vk/image: Check extent does not exceed surface type limits
[mesa.git] / src / glsl / link_uniforms.cpp
index de2f6c9ac994b5a57f1fe9f29cfda3c978cedd19..11ae06f9bfba523748ab708d0449b26def20e83a 100644 (file)
@@ -169,6 +169,9 @@ program_resource_visitor::recursion(const glsl_type *t, char **name,
       if (record_type == NULL && t->is_record())
          record_type = t;
 
+      if (t->is_record())
+         this->enter_record(t, *name, row_major);
+
       for (unsigned i = 0; i < t->length; i++) {
         const char *field = t->fields.structure[i].name;
         size_t new_length = name_length;
@@ -208,6 +211,11 @@ program_resource_visitor::recursion(const glsl_type *t, char **name,
           */
          record_type = NULL;
       }
+
+      if (t->is_record()) {
+         (*name)[name_length] = '\0';
+         this->leave_record(t, *name, row_major);
+      }
    } else if (t->is_array() && (t->fields.array->is_record()
                                 || t->fields.array->is_interface())) {
       if (record_type == NULL && t->fields.array->is_record())
@@ -249,6 +257,16 @@ program_resource_visitor::visit_field(const glsl_struct_field *field)
    /* empty */
 }
 
+void
+program_resource_visitor::enter_record(const glsl_type *, const char *, bool)
+{
+}
+
+void
+program_resource_visitor::leave_record(const glsl_type *, const char *, bool)
+{
+}
+
 namespace {
 
 /**
@@ -256,7 +274,7 @@ namespace {
  *
  * As uniforms are added to the active set the number of active uniforms and
  * the storage requirements for those uniforms are accumulated.  The active
- * uniforms are added the the hash table supplied to the constructor.
+ * uniforms are added to the hash table supplied to the constructor.
  *
  * If the same uniform is added multiple times (i.e., once for each shader
  * target), it will only be accounted once.
@@ -526,9 +544,27 @@ private:
       assert(!"Should not get here.");
    }
 
+   virtual void enter_record(const glsl_type *type, const char *,
+                             bool row_major) {
+      assert(type->is_record());
+      if (this->ubo_block_index == -1)
+         return;
+      this->ubo_byte_offset = glsl_align(
+            this->ubo_byte_offset, type->std140_base_alignment(row_major));
+   }
+
+   virtual void leave_record(const glsl_type *type, const char *,
+                             bool row_major) {
+      assert(type->is_record());
+      if (this->ubo_block_index == -1)
+         return;
+      this->ubo_byte_offset = glsl_align(
+            this->ubo_byte_offset, type->std140_base_alignment(row_major));
+   }
+
    virtual void visit_field(const glsl_type *type, const char *name,
                             bool row_major, const glsl_type *record_type,
-                            bool last_field)
+                            bool /* last_field */)
    {
       assert(!type->without_array()->is_record());
       assert(!type->without_array()->is_interface());
@@ -553,12 +589,13 @@ private:
       handle_samplers(base_type, &this->uniforms[id]);
       handle_images(base_type, &this->uniforms[id]);
 
-      /* If there is already storage associated with this uniform, it means
-       * that it was set while processing an earlier shader stage.  For
-       * example, we may be processing the uniform in the fragment shader, but
-       * the uniform was already processed in the vertex shader.
+      /* If there is already storage associated with this uniform or if the
+       * uniform is set as builtin, it means that it was set while processing
+       * an earlier shader stage.  For example, we may be processing the
+       * uniform in the fragment shader, but the uniform was already processed
+       * in the vertex shader.
        */
-      if (this->uniforms[id].storage != NULL) {
+      if (this->uniforms[id].storage != NULL || this->uniforms[id].builtin) {
          return;
       }
 
@@ -583,23 +620,23 @@ private:
       this->uniforms[id].initialized = 0;
       this->uniforms[id].num_driver_storage = 0;
       this->uniforms[id].driver_storage = NULL;
-      this->uniforms[id].storage = this->values;
       this->uniforms[id].atomic_buffer_index = -1;
       this->uniforms[id].hidden =
          current_var->data.how_declared == ir_var_hidden;
+      this->uniforms[id].builtin = is_gl_identifier(name);
+
+      /* Do not assign storage if the uniform is builtin */
+      if (!this->uniforms[id].builtin)
+         this->uniforms[id].storage = this->values;
+
       if (this->ubo_block_index != -1) {
         this->uniforms[id].block_index = this->ubo_block_index;
 
-        const unsigned alignment = record_type
-           ? record_type->std140_base_alignment(row_major)
-           : type->std140_base_alignment(row_major);
+        const unsigned alignment = type->std140_base_alignment(row_major);
         this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, alignment);
         this->uniforms[id].offset = this->ubo_byte_offset;
         this->ubo_byte_offset += type->std140_size(row_major);
 
-         if (last_field)
-            this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, 16);
-
         if (type->is_array()) {
            this->uniforms[id].array_stride =
               glsl_align(type->fields.array->std140_size(row_major), 16);
@@ -608,7 +645,12 @@ private:
         }
 
         if (type->without_array()->is_matrix()) {
-           this->uniforms[id].matrix_stride = 16;
+            const glsl_type *matrix = type->without_array();
+            const unsigned N = matrix->base_type == GLSL_TYPE_DOUBLE ? 8 : 4;
+            const unsigned items = row_major ? matrix->matrix_columns : matrix->vector_elements;
+
+            assert(items <= 4);
+            this->uniforms[id].matrix_stride = glsl_align(items * N, 16);
            this->uniforms[id].row_major = row_major;
         } else {
            this->uniforms[id].matrix_stride = 0;
@@ -858,7 +900,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
 {
    ralloc_free(prog->UniformStorage);
    prog->UniformStorage = NULL;
-   prog->NumUserUniformStorage = 0;
+   prog->NumUniformStorage = 0;
 
    if (prog->UniformHash != NULL) {
       prog->UniformHash->clear();
@@ -904,14 +946,6 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
         if ((var == NULL) || (var->data.mode != ir_var_uniform))
            continue;
 
-        /* FINISHME: Update code to process built-in uniforms!
-         */
-        if (is_gl_identifier(var->name)) {
-           uniform_size.num_shader_uniform_components +=
-              var->type->component_slots();
-           continue;
-        }
-
         uniform_size.process(var);
       }
 
@@ -926,16 +960,16 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
       }
    }
 
-   const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
+   const unsigned num_uniforms = uniform_size.num_active_uniforms;
    const unsigned num_data_slots = uniform_size.num_values;
 
    /* On the outside chance that there were no uniforms, bail out.
     */
-   if (num_user_uniforms == 0)
+   if (num_uniforms == 0)
       return;
 
    struct gl_uniform_storage *uniforms =
-      rzalloc_array(prog, struct gl_uniform_storage, num_user_uniforms);
+      rzalloc_array(prog, struct gl_uniform_storage, num_uniforms);
    union gl_constant_value *data =
       rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
 #ifndef NDEBUG
@@ -956,11 +990,6 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
         if ((var == NULL) || (var->data.mode != ir_var_uniform))
            continue;
 
-        /* FINISHME: Update code to process built-in uniforms!
-         */
-        if (is_gl_identifier(var->name))
-           continue;
-
         parcel.set_and_process(prog, var);
       }
 
@@ -973,10 +1002,10 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
    }
 
    const unsigned hidden_uniforms =
-      move_hidden_uniforms_to_end(prog, uniforms, num_user_uniforms);
+      move_hidden_uniforms_to_end(prog, uniforms, num_uniforms);
 
    /* Reserve all the explicit locations of the active uniforms. */
-   for (unsigned i = 0; i < num_user_uniforms; i++) {
+   for (unsigned i = 0; i < num_uniforms; i++) {
       if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) {
          /* How many new entries for this uniform? */
          const unsigned entries = MAX2(1, uniforms[i].array_elements);
@@ -992,7 +1021,11 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
    }
 
    /* Reserve locations for rest of the uniforms. */
-   for (unsigned i = 0; i < num_user_uniforms; i++) {
+   for (unsigned i = 0; i < num_uniforms; i++) {
+
+      /* Built-in uniforms should not get any location. */
+      if (uniforms[i].builtin)
+         continue;
 
       /* Explicit ones have been set already. */
       if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC)
@@ -1019,14 +1052,14 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
    }
 
 #ifndef NDEBUG
-   for (unsigned i = 0; i < num_user_uniforms; i++) {
-      assert(uniforms[i].storage != NULL);
+   for (unsigned i = 0; i < num_uniforms; i++) {
+      assert(uniforms[i].storage != NULL || uniforms[i].builtin);
    }
 
    assert(parcel.values == data_end);
 #endif
 
-   prog->NumUserUniformStorage = num_user_uniforms;
+   prog->NumUniformStorage = num_uniforms;
    prog->NumHiddenUniforms = hidden_uniforms;
    prog->UniformStorage = uniforms;