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;
+ 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);
+
/* Append '.field' to the current variable name. */
if (name_length == 0) {
ralloc_asprintf_rewrite_tail(name, &new_length, "%s", field);
record_array_count *= length;
for (unsigned i = 0; i < length; i++) {
- size_t new_length = name_length;
+ size_t new_length = name_length;
- /* Append the subscript to the current variable name */
- ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
+ /* Append the subscript to the current variable name */
+ ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
recursion(t->fields.array, name, new_length, row_major,
record_type,
{
}
+void
+program_resource_visitor::set_buffer_offset(unsigned)
+{
+}
+
void
program_resource_visitor::set_record_array_count(unsigned)
{
if(!is_shader_storage)
this->num_shader_uniform_components += values;
} else {
- /* Accumulate the total number of uniform slots used by this shader.
- * Note that samplers do not count against this limit because they
- * don't use any storage on current hardware.
- */
- if (!is_ubo_var && !is_shader_storage)
- this->num_shader_uniform_components += values;
+ /* Accumulate the total number of uniform slots used by this shader.
+ * Note that samplers do not count against this limit because they
+ * don't use any storage on current hardware.
+ */
+ if (!is_ubo_var && !is_shader_storage)
+ this->num_shader_uniform_components += values;
}
/* If the uniform is already in the map, there's nothing more to do.
*/
unsigned id;
if (this->map->get(id, name))
- return;
+ return;
if (this->current_var->data.how_declared == ir_var_hidden) {
this->hidden_map->put(this->num_hidden_uniforms, name);
*/
class parcel_out_uniform_storage : public program_resource_visitor {
public:
- parcel_out_uniform_storage(struct string_to_uint_map *map,
- struct gl_uniform_storage *uniforms,
- union gl_constant_value *values)
- : map(map), uniforms(uniforms), values(values)
+ 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)
{
}
memset(this->targets, 0, sizeof(this->targets));
}
- void set_and_process(struct gl_shader_program *prog,
- ir_variable *var)
+ void set_and_process(ir_variable *var)
{
current_var = var;
field_counter = 0;
ubo_block_index = i;
break;
}
- }
- }
- assert(ubo_block_index != -1);
+ }
+ }
+ assert(ubo_block_index != -1);
/* Uniform blocks that were specified with an instance name must be
* handled a little bit differently. The name of the variable is the
uniform->opaque[shader_type].index = this->next_image;
uniform->opaque[shader_type].active = true;
+ /* Set image access qualifiers */
+ const GLenum access =
+ (current_var->data.image_read_only ? GL_READ_ONLY :
+ current_var->data.image_write_only ? GL_WRITE_ONLY :
+ GL_READ_WRITE);
+
+ const unsigned first = this->next_image;
+
/* Increment the image index by 1 for non-arrays and by the
* number of array elements for arrays.
*/
this->next_image += MAX2(1, uniform->array_elements);
+ for (unsigned i = first; i < MIN2(next_image, MAX_IMAGE_UNIFORMS); i++)
+ prog->_LinkedShaders[shader_type]->ImageAccess[i] = access;
}
}
}
}
+ virtual void set_buffer_offset(unsigned offset)
+ {
+ this->ubo_byte_offset = offset;
+ }
+
virtual void set_record_array_count(unsigned record_array_count)
{
this->record_array_count = record_array_count;
assert(found);
if (!found)
- return;
+ return;
const glsl_type *base_type;
if (type->is_array()) {
- this->uniforms[id].array_elements = type->length;
- base_type = type->fields.array;
+ this->uniforms[id].array_elements = type->length;
+ base_type = type->fields.array;
} else {
- this->uniforms[id].array_elements = 0;
- base_type = type;
+ this->uniforms[id].array_elements = 0;
+ base_type = type;
}
/* Initialise opaque data */
this->uniforms[id].array_stride =
glsl_align(type->without_array()->std140_size(row_major),
16);
- } else {
- this->uniforms[id].array_stride = 0;
- }
+ } else {
+ this->uniforms[id].array_stride = 0;
+ }
- if (type->without_array()->is_matrix()) {
+ if (type->without_array()->is_matrix()) {
const glsl_type *matrix = type->without_array();
const unsigned N = matrix->base_type == GLSL_TYPE_DOUBLE ? 8 : 4;
const unsigned items =
glsl_align(items * N, 16);
else
this->uniforms[id].matrix_stride = glsl_align(items * N, 16);
- this->uniforms[id].row_major = row_major;
- } else {
- this->uniforms[id].matrix_stride = 0;
- this->uniforms[id].row_major = false;
- }
+ this->uniforms[id].row_major = row_major;
+ } else {
+ this->uniforms[id].matrix_stride = 0;
+ this->uniforms[id].row_major = false;
+ }
} else {
- this->uniforms[id].block_index = -1;
- this->uniforms[id].offset = -1;
- this->uniforms[id].array_stride = -1;
- this->uniforms[id].matrix_stride = -1;
- this->uniforms[id].row_major = false;
+ this->uniforms[id].block_index = -1;
+ this->uniforms[id].offset = -1;
+ this->uniforms[id].array_stride = -1;
+ this->uniforms[id].matrix_stride = -1;
+ this->uniforms[id].row_major = false;
}
this->values += values_for_type(type);
}
+ /**
+ * Current program being processed.
+ */
+ struct gl_shader_program *prog;
+
struct string_to_uint_map *map;
struct gl_uniform_storage *uniforms;
*/
int
link_cross_validate_uniform_block(void *mem_ctx,
- struct gl_uniform_block **linked_blocks,
- unsigned int *num_linked_blocks,
- struct gl_uniform_block *new_block)
+ struct gl_uniform_block **linked_blocks,
+ unsigned int *num_linked_blocks,
+ struct gl_uniform_block *new_block)
{
for (unsigned int i = 0; i < *num_linked_blocks; i++) {
struct gl_uniform_block *old_block = &(*linked_blocks)[i];
if (strcmp(old_block->Name, new_block->Name) == 0)
- return link_uniform_blocks_are_compatible(old_block, new_block)
- ? i : -1;
+ return link_uniform_blocks_are_compatible(old_block, new_block)
+ ? i : -1;
}
*linked_blocks = reralloc(mem_ctx, *linked_blocks,
- struct gl_uniform_block,
- *num_linked_blocks + 1);
+ struct gl_uniform_block,
+ *num_linked_blocks + 1);
int linked_block_index = (*num_linked_blocks)++;
struct gl_uniform_block *linked_block = &(*linked_blocks)[linked_block_index];
memcpy(linked_block, new_block, sizeof(*new_block));
linked_block->Uniforms = ralloc_array(*linked_blocks,
- struct gl_uniform_buffer_variable,
- linked_block->NumUniforms);
+ struct gl_uniform_buffer_variable,
+ linked_block->NumUniforms);
memcpy(linked_block->Uniforms,
- new_block->Uniforms,
- sizeof(*linked_block->Uniforms) * linked_block->NumUniforms);
+ new_block->Uniforms,
+ sizeof(*linked_block->Uniforms) * linked_block->NumUniforms);
for (unsigned int i = 0; i < linked_block->NumUniforms; i++) {
struct gl_uniform_buffer_variable *ubo_var =
- &linked_block->Uniforms[i];
+ &linked_block->Uniforms[i];
if (ubo_var->Name == ubo_var->IndexName) {
ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
ir_variable *const var = node->as_variable();
if ((var == NULL) || !var->is_in_buffer_block())
- continue;
+ continue;
assert(var->data.mode == ir_var_uniform ||
var->data.mode == ir_var_shader_storage);
const unsigned l = strlen(var->name);
for (unsigned i = 0; i < shader->NumBufferInterfaceBlocks; i++) {
- for (unsigned j = 0; j < shader->BufferInterfaceBlocks[i].NumUniforms; j++) {
+ for (unsigned j = 0; j < shader->BufferInterfaceBlocks[i].NumUniforms; j++) {
if (sentinel) {
const char *begin = shader->BufferInterfaceBlocks[i].Uniforms[j].Name;
const char *end = strchr(begin, sentinel);
}
} else if (!strcmp(var->name,
shader->BufferInterfaceBlocks[i].Uniforms[j].Name)) {
- found = true;
- var->data.location = j;
- break;
- }
- }
- if (found)
- break;
- }
- assert(found);
- }
-}
-
-static void
-link_set_image_access_qualifiers(struct gl_shader_program *prog,
- gl_shader *sh, unsigned shader_stage,
- ir_variable *var, const glsl_type *type,
- char **name, size_t name_length)
-{
- /* Handle arrays of arrays */
- if (type->is_array() && type->fields.array->is_array()) {
- for (unsigned i = 0; i < type->length; i++) {
- size_t new_length = name_length;
-
- /* Append the subscript to the current variable name */
- ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
-
- link_set_image_access_qualifiers(prog, sh, shader_stage, var,
- type->fields.array, name,
- new_length);
+ found = true;
+ var->data.location = j;
+ break;
+ }
+ }
+ if (found)
+ break;
}
- } else {
- unsigned id = 0;
- bool found = prog->UniformHash->get(id, *name);
assert(found);
- (void) found;
- const gl_uniform_storage *storage = &prog->UniformStorage[id];
- const unsigned index = storage->opaque[shader_stage].index;
- const GLenum access = (var->data.image_read_only ? GL_READ_ONLY :
- var->data.image_write_only ? GL_WRITE_ONLY :
- GL_READ_WRITE);
-
- for (unsigned j = 0; j < MAX2(1, storage->array_elements); ++j)
- sh->ImageAccess[index + j] = access;
}
}
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;
+}
+
void
link_assign_uniform_locations(struct gl_shader_program *prog,
- unsigned int boolean_true)
+ unsigned int boolean_true,
+ unsigned int num_explicit_uniform_locs,
+ unsigned int max_uniform_locs)
{
ralloc_free(prog->UniformStorage);
prog->UniformStorage = NULL;
struct gl_shader *sh = prog->_LinkedShaders[i];
if (sh == NULL)
- continue;
+ continue;
/* Uniforms that lack an initializer in the shader code have an initial
* value of zero. This includes sampler uniforms.
uniform_size.start_shader();
foreach_in_list(ir_instruction, node, sh->ir) {
- ir_variable *const var = node->as_variable();
+ ir_variable *const var = node->as_variable();
- if ((var == NULL) || (var->data.mode != ir_var_uniform &&
- var->data.mode != ir_var_shader_storage))
- continue;
+ if ((var == NULL) || (var->data.mode != ir_var_uniform &&
+ var->data.mode != ir_var_shader_storage))
+ continue;
- uniform_size.process(var);
+ uniform_size.process(var);
}
sh->num_samplers = uniform_size.num_shader_samplers;
for (unsigned i = 0; i < sh->NumBufferInterfaceBlocks; i++) {
if (!sh->BufferInterfaceBlocks[i].IsShaderStorage) {
- sh->num_combined_uniform_components +=
- sh->BufferInterfaceBlocks[i].UniformBufferSize / 4;
+ sh->num_combined_uniform_components +=
+ sh->BufferInterfaceBlocks[i].UniformBufferSize / 4;
}
}
}
union gl_constant_value *data_end = &data[num_data_slots];
#endif
- parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
+ parcel_out_uniform_storage parcel(prog, prog->UniformHash, uniforms, data);
+
+ unsigned total_entries = num_explicit_uniform_locs;
+ unsigned empty_locs = prog->NumUniformRemapTable - num_explicit_uniform_locs;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
- continue;
+ continue;
parcel.start_shader((gl_shader_stage)i);
foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
- ir_variable *const var = node->as_variable();
+ ir_variable *const var = node->as_variable();
if ((var == NULL) || (var->data.mode != ir_var_uniform &&
var->data.mode != ir_var_shader_storage))
- continue;
+ continue;
- parcel.set_and_process(prog, var);
+ parcel.set_and_process(var);
}
prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
/* how many new entries for this uniform? */
const unsigned entries = MAX2(1, uniforms[i].array_elements);
- /* resize remap table to fit new entries */
- prog->UniformRemapTable =
- reralloc(prog,
- prog->UniformRemapTable,
- gl_uniform_storage *,
- prog->NumUniformRemapTable + entries);
+ /* Find UniformRemapTable for empty blocks where we can fit this uniform. */
+ int chosen_location = -1;
+
+ if (empty_locs)
+ chosen_location = find_empty_block(prog, &uniforms[i]);
+
+ /* Add new entries to the total amount of entries. */
+ total_entries += entries;
+
+ if (chosen_location != -1) {
+ empty_locs -= entries;
+ } else {
+ chosen_location = prog->NumUniformRemapTable;
+
+ /* resize remap table to fit new entries */
+ prog->UniformRemapTable =
+ reralloc(prog,
+ prog->UniformRemapTable,
+ gl_uniform_storage *,
+ prog->NumUniformRemapTable + entries);
+ prog->NumUniformRemapTable += entries;
+ }
/* set pointers for this uniform */
for (unsigned j = 0; j < entries; j++)
- prog->UniformRemapTable[prog->NumUniformRemapTable+j] = &uniforms[i];
+ prog->UniformRemapTable[chosen_location + j] = &uniforms[i];
/* set the base location in remap table for the uniform */
- uniforms[i].remap_location = prog->NumUniformRemapTable;
+ uniforms[i].remap_location = chosen_location;
+ }
- prog->NumUniformRemapTable += entries;
+ /* Verify that total amount of entries for explicit and implicit locations
+ * is less than MAX_UNIFORM_LOCATIONS.
+ */
+
+ if (total_entries > max_uniform_locs) {
+ linker_error(prog, "count of uniform locations > MAX_UNIFORM_LOCATIONS"
+ "(%u > %u)", total_entries, max_uniform_locs);
}
/* Reserve all the explicit locations of the active subroutine uniforms. */
prog->NumHiddenUniforms = hidden_uniforms;
prog->UniformStorage = uniforms;
- /**
- * Scan the program for image uniforms and store image unit access
- * information into the gl_shader data structure.
- */
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- gl_shader *sh = prog->_LinkedShaders[i];
-
- if (sh == NULL)
- continue;
-
- foreach_in_list(ir_instruction, node, sh->ir) {
- ir_variable *var = node->as_variable();
-
- if (var && var->data.mode == ir_var_uniform &&
- var->type->contains_image()) {
- char *name_copy = ralloc_strdup(NULL, var->name);
- link_set_image_access_qualifiers(prog, sh, i, var, var->type,
- &name_copy, strlen(var->name));
- ralloc_free(name_copy);
- }
- }
- }
-
link_set_uniform_initializers(prog, boolean_true);
return;