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 glsl_type
*t_without_array
= var
->type
->without_array();
81 const bool row_major
=
82 var
->data
.matrix_layout
== GLSL_MATRIX_LAYOUT_ROW_MAJOR
;
84 const unsigned packing
= var
->get_interface_type() ?
85 var
->get_interface_type()->interface_packing
:
86 var
->type
->interface_packing
;
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.
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:
99 * out Blk { vec4 bar } foo[3];
101 * Then the variable is now:
105 * We need to visit each array element using the names constructed like
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
,
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.
124 recursion(var
->type
, &name
, new_length
, row_major
, NULL
, packing
,
125 false, record_array_count
);
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:
133 * out Blk { vec4 bar } foo;
135 * Then the variable is now:
139 * We need to visit this variable using the name:
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.
149 recursion(var
->type
, &name
, strlen(name
), row_major
, NULL
, packing
,
150 false, record_array_count
);
152 } else if (t
->without_array()->is_record()) {
153 char *name
= ralloc_strdup(NULL
, var
->name
);
154 recursion(var
->type
, &name
, strlen(name
), row_major
, NULL
, packing
,
155 false, record_array_count
);
157 } else if (t_without_array
->is_interface()) {
158 char *name
= ralloc_strdup(NULL
, t_without_array
->name
);
159 recursion(var
->type
, &name
, strlen(name
), row_major
, NULL
, packing
,
160 false, record_array_count
);
163 this->visit_field(t
, var
->name
, row_major
, NULL
, packing
, false);
168 program_resource_visitor::recursion(const glsl_type
*t
, char **name
,
169 size_t name_length
, bool row_major
,
170 const glsl_type
*record_type
,
171 const unsigned packing
,
173 unsigned record_array_count
)
175 /* Records need to have each field processed individually.
177 * Arrays of records need to have each array element processed
178 * individually, then each field of the resulting array elements processed
181 if (t
->is_record() || t
->is_interface()) {
182 if (record_type
== NULL
&& t
->is_record())
186 this->enter_record(t
, *name
, row_major
, packing
);
188 for (unsigned i
= 0; i
< t
->length
; i
++) {
189 const char *field
= t
->fields
.structure
[i
].name
;
190 size_t new_length
= name_length
;
192 if (t
->fields
.structure
[i
].type
->is_record())
193 this->visit_field(&t
->fields
.structure
[i
]);
195 /* Append '.field' to the current variable name. */
196 if (name_length
== 0) {
197 ralloc_asprintf_rewrite_tail(name
, &new_length
, "%s", field
);
199 ralloc_asprintf_rewrite_tail(name
, &new_length
, ".%s", field
);
202 /* The layout of structures at the top level of the block is set
203 * during parsing. For matrices contained in multiple levels of
204 * structures in the block, the inner structures have no layout.
205 * These cases must potentially inherit the layout from the outer
208 bool field_row_major
= row_major
;
209 const enum glsl_matrix_layout matrix_layout
=
210 glsl_matrix_layout(t
->fields
.structure
[i
].matrix_layout
);
211 if (matrix_layout
== GLSL_MATRIX_LAYOUT_ROW_MAJOR
) {
212 field_row_major
= true;
213 } else if (matrix_layout
== GLSL_MATRIX_LAYOUT_COLUMN_MAJOR
) {
214 field_row_major
= false;
217 recursion(t
->fields
.structure
[i
].type
, name
, new_length
,
221 (i
+ 1) == t
->length
, record_array_count
);
223 /* Only the first leaf-field of the record gets called with the
224 * record type pointer.
229 if (t
->is_record()) {
230 (*name
)[name_length
] = '\0';
231 this->leave_record(t
, *name
, row_major
, packing
);
233 } else if (t
->without_array()->is_record() ||
234 t
->without_array()->is_interface()) {
235 if (record_type
== NULL
&& t
->fields
.array
->is_record())
236 record_type
= t
->fields
.array
;
238 unsigned length
= t
->length
;
239 /* Shader storage block unsized arrays: add subscript [0] to variable
241 if (t
->is_unsized_array())
244 record_array_count
*= length
;
246 for (unsigned i
= 0; i
< length
; i
++) {
247 size_t new_length
= name_length
;
249 /* Append the subscript to the current variable name */
250 ralloc_asprintf_rewrite_tail(name
, &new_length
, "[%u]", i
);
252 recursion(t
->fields
.array
, name
, new_length
, row_major
,
255 (i
+ 1) == t
->length
, record_array_count
);
257 /* Only the first leaf-field of the record gets called with the
258 * record type pointer.
263 this->set_record_array_count(record_array_count
);
264 this->visit_field(t
, *name
, row_major
, record_type
, packing
, last_field
);
269 program_resource_visitor::visit_field(const glsl_type
*type
, const char *name
,
273 bool /* last_field */)
275 visit_field(type
, name
, row_major
);
279 program_resource_visitor::visit_field(const glsl_struct_field
*field
)
286 program_resource_visitor::enter_record(const glsl_type
*, const char *, bool,
292 program_resource_visitor::leave_record(const glsl_type
*, const char *, bool,
298 program_resource_visitor::set_record_array_count(unsigned)
305 * Class to help calculate the storage requirements for a set of uniforms
307 * As uniforms are added to the active set the number of active uniforms and
308 * the storage requirements for those uniforms are accumulated. The active
309 * uniforms are added to the hash table supplied to the constructor.
311 * If the same uniform is added multiple times (i.e., once for each shader
312 * target), it will only be accounted once.
314 class count_uniform_size
: public program_resource_visitor
{
316 count_uniform_size(struct string_to_uint_map
*map
,
317 struct string_to_uint_map
*hidden_map
)
318 : num_active_uniforms(0), num_hidden_uniforms(0), num_values(0),
319 num_shader_samplers(0), num_shader_images(0),
320 num_shader_uniform_components(0), num_shader_subroutines(0),
321 is_ubo_var(false), is_shader_storage(false), map(map
),
322 hidden_map(hidden_map
)
329 this->num_shader_samplers
= 0;
330 this->num_shader_images
= 0;
331 this->num_shader_uniform_components
= 0;
332 this->num_shader_subroutines
= 0;
335 void process(ir_variable
*var
)
337 this->current_var
= var
;
338 this->is_ubo_var
= var
->is_in_buffer_block();
339 this->is_shader_storage
= var
->is_in_shader_storage_block();
340 if (var
->is_interface_instance())
341 program_resource_visitor::process(var
->get_interface_type(),
342 var
->get_interface_type()->name
);
344 program_resource_visitor::process(var
);
348 * Total number of active uniforms counted
350 unsigned num_active_uniforms
;
352 unsigned num_hidden_uniforms
;
355 * Number of data values required to back the storage for the active uniforms
360 * Number of samplers used
362 unsigned num_shader_samplers
;
365 * Number of images used
367 unsigned num_shader_images
;
370 * Number of uniforms used in the current shader
372 unsigned num_shader_uniform_components
;
375 * Number of subroutine uniforms used
377 unsigned num_shader_subroutines
;
380 bool is_shader_storage
;
382 struct string_to_uint_map
*map
;
385 virtual void visit_field(const glsl_type
*type
, const char *name
,
388 assert(!type
->without_array()->is_record());
389 assert(!type
->without_array()->is_interface());
393 /* Count the number of samplers regardless of whether the uniform is
394 * already in the hash table. The hash table prevents adding the same
395 * uniform for multiple shader targets, but in this case we want to
396 * count it for each shader target.
398 const unsigned values
= values_for_type(type
);
399 if (type
->contains_subroutine()) {
400 this->num_shader_subroutines
+= values
;
401 } else if (type
->contains_sampler()) {
402 this->num_shader_samplers
+= values
;
403 } else if (type
->contains_image()) {
404 this->num_shader_images
+= values
;
406 /* As drivers are likely to represent image uniforms as
407 * scalar indices, count them against the limit of uniform
408 * components in the default block. The spec allows image
409 * uniforms to use up no more than one scalar slot.
411 if(!is_shader_storage
)
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.
418 if (!is_ubo_var
&& !is_shader_storage
)
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
->NumBufferInterfaceBlocks
; 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
->NumBufferInterfaceBlocks
; 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 this->uniforms
[id
].is_shader_storage
=
794 current_var
->is_in_shader_storage_block();
796 if (this->ubo_block_index
!= -1) {
797 this->uniforms
[id
].block_index
= this->ubo_block_index
;
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
);
807 this->ubo_byte_offset
+= type
->std140_size(row_major
);
809 if (type
->is_array()) {
810 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
811 this->uniforms
[id
].array_stride
=
812 type
->fields
.array
->std430_array_stride(row_major
);
814 this->uniforms
[id
].array_stride
=
815 glsl_align(type
->fields
.array
->std140_size(row_major
), 16);
817 this->uniforms
[id
].array_stride
= 0;
820 if (type
->without_array()->is_matrix()) {
821 const glsl_type
*matrix
= type
->without_array();
822 const unsigned N
= matrix
->base_type
== GLSL_TYPE_DOUBLE
? 8 : 4;
823 const unsigned items
= row_major
? matrix
->matrix_columns
: matrix
->vector_elements
;
826 if (packing
== GLSL_INTERFACE_PACKING_STD430
)
827 this->uniforms
[id
].matrix_stride
= items
< 3 ? items
* N
:
828 glsl_align(items
* N
, 16);
830 this->uniforms
[id
].matrix_stride
= glsl_align(items
* N
, 16);
831 this->uniforms
[id
].row_major
= row_major
;
833 this->uniforms
[id
].matrix_stride
= 0;
834 this->uniforms
[id
].row_major
= false;
837 this->uniforms
[id
].block_index
= -1;
838 this->uniforms
[id
].offset
= -1;
839 this->uniforms
[id
].array_stride
= -1;
840 this->uniforms
[id
].matrix_stride
= -1;
841 this->uniforms
[id
].row_major
= false;
844 this->values
+= values_for_type(type
);
847 struct string_to_uint_map
*map
;
849 struct gl_uniform_storage
*uniforms
;
850 unsigned next_sampler
;
852 unsigned next_subroutine
;
855 * Field counter is used to take care that uniform structures
856 * with explicit locations get sequential locations.
858 unsigned field_counter
;
861 * Current variable being processed.
863 ir_variable
*current_var
;
865 /* Used to store the explicit location from current_var so that we can
866 * reuse the location field for storing the uniform slot id.
868 int explicit_location
;
870 /* Stores total struct array elements including nested structs */
871 unsigned record_array_count
;
873 /* Map for temporarily storing next sampler index when handling samplers in
876 struct string_to_uint_map
*record_next_sampler
;
879 union gl_constant_value
*values
;
881 gl_texture_index targets
[MAX_SAMPLERS
];
884 * Mask of samplers used by the current shader stage.
886 unsigned shader_samplers_used
;
889 * Mask of samplers used by the current shader stage for shadows.
891 unsigned shader_shadow_samplers
;
895 * Merges a uniform block into an array of uniform blocks that may or
896 * may not already contain a copy of it.
898 * Returns the index of the new block in the array.
901 link_cross_validate_uniform_block(void *mem_ctx
,
902 struct gl_uniform_block
**linked_blocks
,
903 unsigned int *num_linked_blocks
,
904 struct gl_uniform_block
*new_block
)
906 for (unsigned int i
= 0; i
< *num_linked_blocks
; i
++) {
907 struct gl_uniform_block
*old_block
= &(*linked_blocks
)[i
];
909 if (strcmp(old_block
->Name
, new_block
->Name
) == 0)
910 return link_uniform_blocks_are_compatible(old_block
, new_block
)
914 *linked_blocks
= reralloc(mem_ctx
, *linked_blocks
,
915 struct gl_uniform_block
,
916 *num_linked_blocks
+ 1);
917 int linked_block_index
= (*num_linked_blocks
)++;
918 struct gl_uniform_block
*linked_block
= &(*linked_blocks
)[linked_block_index
];
920 memcpy(linked_block
, new_block
, sizeof(*new_block
));
921 linked_block
->Uniforms
= ralloc_array(*linked_blocks
,
922 struct gl_uniform_buffer_variable
,
923 linked_block
->NumUniforms
);
925 memcpy(linked_block
->Uniforms
,
927 sizeof(*linked_block
->Uniforms
) * linked_block
->NumUniforms
);
929 for (unsigned int i
= 0; i
< linked_block
->NumUniforms
; i
++) {
930 struct gl_uniform_buffer_variable
*ubo_var
=
931 &linked_block
->Uniforms
[i
];
933 if (ubo_var
->Name
== ubo_var
->IndexName
) {
934 ubo_var
->Name
= ralloc_strdup(*linked_blocks
, ubo_var
->Name
);
935 ubo_var
->IndexName
= ubo_var
->Name
;
937 ubo_var
->Name
= ralloc_strdup(*linked_blocks
, ubo_var
->Name
);
938 ubo_var
->IndexName
= ralloc_strdup(*linked_blocks
, ubo_var
->IndexName
);
942 return linked_block_index
;
946 * Walks the IR and update the references to uniform blocks in the
947 * ir_variables to point at linked shader's list (previously, they
948 * would point at the uniform block list in one of the pre-linked
952 link_update_uniform_buffer_variables(struct gl_shader
*shader
)
954 foreach_in_list(ir_instruction
, node
, shader
->ir
) {
955 ir_variable
*const var
= node
->as_variable();
957 if ((var
== NULL
) || !var
->is_in_buffer_block())
960 assert(var
->data
.mode
== ir_var_uniform
||
961 var
->data
.mode
== ir_var_shader_storage
);
963 if (var
->is_interface_instance()) {
964 var
->data
.location
= 0;
969 char sentinel
= '\0';
971 if (var
->type
->is_record()) {
973 } else if (var
->type
->without_array()->is_record()) {
977 const unsigned l
= strlen(var
->name
);
978 for (unsigned i
= 0; i
< shader
->NumUniformBlocks
; i
++) {
979 for (unsigned j
= 0; j
< shader
->UniformBlocks
[i
].NumUniforms
; j
++) {
981 const char *begin
= shader
->UniformBlocks
[i
].Uniforms
[j
].Name
;
982 const char *end
= strchr(begin
, sentinel
);
987 if ((ptrdiff_t) l
!= (end
- begin
))
990 if (strncmp(var
->name
, begin
, l
) == 0) {
992 var
->data
.location
= j
;
995 } else if (!strcmp(var
->name
,
996 shader
->UniformBlocks
[i
].Uniforms
[j
].Name
)) {
998 var
->data
.location
= j
;
1010 * Scan the program for image uniforms and store image unit access
1011 * information into the gl_shader data structure.
1014 link_set_image_access_qualifiers(struct gl_shader_program
*prog
)
1016 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1017 gl_shader
*sh
= prog
->_LinkedShaders
[i
];
1022 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
1023 ir_variable
*var
= node
->as_variable();
1025 if (var
&& var
->data
.mode
== ir_var_uniform
&&
1026 var
->type
->contains_image()) {
1028 bool found
= prog
->UniformHash
->get(id
, var
->name
);
1031 const gl_uniform_storage
*storage
= &prog
->UniformStorage
[id
];
1032 const unsigned index
= storage
->image
[i
].index
;
1033 const GLenum access
= (var
->data
.image_read_only
? GL_READ_ONLY
:
1034 var
->data
.image_write_only
? GL_WRITE_ONLY
:
1037 for (unsigned j
= 0; j
< MAX2(1, storage
->array_elements
); ++j
)
1038 sh
->ImageAccess
[index
+ j
] = access
;
1045 * Combine the hidden uniform hash map with the uniform hash map so that the
1046 * hidden uniforms will be given indicies at the end of the uniform storage
1050 assign_hidden_uniform_slot_id(const char *name
, unsigned hidden_id
,
1053 count_uniform_size
*uniform_size
= (count_uniform_size
*) closure
;
1054 unsigned hidden_uniform_start
= uniform_size
->num_active_uniforms
-
1055 uniform_size
->num_hidden_uniforms
;
1057 uniform_size
->map
->put(hidden_uniform_start
+ hidden_id
, name
);
1061 link_assign_uniform_locations(struct gl_shader_program
*prog
,
1062 unsigned int boolean_true
)
1064 ralloc_free(prog
->UniformStorage
);
1065 prog
->UniformStorage
= NULL
;
1066 prog
->NumUniformStorage
= 0;
1068 if (prog
->UniformHash
!= NULL
) {
1069 prog
->UniformHash
->clear();
1071 prog
->UniformHash
= new string_to_uint_map
;
1074 /* First pass: Count the uniform resources used by the user-defined
1075 * uniforms. While this happens, each active uniform will have an index
1078 * Note: this is *NOT* the index that is returned to the application by
1079 * glGetUniformLocation.
1081 struct string_to_uint_map
*hiddenUniforms
= new string_to_uint_map
;
1082 count_uniform_size
uniform_size(prog
->UniformHash
, hiddenUniforms
);
1083 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1084 struct gl_shader
*sh
= prog
->_LinkedShaders
[i
];
1089 /* Uniforms that lack an initializer in the shader code have an initial
1090 * value of zero. This includes sampler uniforms.
1092 * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
1094 * "The link time initial value is either the value of the variable's
1095 * initializer, if present, or 0 if no initializer is present. Sampler
1096 * types cannot have initializers."
1098 memset(sh
->SamplerUnits
, 0, sizeof(sh
->SamplerUnits
));
1099 memset(sh
->ImageUnits
, 0, sizeof(sh
->ImageUnits
));
1101 link_update_uniform_buffer_variables(sh
);
1103 /* Reset various per-shader target counts.
1105 uniform_size
.start_shader();
1107 foreach_in_list(ir_instruction
, node
, sh
->ir
) {
1108 ir_variable
*const var
= node
->as_variable();
1110 if ((var
== NULL
) || (var
->data
.mode
!= ir_var_uniform
&&
1111 var
->data
.mode
!= ir_var_shader_storage
))
1114 uniform_size
.process(var
);
1117 sh
->num_samplers
= uniform_size
.num_shader_samplers
;
1118 sh
->NumImages
= uniform_size
.num_shader_images
;
1119 sh
->num_uniform_components
= uniform_size
.num_shader_uniform_components
;
1120 sh
->num_combined_uniform_components
= sh
->num_uniform_components
;
1122 for (unsigned i
= 0; i
< sh
->NumUniformBlocks
; i
++) {
1123 if (!sh
->UniformBlocks
[i
].IsShaderStorage
) {
1124 sh
->num_combined_uniform_components
+=
1125 sh
->UniformBlocks
[i
].UniformBufferSize
/ 4;
1130 const unsigned num_uniforms
= uniform_size
.num_active_uniforms
;
1131 const unsigned num_data_slots
= uniform_size
.num_values
;
1132 const unsigned hidden_uniforms
= uniform_size
.num_hidden_uniforms
;
1134 /* assign hidden uniforms a slot id */
1135 hiddenUniforms
->iterate(assign_hidden_uniform_slot_id
, &uniform_size
);
1136 delete hiddenUniforms
;
1138 /* On the outside chance that there were no uniforms, bail out.
1140 if (num_uniforms
== 0)
1143 struct gl_uniform_storage
*uniforms
=
1144 rzalloc_array(prog
, struct gl_uniform_storage
, num_uniforms
);
1145 union gl_constant_value
*data
=
1146 rzalloc_array(uniforms
, union gl_constant_value
, num_data_slots
);
1148 union gl_constant_value
*data_end
= &data
[num_data_slots
];
1151 parcel_out_uniform_storage
parcel(prog
->UniformHash
, uniforms
, data
);
1153 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1154 if (prog
->_LinkedShaders
[i
] == NULL
)
1157 parcel
.start_shader((gl_shader_stage
)i
);
1159 foreach_in_list(ir_instruction
, node
, prog
->_LinkedShaders
[i
]->ir
) {
1160 ir_variable
*const var
= node
->as_variable();
1162 if ((var
== NULL
) || (var
->data
.mode
!= ir_var_uniform
&& var
->data
.mode
!= ir_var_shader_storage
))
1165 parcel
.set_and_process(prog
, var
);
1168 prog
->_LinkedShaders
[i
]->active_samplers
= parcel
.shader_samplers_used
;
1169 prog
->_LinkedShaders
[i
]->shadow_samplers
= parcel
.shader_shadow_samplers
;
1171 STATIC_ASSERT(sizeof(prog
->_LinkedShaders
[i
]->SamplerTargets
) == sizeof(parcel
.targets
));
1172 memcpy(prog
->_LinkedShaders
[i
]->SamplerTargets
, parcel
.targets
,
1173 sizeof(prog
->_LinkedShaders
[i
]->SamplerTargets
));
1176 /* Reserve all the explicit locations of the active uniforms. */
1177 for (unsigned i
= 0; i
< num_uniforms
; i
++) {
1178 if (uniforms
[i
].type
->is_subroutine())
1181 if (uniforms
[i
].remap_location
!= UNMAPPED_UNIFORM_LOC
) {
1182 /* How many new entries for this uniform? */
1183 const unsigned entries
= MAX2(1, uniforms
[i
].array_elements
);
1185 /* Set remap table entries point to correct gl_uniform_storage. */
1186 for (unsigned j
= 0; j
< entries
; j
++) {
1187 unsigned element_loc
= uniforms
[i
].remap_location
+ j
;
1188 assert(prog
->UniformRemapTable
[element_loc
] ==
1189 INACTIVE_UNIFORM_EXPLICIT_LOCATION
);
1190 prog
->UniformRemapTable
[element_loc
] = &uniforms
[i
];
1195 /* Reserve locations for rest of the uniforms. */
1196 for (unsigned i
= 0; i
< num_uniforms
; i
++) {
1198 if (uniforms
[i
].type
->is_subroutine())
1200 /* Built-in uniforms should not get any location. */
1201 if (uniforms
[i
].builtin
)
1204 /* Explicit ones have been set already. */
1205 if (uniforms
[i
].remap_location
!= UNMAPPED_UNIFORM_LOC
)
1208 /* how many new entries for this uniform? */
1209 const unsigned entries
= MAX2(1, uniforms
[i
].array_elements
);
1211 /* resize remap table to fit new entries */
1212 prog
->UniformRemapTable
=
1214 prog
->UniformRemapTable
,
1215 gl_uniform_storage
*,
1216 prog
->NumUniformRemapTable
+ entries
);
1218 /* set pointers for this uniform */
1219 for (unsigned j
= 0; j
< entries
; j
++)
1220 prog
->UniformRemapTable
[prog
->NumUniformRemapTable
+j
] = &uniforms
[i
];
1222 /* set the base location in remap table for the uniform */
1223 uniforms
[i
].remap_location
= prog
->NumUniformRemapTable
;
1225 prog
->NumUniformRemapTable
+= entries
;
1228 /* Reserve all the explicit locations of the active subroutine uniforms. */
1229 for (unsigned i
= 0; i
< num_uniforms
; i
++) {
1230 if (!uniforms
[i
].type
->is_subroutine())
1233 if (uniforms
[i
].remap_location
== UNMAPPED_UNIFORM_LOC
)
1236 for (unsigned j
= 0; j
< MESA_SHADER_STAGES
; j
++) {
1237 struct gl_shader
*sh
= prog
->_LinkedShaders
[j
];
1241 if (!uniforms
[i
].subroutine
[j
].active
)
1244 /* How many new entries for this uniform? */
1245 const unsigned entries
= MAX2(1, uniforms
[i
].array_elements
);
1247 /* Set remap table entries point to correct gl_uniform_storage. */
1248 for (unsigned k
= 0; k
< entries
; k
++) {
1249 unsigned element_loc
= uniforms
[i
].remap_location
+ k
;
1250 assert(sh
->SubroutineUniformRemapTable
[element_loc
] ==
1251 INACTIVE_UNIFORM_EXPLICIT_LOCATION
);
1252 sh
->SubroutineUniformRemapTable
[element_loc
] = &uniforms
[i
];
1257 /* reserve subroutine locations */
1258 for (unsigned i
= 0; i
< num_uniforms
; i
++) {
1260 if (!uniforms
[i
].type
->is_subroutine())
1262 const unsigned entries
= MAX2(1, uniforms
[i
].array_elements
);
1264 if (uniforms
[i
].remap_location
!= UNMAPPED_UNIFORM_LOC
)
1266 for (unsigned j
= 0; j
< MESA_SHADER_STAGES
; j
++) {
1267 struct gl_shader
*sh
= prog
->_LinkedShaders
[j
];
1271 if (!uniforms
[i
].subroutine
[j
].active
)
1274 sh
->SubroutineUniformRemapTable
=
1276 sh
->SubroutineUniformRemapTable
,
1277 gl_uniform_storage
*,
1278 sh
->NumSubroutineUniformRemapTable
+ entries
);
1280 for (unsigned k
= 0; k
< entries
; k
++)
1281 sh
->SubroutineUniformRemapTable
[sh
->NumSubroutineUniformRemapTable
+ k
] = &uniforms
[i
];
1282 uniforms
[i
].remap_location
= sh
->NumSubroutineUniformRemapTable
;
1283 sh
->NumSubroutineUniformRemapTable
+= entries
;
1288 for (unsigned i
= 0; i
< num_uniforms
; i
++) {
1289 assert(uniforms
[i
].storage
!= NULL
|| uniforms
[i
].builtin
);
1292 assert(parcel
.values
== data_end
);
1295 prog
->NumUniformStorage
= num_uniforms
;
1296 prog
->NumHiddenUniforms
= hidden_uniforms
;
1297 prog
->UniformStorage
= uniforms
;
1299 link_set_image_access_qualifiers(prog
);
1300 link_set_uniform_initializers(prog
, boolean_true
);