* DEALINGS IN THE SOFTWARE.
*/
-#include "main/core.h"
#include "ir.h"
#include "linker.h"
#include "ir_uniform.h"
#include "glsl_symbol_table.h"
#include "program.h"
-#include "util/string_to_uint_map.h"
+#include "string_to_uint_map.h"
#include "ir_array_refcount.h"
+#include "main/mtypes.h"
+#include "util/strndup.h"
+
/**
* \file link_uniforms.cpp
* Assign locations for GLSL uniforms.
*/
#define UNMAPPED_UNIFORM_LOC ~0u
+static char*
+get_top_level_name(const char *name)
+{
+ const char *first_dot = strchr(name, '.');
+ const char *first_square_bracket = strchr(name, '[');
+ int name_size = 0;
+
+ /* The ARB_program_interface_query spec says:
+ *
+ * "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying
+ * the number of active array elements of the top-level shader storage
+ * block member containing to the active variable is written to
+ * <params>. If the top-level block member is not declared as an
+ * array, the value one is written to <params>. If the top-level block
+ * member is an array with no declared size, the value zero is written
+ * to <params>."
+ */
+
+ /* The buffer variable is on top level.*/
+ if (!first_square_bracket && !first_dot)
+ name_size = strlen(name);
+ else if ((!first_square_bracket ||
+ (first_dot && first_dot < first_square_bracket)))
+ name_size = first_dot - name;
+ else
+ name_size = first_square_bracket - name;
+
+ return strndup(name, name_size);
+}
+
+static char*
+get_var_name(const char *name)
+{
+ const char *first_dot = strchr(name, '.');
+
+ if (!first_dot)
+ return strdup(name);
+
+ return strndup(first_dot+1, strlen(first_dot) - 1);
+}
+
+static bool
+is_top_level_shader_storage_block_member(const char* name,
+ const char* interface_name,
+ const char* field_name)
+{
+ bool result = false;
+
+ /* If the given variable is already a top-level shader storage
+ * block member, then return array_size = 1.
+ * We could have two possibilities: if we have an instanced
+ * shader storage block or not instanced.
+ *
+ * For the first, we check create a name as it was in top level and
+ * compare it with the real name. If they are the same, then
+ * the variable is already at top-level.
+ *
+ * Full instanced name is: interface name + '.' + var name +
+ * NULL character
+ */
+ int name_length = strlen(interface_name) + 1 + strlen(field_name) + 1;
+ char *full_instanced_name = (char *) calloc(name_length, sizeof(char));
+ if (!full_instanced_name) {
+ fprintf(stderr, "%s: Cannot allocate space for name\n", __func__);
+ return false;
+ }
+
+ snprintf(full_instanced_name, name_length, "%s.%s",
+ interface_name, field_name);
+
+ /* Check if its top-level shader storage block member of an
+ * instanced interface block, or of a unnamed interface block.
+ */
+ if (strcmp(name, full_instanced_name) == 0 ||
+ strcmp(name, field_name) == 0)
+ result = true;
+
+ free(full_instanced_name);
+ return result;
+}
+
+static int
+get_array_size(struct gl_uniform_storage *uni, const glsl_struct_field *field,
+ char *interface_name, char *var_name)
+{
+ /* The ARB_program_interface_query spec says:
+ *
+ * "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying
+ * the number of active array elements of the top-level shader storage
+ * block member containing to the active variable is written to
+ * <params>. If the top-level block member is not declared as an
+ * array, the value one is written to <params>. If the top-level block
+ * member is an array with no declared size, the value zero is written
+ * to <params>."
+ */
+ if (is_top_level_shader_storage_block_member(uni->name,
+ interface_name,
+ var_name))
+ return 1;
+ else if (field->type->is_array())
+ return field->type->length;
+
+ return 1;
+}
+
+static int
+get_array_stride(struct gl_uniform_storage *uni, const glsl_type *iface,
+ const glsl_struct_field *field, char *interface_name,
+ char *var_name, bool use_std430_as_default)
+{
+ /* The ARB_program_interface_query spec says:
+ *
+ * "For the property TOP_LEVEL_ARRAY_STRIDE, a single integer
+ * identifying the stride between array elements of the top-level
+ * shader storage block member containing the active variable is
+ * written to <params>. For top-level block members declared as
+ * arrays, the value written is the difference, in basic machine units,
+ * between the offsets of the active variable for consecutive elements
+ * in the top-level array. For top-level block members not declared as
+ * an array, zero is written to <params>."
+ */
+ if (field->type->is_array()) {
+ const enum glsl_matrix_layout matrix_layout =
+ glsl_matrix_layout(field->matrix_layout);
+ bool row_major = matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
+ const glsl_type *array_type = field->type->fields.array;
+
+ if (is_top_level_shader_storage_block_member(uni->name,
+ interface_name,
+ var_name))
+ return 0;
+
+ if (GLSL_INTERFACE_PACKING_STD140 ==
+ iface->get_internal_ifc_packing(use_std430_as_default)) {
+ if (array_type->is_struct() || array_type->is_array())
+ return glsl_align(array_type->std140_size(row_major), 16);
+ else
+ return MAX2(array_type->std140_base_alignment(row_major), 16);
+ } else {
+ return array_type->std430_array_stride(row_major);
+ }
+ }
+ return 0;
+}
+
+static void
+calculate_array_size_and_stride(struct gl_shader_program *shProg,
+ struct gl_uniform_storage *uni,
+ bool use_std430_as_default)
+{
+ if (!uni->is_shader_storage)
+ return;
+
+ int block_index = uni->block_index;
+ int array_size = -1;
+ int array_stride = -1;
+ char *var_name = get_top_level_name(uni->name);
+ char *interface_name =
+ get_top_level_name(uni->is_shader_storage ?
+ shProg->data->ShaderStorageBlocks[block_index].Name :
+ shProg->data->UniformBlocks[block_index].Name);
+
+ if (strcmp(var_name, interface_name) == 0) {
+ /* Deal with instanced array of SSBOs */
+ char *temp_name = get_var_name(uni->name);
+ if (!temp_name) {
+ linker_error(shProg, "Out of memory during linking.\n");
+ goto write_top_level_array_size_and_stride;
+ }
+ free(var_name);
+ var_name = get_top_level_name(temp_name);
+ free(temp_name);
+ if (!var_name) {
+ linker_error(shProg, "Out of memory during linking.\n");
+ goto write_top_level_array_size_and_stride;
+ }
+ }
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ const gl_linked_shader *sh = shProg->_LinkedShaders[i];
+ if (sh == NULL)
+ continue;
+
+ foreach_in_list(ir_instruction, node, sh->ir) {
+ ir_variable *var = node->as_variable();
+ if (!var || !var->get_interface_type() ||
+ var->data.mode != ir_var_shader_storage)
+ continue;
+
+ const glsl_type *iface = var->get_interface_type();
+
+ if (strcmp(interface_name, iface->name) != 0)
+ continue;
+
+ for (unsigned i = 0; i < iface->length; i++) {
+ const glsl_struct_field *field = &iface->fields.structure[i];
+ if (strcmp(field->name, var_name) != 0)
+ continue;
+
+ array_stride = get_array_stride(uni, iface, field, interface_name,
+ var_name, use_std430_as_default);
+ array_size = get_array_size(uni, field, interface_name, var_name);
+ goto write_top_level_array_size_and_stride;
+ }
+ }
+ }
+write_top_level_array_size_and_stride:
+ free(interface_name);
+ free(var_name);
+ uni->top_level_array_stride = array_stride;
+ uni->top_level_array_size = array_size;
+}
+
void
-program_resource_visitor::process(const glsl_type *type, const char *name)
+program_resource_visitor::process(const glsl_type *type, const char *name,
+ bool use_std430_as_default)
{
- assert(type->without_array()->is_record()
+ assert(type->without_array()->is_struct()
|| type->without_array()->is_interface());
unsigned record_array_count = 1;
char *name_copy = ralloc_strdup(NULL, name);
- enum glsl_interface_packing packing = type->get_interface_packing();
+
+ enum glsl_interface_packing packing =
+ type->get_internal_ifc_packing(use_std430_as_default);
recursion(type, &name_copy, strlen(name), false, NULL, packing, false,
record_array_count, NULL);
}
void
-program_resource_visitor::process(ir_variable *var)
+program_resource_visitor::process(ir_variable *var, bool use_std430_as_default)
+{
+ const glsl_type *t =
+ var->data.from_named_ifc_block ? var->get_interface_type() : var->type;
+ process(var, t, use_std430_as_default);
+}
+
+void
+program_resource_visitor::process(ir_variable *var, const glsl_type *var_type,
+ bool use_std430_as_default)
{
unsigned record_array_count = 1;
const bool row_major =
var->data.matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
- const enum glsl_interface_packing packing = var->get_interface_type() ?
- var->get_interface_type_packing() :
- var->type->get_interface_packing();
+ enum glsl_interface_packing packing = var->get_interface_type() ?
+ var->get_interface_type()->
+ get_internal_ifc_packing(use_std430_as_default) :
+ var->type->get_internal_ifc_packing(use_std430_as_default);
- const glsl_type *t =
- var->data.from_named_ifc_block ? var->get_interface_type() : var->type;
+ const glsl_type *t = var_type;
const glsl_type *t_without_array = t->without_array();
/* false is always passed for the row_major parameter to the other
* processing functions because no information is available to do
* otherwise. See the warning in linker.h.
*/
- if (t_without_array->is_record() ||
+ if (t_without_array->is_struct() ||
(t->is_array() && t->fields.array->is_array())) {
char *name = ralloc_strdup(NULL, var->name);
recursion(var->type, &name, strlen(name), row_major, NULL, packing,
named_ifc_member->name);
recursion(named_ifc_member->type, name, name_length, row_major, NULL,
packing, false, record_array_count, NULL);
- } else if (t->is_record() || t->is_interface()) {
- if (record_type == NULL && t->is_record())
+ } else if (t->is_struct() || t->is_interface()) {
+ if (record_type == NULL && t->is_struct())
record_type = t;
- if (t->is_record())
+ if (t->is_struct())
this->enter_record(t, *name, row_major, packing);
for (unsigned i = 0; i < t->length; i++) {
const char *field = t->fields.structure[i].name;
size_t new_length = name_length;
- if (t->fields.structure[i].type->is_record())
- this->visit_field(&t->fields.structure[i]);
-
if (t->is_interface() && t->fields.structure[i].offset != -1)
this->set_buffer_offset(t->fields.structure[i].offset);
record_type = NULL;
}
- if (t->is_record()) {
+ if (t->is_struct()) {
(*name)[name_length] = '\0';
this->leave_record(t, *name, row_major, packing);
}
- } else if (t->without_array()->is_record() ||
+ } else if (t->without_array()->is_struct() ||
t->without_array()->is_interface() ||
(t->is_array() && t->fields.array->is_array())) {
- if (record_type == NULL && t->fields.array->is_record())
+ if (record_type == NULL && t->fields.array->is_struct())
record_type = t->fields.array;
unsigned length = t->length;
}
}
-void
-program_resource_visitor::visit_field(const glsl_struct_field *)
-{
-}
-
void
program_resource_visitor::enter_record(const glsl_type *, const char *, bool,
const enum glsl_interface_packing)
class count_uniform_size : public program_resource_visitor {
public:
count_uniform_size(struct string_to_uint_map *map,
- struct string_to_uint_map *hidden_map)
+ struct string_to_uint_map *hidden_map,
+ bool use_std430_as_default)
: num_active_uniforms(0), num_hidden_uniforms(0), num_values(0),
num_shader_samplers(0), num_shader_images(0),
num_shader_uniform_components(0), num_shader_subroutines(0),
is_buffer_block(false), is_shader_storage(false), map(map),
- hidden_map(hidden_map), current_var(NULL)
+ hidden_map(hidden_map), current_var(NULL),
+ use_std430_as_default(use_std430_as_default)
{
/* empty */
}
this->is_shader_storage = var->is_in_shader_storage_block();
if (var->is_interface_instance())
program_resource_visitor::process(var->get_interface_type(),
- var->get_interface_type()->name);
+ var->get_interface_type()->name,
+ use_std430_as_default);
else
- program_resource_visitor::process(var);
+ program_resource_visitor::process(var, use_std430_as_default);
}
/**
const enum glsl_interface_packing,
bool /* last_field */)
{
- assert(!type->without_array()->is_record());
+ assert(!type->without_array()->is_struct());
assert(!type->without_array()->is_interface());
assert(!(type->is_array() && type->fields.array->is_array()));
* Current variable being processed.
*/
ir_variable *current_var;
+
+ bool use_std430_as_default;
};
} /* anonymous namespace */
+unsigned
+link_calculate_matrix_stride(const glsl_type *matrix, bool row_major,
+ enum glsl_interface_packing packing)
+{
+ const unsigned N = matrix->is_double() ? 8 : 4;
+ const unsigned items =
+ row_major ? matrix->matrix_columns : matrix->vector_elements;
+
+ assert(items <= 4);
+
+ /* Matrix stride for std430 mat2xY matrices are not rounded up to
+ * vec4 size.
+ *
+ * Section 7.6.2.2 "Standard Uniform Block Layout" of the OpenGL 4.3 spec
+ * says:
+ *
+ * 2. If the member is a two- or four-component vector with components
+ * consuming N basic machine units, the base alignment is 2N or 4N,
+ * respectively.
+ * ...
+ * 4. If the member is an array of scalars or vectors, the base
+ * alignment and array stride are set to match the base alignment of
+ * a single array element, according to rules (1), (2), and (3), and
+ * rounded up to the base alignment of a vec4.
+ * ...
+ * 7. If the member is a row-major matrix with C columns and R rows, the
+ * matrix is stored identically to an array of R row vectors with C
+ * components each, according to rule (4).
+ * ...
+ *
+ * When using the std430 storage layout, shader storage blocks will be
+ * laid out in buffer storage identically to uniform and shader storage
+ * blocks using the std140 layout, except that the base alignment and
+ * stride of arrays of scalars and vectors in rule 4 and of structures
+ * in rule 9 are not rounded up a multiple of the base alignment of a
+ * vec4.
+ */
+ return packing == GLSL_INTERFACE_PACKING_STD430
+ ? (items < 3 ? items * N : glsl_align(items * N, 16))
+ : glsl_align(items * N, 16);
+}
+
/**
* Class to help parcel out pieces of backing storage to uniforms
*
parcel_out_uniform_storage(struct gl_shader_program *prog,
struct string_to_uint_map *map,
struct gl_uniform_storage *uniforms,
- union gl_constant_value *values)
- : prog(prog), map(map), uniforms(uniforms), values(values)
+ union gl_constant_value *values,
+ bool use_std430_as_default)
+ : prog(prog), map(map), uniforms(uniforms),
+ use_std430_as_default(use_std430_as_default), values(values),
+ bindless_targets(NULL), bindless_access(NULL),
+ shader_storage_blocks_write_access(0)
{
}
+ virtual ~parcel_out_uniform_storage()
+ {
+ free(this->bindless_targets);
+ free(this->bindless_access);
+ }
+
void start_shader(gl_shader_stage shader_type)
{
assert(shader_type < MESA_SHADER_STAGES);
this->next_subroutine = 0;
this->record_array_count = 1;
memset(this->targets, 0, sizeof(this->targets));
+
+ this->num_bindless_samplers = 0;
+ this->next_bindless_sampler = 0;
+ free(this->bindless_targets);
+ this->bindless_targets = NULL;
+
+ this->num_bindless_images = 0;
+ this->next_bindless_image = 0;
+ free(this->bindless_access);
+ this->bindless_access = NULL;
+ this->shader_storage_blocks_write_access = 0;
}
void set_and_process(ir_variable *var)
current_var = var;
field_counter = 0;
this->record_next_sampler = new string_to_uint_map;
+ this->record_next_bindless_sampler = new string_to_uint_map;
this->record_next_image = new string_to_uint_map;
+ this->record_next_bindless_image = new string_to_uint_map;
buffer_block_index = -1;
if (var->is_in_buffer_block()) {
prog->data->ShaderStorageBlocks : prog->data->UniformBlocks;
unsigned num_blks = var->is_in_shader_storage_block() ?
prog->data->NumShaderStorageBlocks : prog->data->NumUniformBlocks;
+ bool is_interface_array =
+ var->is_interface_instance() && var->type->is_array();
- if (var->is_interface_instance() && var->type->is_array()) {
+ if (is_interface_array) {
unsigned l = strlen(var->get_interface_type()->name);
for (unsigned i = 0; i < num_blks; i++) {
}
assert(buffer_block_index != -1);
+ if (var->is_in_shader_storage_block() &&
+ !var->data.memory_read_only) {
+ unsigned array_size = is_interface_array ?
+ var->type->array_size() : 1;
+
+ STATIC_ASSERT(MAX_SHADER_STORAGE_BUFFERS <= 32);
+
+ /* Shaders that use too many SSBOs will fail to compile, which
+ * we don't care about.
+ *
+ * This is true for shaders that do not use too many SSBOs:
+ */
+ if (buffer_block_index + array_size <= 32) {
+ shader_storage_blocks_write_access |=
+ u_bit_consecutive(buffer_block_index, array_size);
+ }
+ }
+
/* Uniform blocks that were specified with an instance name must be
* handled a little bit differently. The name of the variable is the
* name used to reference the uniform block instead of being the name
if (var->is_interface_instance()) {
ubo_byte_offset = 0;
process(var->get_interface_type(),
- var->get_interface_type()->name);
+ var->get_interface_type()->name,
+ use_std430_as_default);
} else {
const struct gl_uniform_block *const block =
&blks[buffer_block_index];
&block->Uniforms[var->data.location];
ubo_byte_offset = ubo_var->Offset;
- process(var);
+ process(var, use_std430_as_default);
}
} else {
/* Store any explicit location and reset data location so we can
this->explicit_location = current_var->data.location;
current_var->data.location = -1;
- process(var);
+ process(var, use_std430_as_default);
}
delete this->record_next_sampler;
+ delete this->record_next_bindless_sampler;
delete this->record_next_image;
+ delete this->record_next_bindless_image;
}
int buffer_block_index;
if (base_type->is_sampler()) {
uniform->opaque[shader_type].active = true;
- if (!set_opaque_indices(base_type, uniform, name, this->next_sampler,
- this->record_next_sampler))
- return;
-
const gl_texture_index target = base_type->sampler_index();
const unsigned shadow = base_type->sampler_shadow;
- for (unsigned i = uniform->opaque[shader_type].index;
- i < MIN2(this->next_sampler, MAX_SAMPLERS);
- i++) {
- this->targets[i] = target;
- this->shader_samplers_used |= 1U << i;
- this->shader_shadow_samplers |= shadow << i;
+
+ if (current_var->data.bindless) {
+ if (!set_opaque_indices(base_type, uniform, name,
+ this->next_bindless_sampler,
+ this->record_next_bindless_sampler))
+ return;
+
+ this->num_bindless_samplers = this->next_bindless_sampler;
+
+ this->bindless_targets = (gl_texture_index *)
+ realloc(this->bindless_targets,
+ this->num_bindless_samplers * sizeof(gl_texture_index));
+
+ for (unsigned i = uniform->opaque[shader_type].index;
+ i < this->num_bindless_samplers;
+ i++) {
+ this->bindless_targets[i] = target;
+ }
+ } else {
+ if (!set_opaque_indices(base_type, uniform, name,
+ this->next_sampler,
+ this->record_next_sampler))
+ return;
+
+ for (unsigned i = uniform->opaque[shader_type].index;
+ i < MIN2(this->next_sampler, MAX_SAMPLERS);
+ i++) {
+ this->targets[i] = target;
+ this->shader_samplers_used |= 1U << i;
+ this->shader_shadow_samplers |= shadow << i;
+ }
}
}
}
if (base_type->is_image()) {
uniform->opaque[shader_type].active = true;
- if (!set_opaque_indices(base_type, uniform, name, this->next_image,
- this->record_next_image))
- return;
-
/* Set image access qualifiers */
const GLenum access =
- (current_var->data.memory_read_only ? GL_READ_ONLY :
- current_var->data.memory_write_only ? GL_WRITE_ONLY :
- GL_READ_WRITE);
-
- for (unsigned i = uniform->opaque[shader_type].index;
- i < MIN2(this->next_image, MAX_IMAGE_UNIFORMS);
- i++) {
- prog->_LinkedShaders[shader_type]->Program->sh.ImageAccess[i] = access;
+ current_var->data.memory_read_only ?
+ (current_var->data.memory_write_only ? GL_NONE :
+ GL_READ_ONLY) :
+ (current_var->data.memory_write_only ? GL_WRITE_ONLY :
+ GL_READ_WRITE);
+
+ if (current_var->data.bindless) {
+ if (!set_opaque_indices(base_type, uniform, name,
+ this->next_bindless_image,
+ this->record_next_bindless_image))
+ return;
+
+ this->num_bindless_images = this->next_bindless_image;
+
+ this->bindless_access = (GLenum *)
+ realloc(this->bindless_access,
+ this->num_bindless_images * sizeof(GLenum));
+
+ for (unsigned i = uniform->opaque[shader_type].index;
+ i < this->num_bindless_images;
+ i++) {
+ this->bindless_access[i] = access;
+ }
+ } else {
+ if (!set_opaque_indices(base_type, uniform, name,
+ this->next_image,
+ this->record_next_image))
+ return;
+
+ for (unsigned i = uniform->opaque[shader_type].index;
+ i < MIN2(this->next_image, MAX_IMAGE_UNIFORMS);
+ i++) {
+ prog->_LinkedShaders[shader_type]->Program->sh.ImageAccess[i] = access;
+ }
}
}
}
bool row_major,
const enum glsl_interface_packing packing)
{
- assert(type->is_record());
+ assert(type->is_struct());
if (this->buffer_block_index == -1)
return;
if (packing == GLSL_INTERFACE_PACKING_STD430)
bool row_major,
const enum glsl_interface_packing packing)
{
- assert(type->is_record());
+ assert(type->is_struct());
if (this->buffer_block_index == -1)
return;
if (packing == GLSL_INTERFACE_PACKING_STD430)
const enum glsl_interface_packing packing,
bool /* last_field */)
{
- assert(!type->without_array()->is_record());
+ assert(!type->without_array()->is_struct());
assert(!type->without_array()->is_interface());
assert(!(type->is_array() && type->fields.array->is_array()));
this->uniforms[id].opaque[shader_type].index = ~0;
this->uniforms[id].opaque[shader_type].active = false;
+ if (current_var->data.used || base_type->is_subroutine())
+ this->uniforms[id].active_shader_mask |= 1 << shader_type;
+
/* This assigns uniform indices to sampler and image uniforms. */
handle_samplers(base_type, &this->uniforms[id], name);
handle_images(base_type, &this->uniforms[id], name);
/* Assign explicit locations. */
if (current_var->data.explicit_location) {
/* Set sequential locations for struct fields. */
- if (current_var->type->without_array()->is_record() ||
+ if (current_var->type->without_array()->is_struct() ||
current_var->type->is_array_of_arrays()) {
const unsigned entries = MAX2(1, this->uniforms[id].array_elements);
this->uniforms[id].remap_location =
this->uniforms[id].is_shader_storage =
current_var->is_in_shader_storage_block();
+ this->uniforms[id].is_bindless = current_var->data.bindless;
/* Do not assign storage if the uniform is a builtin or buffer object */
if (!this->uniforms[id].builtin &&
}
if (type->without_array()->is_matrix()) {
- const glsl_type *matrix = type->without_array();
- const unsigned N = matrix->is_double() ? 8 : 4;
- const unsigned items =
- row_major ? matrix->matrix_columns : matrix->vector_elements;
-
- assert(items <= 4);
- if (packing == GLSL_INTERFACE_PACKING_STD430)
- this->uniforms[id].matrix_stride = items < 3 ? items * N :
- glsl_align(items * N, 16);
- else
- this->uniforms[id].matrix_stride = glsl_align(items * N, 16);
+ this->uniforms[id].matrix_stride =
+ link_calculate_matrix_stride(type->without_array(),
+ row_major,
+ packing);
this->uniforms[id].row_major = row_major;
} else {
this->uniforms[id].matrix_stride = 0;
!this->uniforms[id].is_shader_storage &&
this->buffer_block_index == -1)
this->values += type->component_slots();
+
+ calculate_array_size_and_stride(prog, &this->uniforms[id],
+ use_std430_as_default);
}
/**
struct gl_uniform_storage *uniforms;
unsigned next_sampler;
+ unsigned next_bindless_sampler;
unsigned next_image;
+ unsigned next_bindless_image;
unsigned next_subroutine;
+ bool use_std430_as_default;
+
/**
* Field counter is used to take care that uniform structures
* with explicit locations get sequential locations.
*/
struct string_to_uint_map *record_next_image;
+ /* Map for temporarily storing next bindless sampler index when handling
+ * bindless samplers in struct arrays.
+ */
+ struct string_to_uint_map *record_next_bindless_sampler;
+
+ /* Map for temporarily storing next bindless image index when handling
+ * bindless images in struct arrays.
+ */
+ struct string_to_uint_map *record_next_bindless_image;
+
public:
union gl_constant_value *values;
* Mask of samplers used by the current shader stage for shadows.
*/
unsigned shader_shadow_samplers;
+
+ /**
+ * Number of bindless samplers used by the current shader stage.
+ */
+ unsigned num_bindless_samplers;
+
+ /**
+ * Texture targets for bindless samplers used by the current stage.
+ */
+ gl_texture_index *bindless_targets;
+
+ /**
+ * Number of bindless images used by the current shader stage.
+ */
+ unsigned num_bindless_images;
+
+ /**
+ * Access types for bindless images used by the current stage.
+ */
+ GLenum *bindless_access;
+
+ /**
+ * Bitmask of shader storage blocks not declared as read-only.
+ */
+ unsigned shader_storage_blocks_write_access;
};
static bool
bool found = false;
char sentinel = '\0';
- if (var->type->is_record()) {
+ if (var->type->is_struct()) {
sentinel = '.';
} else if (var->type->is_array() && (var->type->fields.array->is_array()
- || var->type->without_array()->is_record())) {
+ || var->type->without_array()->is_struct())) {
sentinel = '[';
}
uniform_size->map->put(hidden_uniform_start + hidden_id, name);
}
-/**
- * Search through the list of empty blocks to find one that fits the current
- * uniform.
- */
-static int
-find_empty_block(struct gl_shader_program *prog,
- struct gl_uniform_storage *uniform)
-{
- const unsigned entries = MAX2(1, uniform->array_elements);
-
- foreach_list_typed(struct empty_uniform_block, block, link,
- &prog->EmptyUniformLocations) {
- /* Found a block with enough slots to fit the uniform */
- if (block->slots == entries) {
- unsigned start = block->start;
- exec_node_remove(&block->link);
- ralloc_free(block);
-
- return start;
- /* Found a block with more slots than needed. It can still be used. */
- } else if (block->slots > entries) {
- unsigned start = block->start;
- block->start += entries;
- block->slots -= entries;
-
- return start;
- }
- }
-
- return -1;
-}
-
static void
link_setup_uniform_remap_tables(struct gl_context *ctx,
struct gl_shader_program *prog)
int chosen_location = -1;
if (empty_locs)
- chosen_location = find_empty_block(prog, &prog->data->UniformStorage[i]);
+ chosen_location = link_util_find_empty_block(prog, &prog->data->UniformStorage[i]);
- /* Add new entries to the total amount of entries. */
- total_entries += entries;
+ /* Add new entries to the total amount for checking against MAX_UNIFORM-
+ * _LOCATIONS. This only applies to the default uniform block (-1),
+ * because locations of uniform block entries are not assignable.
+ */
+ if (prog->data->UniformStorage[i].block_index == -1)
+ total_entries += entries;
if (chosen_location != -1) {
empty_locs -= entries;
union gl_constant_value *data;
if (prog->data->UniformStorage == NULL) {
- prog->data->UniformStorage = rzalloc_array(prog,
+ prog->data->UniformStorage = rzalloc_array(prog->data,
struct gl_uniform_storage,
prog->data->NumUniformStorage);
data = rzalloc_array(prog->data->UniformStorage,
union gl_constant_value, num_data_slots);
+ prog->data->UniformDataDefaults =
+ rzalloc_array(prog->data->UniformStorage,
+ union gl_constant_value, num_data_slots);
} else {
data = prog->data->UniformDataSlots;
}
#endif
parcel_out_uniform_storage parcel(prog, prog->UniformHash,
- prog->data->UniformStorage, data);
+ prog->data->UniformStorage, data,
+ ctx->Const.UseSTD430AsDefaultPacking);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- if (prog->_LinkedShaders[i] == NULL)
+ struct gl_linked_shader *shader = prog->_LinkedShaders[i];
+
+ if (!shader)
continue;
parcel.start_shader((gl_shader_stage)i);
- foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
+ foreach_in_list(ir_instruction, node, shader->ir) {
ir_variable *const var = node->as_variable();
if ((var == NULL) || (var->data.mode != ir_var_uniform &&
parcel.set_and_process(var);
}
- prog->_LinkedShaders[i]->Program->SamplersUsed =
- parcel.shader_samplers_used;
- prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
+ shader->Program->SamplersUsed = parcel.shader_samplers_used;
+ shader->shadow_samplers = parcel.shader_shadow_samplers;
+ shader->Program->sh.ShaderStorageBlocksWriteAccess =
+ parcel.shader_storage_blocks_write_access;
+
+ if (parcel.num_bindless_samplers > 0) {
+ shader->Program->sh.NumBindlessSamplers = parcel.num_bindless_samplers;
+ shader->Program->sh.BindlessSamplers =
+ rzalloc_array(shader->Program, gl_bindless_sampler,
+ parcel.num_bindless_samplers);
+ for (unsigned j = 0; j < parcel.num_bindless_samplers; j++) {
+ shader->Program->sh.BindlessSamplers[j].target =
+ parcel.bindless_targets[j];
+ }
+ }
- STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->Program->sh.SamplerTargets) ==
- sizeof(parcel.targets));
- memcpy(prog->_LinkedShaders[i]->Program->sh.SamplerTargets,
- parcel.targets,
- sizeof(prog->_LinkedShaders[i]->Program->sh.SamplerTargets));
- }
+ if (parcel.num_bindless_images > 0) {
+ shader->Program->sh.NumBindlessImages = parcel.num_bindless_images;
+ shader->Program->sh.BindlessImages =
+ rzalloc_array(shader->Program, gl_bindless_image,
+ parcel.num_bindless_images);
+ for (unsigned j = 0; j < parcel.num_bindless_images; j++) {
+ shader->Program->sh.BindlessImages[j].access =
+ parcel.bindless_access[j];
+ }
+ }
- /* If this is a fallback compile for a cache miss we already have the
- * correct uniform mappings and we don't want to reinitialise uniforms so
- * just return now.
- */
- if (prog->data->cache_fallback)
- return;
+ STATIC_ASSERT(ARRAY_SIZE(shader->Program->sh.SamplerTargets) ==
+ ARRAY_SIZE(parcel.targets));
+ for (unsigned j = 0; j < ARRAY_SIZE(parcel.targets); j++)
+ shader->Program->sh.SamplerTargets[j] = parcel.targets[j];
+ }
#ifndef NDEBUG
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
link_assign_uniform_locations(struct gl_shader_program *prog,
struct gl_context *ctx)
{
- if (!prog->data->cache_fallback) {
- ralloc_free(prog->data->UniformStorage);
- prog->data->UniformStorage = NULL;
- prog->data->NumUniformStorage = 0;
- }
+ ralloc_free(prog->data->UniformStorage);
+ prog->data->UniformStorage = NULL;
+ prog->data->NumUniformStorage = 0;
if (prog->UniformHash != NULL) {
prog->UniformHash->clear();
* glGetUniformLocation.
*/
struct string_to_uint_map *hiddenUniforms = new string_to_uint_map;
- count_uniform_size uniform_size(prog->UniformHash, hiddenUniforms);
+ count_uniform_size uniform_size(prog->UniformHash, hiddenUniforms,
+ ctx->Const.UseSTD430AsDefaultPacking);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
uniform_size.process(var);
}
+ if (uniform_size.num_shader_samplers >
+ ctx->Const.Program[i].MaxTextureImageUnits) {
+ linker_error(prog, "Too many %s shader texture samplers\n",
+ _mesa_shader_stage_to_string(i));
+ continue;
+ }
+
+ if (uniform_size.num_shader_images >
+ ctx->Const.Program[i].MaxImageUniforms) {
+ linker_error(prog, "Too many %s shader image uniforms (%u > %u)\n",
+ _mesa_shader_stage_to_string(i),
+ sh->Program->info.num_images,
+ ctx->Const.Program[i].MaxImageUniforms);
+ continue;
+ }
+
sh->Program->info.num_textures = uniform_size.num_shader_samplers;
sh->Program->info.num_images = uniform_size.num_shader_images;
sh->num_uniform_components = uniform_size.num_shader_uniform_components;
}
}
+ if (prog->data->LinkStatus == LINKING_FAILURE) {
+ delete hiddenUniforms;
+ return;
+ }
+
prog->data->NumUniformStorage = uniform_size.num_active_uniforms;
prog->data->NumHiddenUniforms = uniform_size.num_hidden_uniforms;