#include "ir.h"
#include "linker.h"
#include "ir_uniform.h"
-#include "glsl_symbol_table.h"
-#include "program/hash_table.h"
/* These functions are put in a "private" namespace instead of being marked
* static so that the unit tests can access them. See
return NULL;
}
+static unsigned
+get_uniform_block_index(const gl_shader_program *shProg,
+ const char *uniformBlockName)
+{
+ for (unsigned i = 0; i < shProg->NumUniformBlocks; i++) {
+ if (!strcmp(shProg->UniformBlocks[i].Name, uniformBlockName))
+ return i;
+ }
+
+ return GL_INVALID_INDEX;
+}
+
void
copy_constant_to_storage(union gl_constant_value *storage,
const ir_constant *val,
const enum glsl_base_type base_type,
- const unsigned int elements)
+ const unsigned int elements,
+ unsigned int boolean_true)
{
for (unsigned int i = 0; i < elements; i++) {
switch (base_type) {
storage[i].f = val->value.f[i];
break;
case GLSL_TYPE_BOOL:
- storage[i].b = int(val->value.b[i]);
+ storage[i].b = val->value.b[i] ? boolean_true : 0;
break;
case GLSL_TYPE_ARRAY:
case GLSL_TYPE_STRUCT:
}
void
-set_uniform_binding(void *mem_ctx, gl_shader_program *prog,
- const char *name, const glsl_type *type, int binding)
+set_sampler_binding(gl_shader_program *prog, const char *name, int binding)
{
struct gl_uniform_storage *const storage =
get_storage(prog->UniformStorage, prog->NumUserUniformStorage, name);
return;
}
- if (storage->type->is_sampler()) {
- unsigned elements = MAX2(storage->array_elements, 1);
+ const unsigned elements = MAX2(storage->array_elements, 1);
- /* From section 4.4.4 of the GLSL 4.20 specification:
- * "If the binding identifier is used with an array, the first element
- * of the array takes the specified unit and each subsequent element
- * takes the next consecutive unit."
- */
- for (unsigned int i = 0; i < elements; i++) {
- storage->storage[i].i = binding + i;
- }
+ /* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 spec
+ * says:
+ *
+ * "If the binding identifier is used with an array, the first element
+ * of the array takes the specified unit and each subsequent element
+ * takes the next consecutive unit."
+ */
+ for (unsigned int i = 0; i < elements; i++) {
+ storage->storage[i].i = binding + i;
+ }
- for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
- gl_shader *shader = prog->_LinkedShaders[sh];
+ for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
+ gl_shader *shader = prog->_LinkedShaders[sh];
- if (shader && storage->sampler[sh].active) {
- for (unsigned i = 0; i < elements; i++) {
- unsigned index = storage->sampler[sh].index + i;
+ if (shader && storage->sampler[sh].active) {
+ for (unsigned i = 0; i < elements; i++) {
+ unsigned index = storage->sampler[sh].index + i;
- shader->SamplerUnits[index] = storage->storage[i].i;
- }
+ shader->SamplerUnits[index] = storage->storage[i].i;
}
}
- } else if (storage->block_index != -1) {
+ }
+
+ storage->initialized = true;
+}
+
+void
+set_block_binding(gl_shader_program *prog, const char *block_name, int binding)
+{
+ const unsigned block_index = get_uniform_block_index(prog, block_name);
+
+ if (block_index == GL_INVALID_INDEX) {
+ assert(block_index != GL_INVALID_INDEX);
+ return;
+ }
+
/* This is a field of a UBO. val is the binding index. */
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
- int stage_index = prog->UniformBlockStageIndex[i][storage->block_index];
+ int stage_index = prog->UniformBlockStageIndex[i][block_index];
if (stage_index != -1) {
struct gl_shader *sh = prog->_LinkedShaders[i];
sh->UniformBlocks[stage_index].Binding = binding;
}
}
- }
-
- storage->initialized = true;
}
void
set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
const char *name, const glsl_type *type,
- ir_constant *val)
+ ir_constant *val, unsigned int boolean_true)
{
if (type->is_record()) {
ir_constant *field_constant;
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);
+ field_type, field_constant, boolean_true);
field_constant = (ir_constant *)field_constant->next;
}
return;
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]);
+ element_type, val->array_elements[i],
+ boolean_true);
}
return;
}
copy_constant_to_storage(& storage->storage[idx],
val->array_elements[i],
base_type,
- elements);
+ elements,
+ boolean_true);
idx += elements;
}
copy_constant_to_storage(storage->storage,
val,
val->type->base_type,
- val->type->components());
+ val->type->components(),
+ boolean_true);
if (storage->type->is_sampler()) {
for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
}
void
-link_set_uniform_initializers(struct gl_shader_program *prog)
+link_set_uniform_initializers(struct gl_shader_program *prog,
+ unsigned int boolean_true)
{
void *mem_ctx = NULL;
if (shader == NULL)
continue;
- foreach_list(node, shader->ir) {
- ir_variable *const var = ((ir_instruction *) node)->as_variable();
+ foreach_in_list(ir_instruction, node, shader->ir) {
+ ir_variable *const var = node->as_variable();
if (!var || var->data.mode != ir_var_uniform)
continue;
mem_ctx = ralloc_context(NULL);
if (var->data.explicit_binding) {
- linker::set_uniform_binding(mem_ctx, prog, var->name,
- var->type, var->data.binding);
+ const glsl_type *const type = var->type;
+
+ if (type->without_array()->is_sampler()) {
+ linker::set_sampler_binding(prog, var->name, var->data.binding);
+ } else if (var->is_in_uniform_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_uniform_block (above) and
+ * type->is_array(), but it will fail is_interface_instance().
+ */
+ 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.binding + i);
+ }
+ } else {
+ linker::set_block_binding(prog, iface_type->name,
+ var->data.binding);
+ }
+ } else if (type->contains_atomic()) {
+ /* we don't actually need to do anything. */
+ } else {
+ assert(!"Explicit binding not on a sampler, UBO or atomic.");
+ }
} else if (var->constant_value) {
linker::set_uniform_initializer(mem_ctx, prog, var->name,
- var->type, var->constant_value);
+ var->type, var->constant_value,
+ boolean_true);
}
}
}