
415 }
416
417 return linked_block_index;
418 }
419
420 /**
421 * Walks the IR and update the references to uniform blocks in the
422 * ir_variables to point at linked shader's list (previously, they
423 * would point at the uniform block list in one of the pre-linked
424 * shaders).
425 */
426 static bool
427 link_update_uniform_buffer_variables(struct gl_shader *shader)
428 {
429 foreach_list(node, shader->ir) {
430 ir_variable *const var = ((ir_instruction *) node)->as_variable();
431
432 if ((var == NULL) || (var->uniform_block == -1))
433 continue;
434
435 assert(var->mode == ir_var_uniform);
436
437 bool found = false;
438 for (unsigned i = 0; i < shader->NumUniformBlocks; i++) {
439 for (unsigned j = 0; j < shader->UniformBlocks[i].NumUniforms; j++) {
440 if (!strcmp(var->name, shader->UniformBlocks[i].Uniforms[j].Name)) {
441 found = true;
442 var->uniform_block = i;
443 var->location = j;
444 break;
445 }
446 }
447 if (found)
448 break;
449 }
450 assert(found);
451 }
452
453 return true;
454 }
455
456 void
457 link_assign_uniform_locations(struct gl_shader_program *prog)
458 {
459 ralloc_free(prog->UniformStorage);
460 prog->UniformStorage = NULL;
461 prog->NumUserUniformStorage = 0;
462
463 if (prog->UniformHash != NULL) {
464 prog->UniformHash->clear();
465 } else {
466 prog->UniformHash = new string_to_uint_map;
467 }
468
469 /* Uniforms that lack an initializer in the shader code have an initial
470 * value of zero. This includes sampler uniforms.
471 *
472 * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
473 *
474 * "The link time initial value is either the value of the variable's
475 * initializer, if present, or 0 if no initializer is present. Sampler
476 * types cannot have initializers."
477 */
478 memset(prog->SamplerUnits, 0, sizeof(prog->SamplerUnits));
479
480 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
481 if (prog->_LinkedShaders[i] == NULL)
482 continue;
483
484 if (!link_update_uniform_buffer_variables(prog->_LinkedShaders[i]))
485 return;
486 }
487
488 /* First pass: Count the uniform resources used by the user-defined
489 * uniforms. While this happens, each active uniform will have an index
490 * assigned to it.
491 *
492 * Note: this is *NOT* the index that is returned to the application by
493 * glGetUniformLocation.
494 */
495 count_uniform_size uniform_size(prog->UniformHash);
496 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
497 if (prog->_LinkedShaders[i] == NULL)
498 continue;
499
500 /* Reset various per-shader target counts.
501 */
502 uniform_size.start_shader();
503
504 foreach_list(node, prog->_LinkedShaders[i]->ir) {
505 ir_variable *const var = ((ir_instruction *) node)->as_variable();
506
507 if ((var == NULL) || (var->mode != ir_var_uniform))
508 continue;
509
510 /* FINISHME: Update code to process built-in uniforms!
511 */
512 if (strncmp("gl_", var->name, 3) == 0)
513 continue;
514
515 uniform_size.process(var);
516 }
517
518 prog->_LinkedShaders[i]->num_samplers = uniform_size.num_shader_samplers;
519 prog->_LinkedShaders[i]->num_uniform_components =
520 uniform_size.num_shader_uniform_components;
521 }
522
523 const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
524 const unsigned num_data_slots = uniform_size.num_values;
525
526 /* On the outside chance that there were no uniforms, bail out.
527 */
528 if (num_user_uniforms == 0)
529 return;
530
531 struct gl_uniform_storage *uniforms =
532 rzalloc_array(prog, struct gl_uniform_storage, num_user_uniforms);
533 union gl_constant_value *data =
534 rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
535 #ifndef NDEBUG
536 union gl_constant_value *data_end = &data[num_data_slots];
537 #endif
538
539 parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
540
541 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
542 if (prog->_LinkedShaders[i] == NULL)
543 continue;
544
545 /* Reset various per-shader target counts.
546 */
547 parcel.start_shader();
548
549 foreach_list(node, prog->_LinkedShaders[i]->ir) {
550 ir_variable *const var = ((ir_instruction *) node)->as_variable();
551
552 if ((var == NULL) || (var->mode != ir_var_uniform))
553 continue;
554
555 /* FINISHME: Update code to process built-in uniforms!
556 */
557 if (strncmp("gl_", var->name, 3) == 0)
558 continue;
559
560 parcel.set_and_process(prog, var);
561 }
562
563 prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
564 prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
565 }
566
567 assert(sizeof(prog->SamplerTargets) == sizeof(parcel.targets));
568 memcpy(prog->SamplerTargets, parcel.targets, sizeof(prog->SamplerTargets));
569
570 #ifndef NDEBUG
571 for (unsigned i = 0; i < num_user_uniforms; i++) {
572 assert(uniforms[i].storage != NULL);
573 }
574
575 assert(parcel.values == data_end);
576 #endif
577
578 prog->NumUserUniformStorage = num_user_uniforms;
579 prog->UniformStorage = uniforms;
580
581 link_set_uniform_initializers(prog);
582
583 return;
584 }