* DEALINGS IN THE SOFTWARE.
*/
-#include "main/core.h"
#include "ir.h"
#include "linker.h"
#include "ir_uniform.h"
+#include "string_to_uint_map.h"
+#include "main/mtypes.h"
/* These functions are put in a "private" namespace instead of being marked
* static so that the unit tests can access them. See
*/
namespace linker {
-gl_uniform_storage *
-get_storage(gl_uniform_storage *storage, unsigned num_storage,
- const char *name)
+static gl_uniform_storage *
+get_storage(struct gl_shader_program *prog, const char *name)
{
- for (unsigned int i = 0; i < num_storage; i++) {
- if (strcmp(name, storage[i].name) == 0)
- return &storage[i];
- }
+ unsigned id;
+ if (prog->UniformHash->get(id, name))
+ return &prog->data->UniformStorage[id];
+ assert(!"No uniform storage found!");
return NULL;
}
void
copy_constant_to_storage(union gl_constant_value *storage,
- const ir_constant *val,
- const enum glsl_base_type base_type,
+ const ir_constant *val,
+ const enum glsl_base_type base_type,
const unsigned int elements,
unsigned int boolean_true)
{
for (unsigned int i = 0; i < elements; i++) {
switch (base_type) {
case GLSL_TYPE_UINT:
- storage[i].u = val->value.u[i];
- break;
+ storage[i].u = val->value.u[i];
+ break;
case GLSL_TYPE_INT:
case GLSL_TYPE_SAMPLER:
- storage[i].i = val->value.i[i];
- break;
+ storage[i].i = val->value.i[i];
+ break;
case GLSL_TYPE_FLOAT:
- storage[i].f = val->value.f[i];
- break;
+ storage[i].f = val->value.f[i];
+ break;
case GLSL_TYPE_DOUBLE:
+ case GLSL_TYPE_UINT64:
+ case GLSL_TYPE_INT64:
/* XXX need to check on big-endian */
memcpy(&storage[i * 2].u, &val->value.d[i], sizeof(double));
break;
case GLSL_TYPE_BOOL:
- storage[i].b = val->value.b[i] ? boolean_true : 0;
- break;
+ storage[i].b = val->value.b[i] ? boolean_true : 0;
+ break;
case GLSL_TYPE_ARRAY:
case GLSL_TYPE_STRUCT:
case GLSL_TYPE_IMAGE:
case GLSL_TYPE_SUBROUTINE:
case GLSL_TYPE_FUNCTION:
case GLSL_TYPE_ERROR:
- /* All other types should have already been filtered by other
- * paths in the caller.
- */
- assert(!"Should not get here.");
- break;
+ case GLSL_TYPE_UINT16:
+ case GLSL_TYPE_INT16:
+ case GLSL_TYPE_UINT8:
+ case GLSL_TYPE_INT8:
+ case GLSL_TYPE_FLOAT16:
+ /* All other types should have already been filtered by other
+ * paths in the caller.
+ */
+ assert(!"Should not get here.");
+ break;
}
}
}
* qualifier specified in the shader. Atomic counters are different because
* they have no storage and should be handled elsewhere.
*/
-void
+static void
set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
- const glsl_type *type, const char *name, int *binding)
+ const ir_variable *var, const glsl_type *type,
+ const char *name, int *binding)
{
if (type->is_array() && type->fields.array->is_array()) {
const glsl_type *const element_type = type->fields.array;
for (unsigned int i = 0; i < type->length; i++) {
- const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
+ const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
- set_opaque_binding(mem_ctx, prog, element_type,
+ set_opaque_binding(mem_ctx, prog, var, element_type,
element_name, binding);
}
} else {
- struct gl_uniform_storage *const storage =
- get_storage(prog->UniformStorage, prog->NumUniformStorage, name);
+ struct gl_uniform_storage *const storage = get_storage(prog, name);
- if (storage == NULL) {
- assert(storage != NULL);
+ if (!storage)
return;
- }
const unsigned elements = MAX2(storage->array_elements, 1);
- /* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 spec
+ /* Section 4.4.6 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.50 spec
* says:
*
* "If the binding identifier is used with an array, the first element
}
for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
- gl_linked_shader *shader = prog->_LinkedShaders[sh];
-
- if (shader) {
- if (storage->type->base_type == GLSL_TYPE_SAMPLER &&
- storage->opaque[sh].active) {
- for (unsigned i = 0; i < elements; i++) {
- const unsigned index = storage->opaque[sh].index + i;
- shader->SamplerUnits[index] = storage->storage[i].i;
+ gl_linked_shader *shader = prog->_LinkedShaders[sh];
+
+ if (!shader)
+ continue;
+ if (!storage->opaque[sh].active)
+ continue;
+
+ if (storage->type->is_sampler()) {
+ for (unsigned i = 0; i < elements; i++) {
+ const unsigned index = storage->opaque[sh].index + i;
+
+ if (var->data.bindless) {
+ if (index >= shader->Program->sh.NumBindlessSamplers)
+ break;
+ shader->Program->sh.BindlessSamplers[index].unit =
+ storage->storage[i].i;
+ shader->Program->sh.BindlessSamplers[index].bound = true;
+ shader->Program->sh.HasBoundBindlessSampler = true;
+ } else {
+ if (index >= ARRAY_SIZE(shader->Program->SamplerUnits))
+ break;
+ shader->Program->SamplerUnits[index] =
+ storage->storage[i].i;
}
+ }
+ } else if (storage->type->is_image()) {
+ for (unsigned i = 0; i < elements; i++) {
+ const unsigned index = storage->opaque[sh].index + i;
- } else if (storage->type->base_type == GLSL_TYPE_IMAGE &&
- storage->opaque[sh].active) {
- for (unsigned i = 0; i < elements; i++) {
- const unsigned index = storage->opaque[sh].index + i;
- if (index >= ARRAY_SIZE(shader->ImageUnits))
+
+ if (var->data.bindless) {
+ if (index >= shader->Program->sh.NumBindlessImages)
break;
- shader->ImageUnits[index] = storage->storage[i].i;
+ shader->Program->sh.BindlessImages[index].unit =
+ storage->storage[i].i;
+ shader->Program->sh.BindlessImages[index].bound = true;
+ shader->Program->sh.HasBoundBindlessImage = true;
+ } else {
+ if (index >= ARRAY_SIZE(shader->Program->sh.ImageUnits))
+ break;
+ shader->Program->sh.ImageUnits[index] =
+ storage->storage[i].i;
}
}
}
}
}
-void
-set_block_binding(gl_shader_program *prog, const char *block_name,
- unsigned mode, int binding)
-{
- unsigned num_blocks = mode == ir_var_uniform ? prog->NumUniformBlocks :
- prog->NumShaderStorageBlocks;
- struct gl_uniform_block *blks = mode == ir_var_uniform ?
- prog->UniformBlocks : prog->ShaderStorageBlocks;
-
- for (unsigned i = 0; i < num_blocks; i++) {
- if (!strcmp(blks[i].Name, block_name)) {
- blks[i].Binding = binding;
- return;
- }
- }
-
- unreachable("Failed to initialize block binding");
-}
-
void
set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
- const char *name, const glsl_type *type,
+ const char *name, const glsl_type *type,
ir_constant *val, unsigned int boolean_true)
{
const glsl_type *t_without_array = type->without_array();
- if (type->is_record()) {
- ir_constant *field_constant;
-
- field_constant = (ir_constant *)val->components.get_head();
-
+ if (type->is_struct()) {
for (unsigned int i = 0; i < type->length; i++) {
- const glsl_type *field_type = type->fields.structure[i].type;
- const char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
- type->fields.structure[i].name);
- set_uniform_initializer(mem_ctx, prog, field_name,
- field_type, field_constant, boolean_true);
- field_constant = (ir_constant *)field_constant->next;
+ const glsl_type *field_type = type->fields.structure[i].type;
+ const char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
+ type->fields.structure[i].name);
+ set_uniform_initializer(mem_ctx, prog, field_name,
+ field_type, val->get_record_field(i),
+ boolean_true);
}
return;
- } else if (t_without_array->is_record() ||
+ } else if (t_without_array->is_struct() ||
(type->is_array() && type->fields.array->is_array())) {
const glsl_type *const element_type = type->fields.array;
for (unsigned int i = 0; i < type->length; i++) {
- const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
+ const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
- set_uniform_initializer(mem_ctx, prog, element_name,
- element_type, val->array_elements[i],
+ set_uniform_initializer(mem_ctx, prog, element_name,
+ element_type, val->const_elements[i],
boolean_true);
}
return;
}
- struct gl_uniform_storage *const storage =
- get_storage(prog->UniformStorage,
- prog->NumUniformStorage,
- name);
- if (storage == NULL) {
- assert(storage != NULL);
+ struct gl_uniform_storage *const storage = get_storage(prog, name);
+
+ if (!storage)
return;
- }
if (val->type->is_array()) {
const enum glsl_base_type base_type =
- val->array_elements[0]->type->base_type;
- const unsigned int elements = val->array_elements[0]->type->components();
+ val->const_elements[0]->type->base_type;
+ const unsigned int elements = val->const_elements[0]->type->components();
unsigned int idx = 0;
unsigned dmul = glsl_base_type_is_64bit(base_type) ? 2 : 1;
assert(val->type->length >= storage->array_elements);
for (unsigned int i = 0; i < storage->array_elements; i++) {
- copy_constant_to_storage(& storage->storage[idx],
- val->array_elements[i],
- base_type,
+ copy_constant_to_storage(& storage->storage[idx],
+ val->const_elements[i],
+ base_type,
elements,
boolean_true);
- idx += elements * dmul;
+ idx += elements * dmul;
}
} else {
copy_constant_to_storage(storage->storage,
- val,
- val->type->base_type,
+ val,
+ val->type->base_type,
val->type->components(),
boolean_true);
if (shader && storage->opaque[sh].active) {
unsigned index = storage->opaque[sh].index;
- shader->SamplerUnits[index] = storage->storage[0].i;
+ shader->Program->SamplerUnits[index] = storage->storage[0].i;
}
}
}
struct gl_linked_shader *shader = prog->_LinkedShaders[i];
if (shader == NULL)
- continue;
+ continue;
foreach_in_list(ir_instruction, node, shader->ir) {
- ir_variable *const var = node->as_variable();
+ ir_variable *const var = node->as_variable();
- if (!var || (var->data.mode != ir_var_uniform &&
- var->data.mode != ir_var_shader_storage))
- continue;
+ if (!var || (var->data.mode != ir_var_uniform &&
+ var->data.mode != ir_var_shader_storage))
+ continue;
- if (!mem_ctx)
- mem_ctx = ralloc_context(NULL);
+ if (!mem_ctx)
+ mem_ctx = ralloc_context(NULL);
if (var->data.explicit_binding) {
const glsl_type *const type = var->type;
if (type->without_array()->is_sampler() ||
type->without_array()->is_image()) {
int binding = var->data.binding;
- linker::set_opaque_binding(mem_ctx, prog, var->type,
+ linker::set_opaque_binding(mem_ctx, prog, var, var->type,
var->name, &binding);
} else if (var->is_in_buffer_block()) {
- const glsl_type *const iface_type = var->get_interface_type();
-
- /* If the variable is an array and it is an interface instance,
- * we need to set the binding for each array element. Just
- * checking that the variable is an array is not sufficient.
- * The variable could be an array element of a uniform block
- * that lacks an instance name. For example:
- *
- * uniform U {
- * float f[4];
- * };
- *
- * In this case "f" would pass is_in_buffer_block (above) and
- * type->is_array(), but it will fail is_interface_instance().
+ /* This case is handled by link_uniform_blocks (at
+ * process_block_array_leaf)
*/
- if (var->is_interface_instance() && var->type->is_array()) {
- for (unsigned i = 0; i < var->type->length; i++) {
- const char *name =
- ralloc_asprintf(mem_ctx, "%s[%u]", iface_type->name, i);
-
- /* Section 4.4.3 (Uniform Block Layout Qualifiers) of the
- * GLSL 4.20 spec says:
- *
- * "If the binding identifier is used with a uniform
- * block instanced as an array then the first element
- * of the array takes the specified block binding and
- * each subsequent element takes the next consecutive
- * uniform block binding point."
- */
- linker::set_block_binding(prog, name, var->data.mode,
- var->data.binding + i);
- }
- } else {
- linker::set_block_binding(prog, iface_type->name,
- var->data.mode,
- var->data.binding);
- }
} else if (type->contains_atomic()) {
/* we don't actually need to do anything. */
} else {
}
}
+ memcpy(prog->data->UniformDataDefaults, prog->data->UniformDataSlots,
+ sizeof(union gl_constant_value) * prog->data->NumUniformDataSlots);
ralloc_free(mem_ctx);
}