intel: Decrease nesting level in intelCreateBuffer
[mesa.git] / src / glsl / link_uniforms.cpp
index 7fe463f104f6cc75660e34ba82bfa9bab9974758..1baa46c5d52c7098529ae0984c605f25c9a1bdc4 100644 (file)
 #include "ir_uniform.h"
 #include "glsl_symbol_table.h"
 #include "program/hash_table.h"
+#include "program.h"
+
+static inline unsigned int
+align(unsigned int a, unsigned int align)
+{
+   return (a + align - 1) / align * align;
+}
 
 /**
  * \file link_uniforms.cpp
@@ -67,7 +74,7 @@ uniform_field_visitor::process(ir_variable *var)
 
 void
 uniform_field_visitor::recursion(const glsl_type *t, char **name,
-                                unsigned name_length)
+                                size_t name_length)
 {
    /* Records need to have each field processed individually.
     *
@@ -78,22 +85,21 @@ uniform_field_visitor::recursion(const glsl_type *t, char **name,
    if (t->is_record()) {
       for (unsigned i = 0; i < t->length; i++) {
         const char *field = t->fields.structure[i].name;
+        size_t new_length = name_length;
 
         /* Append '.field' to the current uniform name. */
-        ralloc_asprintf_rewrite_tail(name, name_length, ".%s", field);
+        ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
 
-        recursion(t->fields.structure[i].type, name,
-                  name_length + 1 + strlen(field));
+        recursion(t->fields.structure[i].type, name, new_length);
       }
    } else if (t->is_array() && t->fields.array->is_record()) {
       for (unsigned i = 0; i < t->length; i++) {
-        char subscript[13];
+        size_t new_length = name_length;
 
         /* Append the subscript to the current uniform name */
-        const unsigned subscript_length = snprintf(subscript, 13, "[%u]", i);
-        ralloc_asprintf_rewrite_tail(name, name_length, "%s", subscript);
+        ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
 
-        recursion(t->fields.array, name, name_length + subscript_length);
+        recursion(t->fields.array, name, new_length);
       }
    } else {
       this->visit_field(t, *name);
@@ -113,11 +119,18 @@ uniform_field_visitor::recursion(const glsl_type *t, char **name,
 class count_uniform_size : public uniform_field_visitor {
 public:
    count_uniform_size(struct string_to_uint_map *map)
-      : num_active_uniforms(0), num_values(0), map(map)
+      : num_active_uniforms(0), num_values(0), num_shader_samplers(0),
+       num_shader_uniform_components(0), map(map)
    {
       /* empty */
    }
 
+   void start_shader()
+   {
+      this->num_shader_samplers = 0;
+      this->num_shader_uniform_components = 0;
+   }
+
    /**
     * Total number of active uniforms counted
     */
@@ -128,26 +141,52 @@ public:
     */
    unsigned num_values;
 
+   /**
+    * Number of samplers used
+    */
+   unsigned num_shader_samplers;
+
+   /**
+    * Number of uniforms used in the current shader
+    */
+   unsigned num_shader_uniform_components;
+
 private:
    virtual void visit_field(const glsl_type *type, const char *name)
    {
       assert(!type->is_record());
       assert(!(type->is_array() && type->fields.array->is_record()));
 
+      /* Count the number of samplers regardless of whether the uniform is
+       * already in the hash table.  The hash table prevents adding the same
+       * uniform for multiple shader targets, but in this case we want to
+       * count it for each shader target.
+       */
+      const unsigned values = values_for_type(type);
+      if (type->contains_sampler()) {
+        this->num_shader_samplers +=
+           type->is_array() ? type->array_size() : 1;
+      } 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.
+         */
+        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;
 
-      char *key = strdup(name);
-      this->map->put(this->num_active_uniforms, key);
+      this->map->put(this->num_active_uniforms, name);
 
       /* Each leaf uniform occupies one entry in the list of active
        * uniforms.
        */
       this->num_active_uniforms++;
-      this->num_values += values_for_type(type);
+      this->num_values += values;
    }
 
    struct string_to_uint_map *map;
@@ -175,9 +214,37 @@ public:
                              union gl_constant_value *values)
       : map(map), uniforms(uniforms), next_sampler(0), values(values)
    {
-      /* empty */
+      memset(this->targets, 0, sizeof(this->targets));
    }
 
+   void start_shader()
+   {
+      this->shader_samplers_used = 0;
+      this->shader_shadow_samplers = 0;
+   }
+
+   void set_and_process(struct gl_shader_program *prog,
+                       ir_variable *var)
+   {
+      ubo_var = NULL;
+      if (var->uniform_block != -1) {
+        struct gl_uniform_block *block =
+           &prog->UniformBlocks[var->uniform_block];
+
+        ubo_block_index = var->uniform_block;
+        ubo_var_index = var->location;
+        ubo_var = &block->Uniforms[var->location];
+        ubo_byte_offset = ubo_var->Offset;
+      }
+
+      process(var);
+   }
+
+   struct gl_uniform_buffer_variable *ubo_var;
+   int ubo_block_index;
+   int ubo_var_index;
+   int ubo_byte_offset;
+
 private:
    virtual void visit_field(const glsl_type *type, const char *name)
    {
@@ -196,8 +263,25 @@ private:
        * 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) {
+        /* If the uniform already has storage set from another shader stage,
+         * mark the samplers used for this shader stage.
+         */
+        if (type->contains_sampler()) {
+           const unsigned count = MAX2(1, this->uniforms[id].array_elements);
+           const unsigned shadow = (type->is_array())
+              ? type->fields.array->sampler_shadow : type->sampler_shadow;
+
+           for (unsigned i = 0; i < count; i++) {
+              const unsigned s = this->uniforms[id].sampler + i;
+
+              this->shader_samplers_used |= 1U << s;
+              this->shader_shadow_samplers |= shadow << s;
+           }
+        }
+
         return;
+      }
 
       const glsl_type *base_type;
       if (type->is_array()) {
@@ -215,16 +299,57 @@ private:
          * array elements for arrays.
          */
         this->next_sampler += MAX2(1, this->uniforms[id].array_elements);
+
+        const gl_texture_index target = base_type->sampler_index();
+        const unsigned shadow = base_type->sampler_shadow;
+        for (unsigned i = this->uniforms[id].sampler
+                ; i < this->next_sampler
+                ; i++) {
+           this->targets[i] = target;
+           this->shader_samplers_used |= 1U << i;
+           this->shader_shadow_samplers |= shadow << i;
+        }
+
       } else {
         this->uniforms[id].sampler = ~0;
       }
 
-      this->uniforms[id].name = strdup(name);
+      this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
       this->uniforms[id].type = base_type;
       this->uniforms[id].initialized = 0;
       this->uniforms[id].num_driver_storage = 0;
       this->uniforms[id].driver_storage = NULL;
       this->uniforms[id].storage = this->values;
+      if (this->ubo_var) {
+        this->uniforms[id].block_index = this->ubo_block_index;
+
+        unsigned alignment = type->std140_base_alignment(ubo_var->RowMajor);
+        this->ubo_byte_offset = align(this->ubo_byte_offset, alignment);
+        this->uniforms[id].offset = this->ubo_byte_offset;
+        this->ubo_byte_offset += type->std140_size(ubo_var->RowMajor);
+
+        if (type->is_array()) {
+           this->uniforms[id].array_stride =
+              align(type->fields.array->std140_size(ubo_var->RowMajor), 16);
+        } else {
+           this->uniforms[id].array_stride = 0;
+        }
+
+        if (type->is_matrix() ||
+            (type->is_array() && type->fields.array->is_matrix())) {
+           this->uniforms[id].matrix_stride = 16;
+           this->uniforms[id].row_major = ubo_var->RowMajor;
+        } 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->values += values_for_type(type);
    }
@@ -236,4 +361,265 @@ private:
 
 public:
    union gl_constant_value *values;
+
+   gl_texture_index targets[MAX_SAMPLERS];
+
+   /**
+    * Mask of samplers used by the current shader stage.
+    */
+   unsigned shader_samplers_used;
+
+   /**
+    * Mask of samplers used by the current shader stage for shadows.
+    */
+   unsigned shader_shadow_samplers;
 };
+
+/**
+ * Merges a uniform block into an array of uniform blocks that may or
+ * may not already contain a copy of it.
+ *
+ * Returns the index of the new block in the array.
+ */
+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)
+{
+   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) {
+        if (old_block->NumUniforms != new_block->NumUniforms) {
+           return -1;
+        }
+
+        for (unsigned j = 0; j < old_block->NumUniforms; j++) {
+           if (strcmp(old_block->Uniforms[j].Name,
+                      new_block->Uniforms[j].Name) != 0)
+              return -1;
+
+           if (old_block->Uniforms[j].Offset !=
+               new_block->Uniforms[j].Offset)
+              return -1;
+
+           if (old_block->Uniforms[j].RowMajor !=
+               new_block->Uniforms[j].RowMajor)
+              return -1;
+        }
+        return i;
+      }
+   }
+
+   *linked_blocks = reralloc(mem_ctx, *linked_blocks,
+                            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);
+
+   memcpy(linked_block->Uniforms,
+         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];
+
+      ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
+   }
+
+   return linked_block_index;
+}
+
+/**
+ * Walks the IR and update the references to uniform blocks in the
+ * ir_variables to point at linked shader's list (previously, they
+ * would point at the uniform block list in one of the pre-linked
+ * shaders).
+ */
+static bool
+link_update_uniform_buffer_variables(struct gl_shader *shader)
+{
+   foreach_list(node, shader->ir) {
+      ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+      if ((var == NULL) || (var->uniform_block == -1))
+        continue;
+
+      assert(var->mode == ir_var_uniform);
+
+      bool found = false;
+      for (unsigned i = 0; i < shader->NumUniformBlocks; i++) {
+        for (unsigned j = 0; j < shader->UniformBlocks[i].NumUniforms; j++) {
+           if (!strcmp(var->name, shader->UniformBlocks[i].Uniforms[j].Name)) {
+              found = true;
+              var->uniform_block = i;
+              var->location = j;
+              break;
+           }
+        }
+        if (found)
+           break;
+      }
+      assert(found);
+   }
+
+   return true;
+}
+
+void
+link_assign_uniform_block_offsets(struct gl_shader *shader)
+{
+   for (unsigned b = 0; b < shader->NumUniformBlocks; b++) {
+      struct gl_uniform_block *block = &shader->UniformBlocks[b];
+
+      unsigned offset = 0;
+      for (unsigned int i = 0; i < block->NumUniforms; i++) {
+        struct gl_uniform_buffer_variable *ubo_var = &block->Uniforms[i];
+        const struct glsl_type *type = ubo_var->Type;
+
+        unsigned alignment = type->std140_base_alignment(ubo_var->RowMajor);
+        unsigned size = type->std140_size(ubo_var->RowMajor);
+
+        offset = align(offset, alignment);
+        ubo_var->Offset = offset;
+        offset += size;
+      }
+      block->UniformBufferSize = offset;
+   }
+}
+
+void
+link_assign_uniform_locations(struct gl_shader_program *prog)
+{
+   ralloc_free(prog->UniformStorage);
+   prog->UniformStorage = NULL;
+   prog->NumUserUniformStorage = 0;
+
+   if (prog->UniformHash != NULL) {
+      prog->UniformHash->clear();
+   } else {
+      prog->UniformHash = new string_to_uint_map;
+   }
+
+   /* Uniforms that lack an initializer in the shader code have an initial
+    * value of zero.  This includes sampler uniforms.
+    *
+    * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
+    *
+    *     "The link time initial value is either the value of the variable's
+    *     initializer, if present, or 0 if no initializer is present. Sampler
+    *     types cannot have initializers."
+    */
+   memset(prog->SamplerUnits, 0, sizeof(prog->SamplerUnits));
+
+   for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+      if (prog->_LinkedShaders[i] == NULL)
+        continue;
+
+      if (!link_update_uniform_buffer_variables(prog->_LinkedShaders[i]))
+        return;
+   }
+
+   /* First pass: Count the uniform resources used by the user-defined
+    * uniforms.  While this happens, each active uniform will have an index
+    * assigned to it.
+    *
+    * Note: this is *NOT* the index that is returned to the application by
+    * glGetUniformLocation.
+    */
+   count_uniform_size uniform_size(prog->UniformHash);
+   for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+      if (prog->_LinkedShaders[i] == NULL)
+        continue;
+
+      /* Reset various per-shader target counts.
+       */
+      uniform_size.start_shader();
+
+      foreach_list(node, prog->_LinkedShaders[i]->ir) {
+        ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+        if ((var == NULL) || (var->mode != ir_var_uniform))
+           continue;
+
+        /* FINISHME: Update code to process built-in uniforms!
+         */
+        if (strncmp("gl_", var->name, 3) == 0)
+           continue;
+
+        uniform_size.process(var);
+      }
+
+      prog->_LinkedShaders[i]->num_samplers = uniform_size.num_shader_samplers;
+      prog->_LinkedShaders[i]->num_uniform_components =
+        uniform_size.num_shader_uniform_components;
+   }
+
+   const unsigned num_user_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)
+      return;
+
+   struct gl_uniform_storage *uniforms =
+      rzalloc_array(prog, struct gl_uniform_storage, num_user_uniforms);
+   union gl_constant_value *data =
+      rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
+#ifndef NDEBUG
+   union gl_constant_value *data_end = &data[num_data_slots];
+#endif
+
+   parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
+
+   for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+      if (prog->_LinkedShaders[i] == NULL)
+        continue;
+
+      /* Reset various per-shader target counts.
+       */
+      parcel.start_shader();
+
+      foreach_list(node, prog->_LinkedShaders[i]->ir) {
+        ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+        if ((var == NULL) || (var->mode != ir_var_uniform))
+           continue;
+
+        /* FINISHME: Update code to process built-in uniforms!
+         */
+        if (strncmp("gl_", var->name, 3) == 0)
+           continue;
+
+        parcel.set_and_process(prog, var);
+      }
+
+      prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
+      prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
+   }
+
+   assert(sizeof(prog->SamplerTargets) == sizeof(parcel.targets));
+   memcpy(prog->SamplerTargets, parcel.targets, sizeof(prog->SamplerTargets));
+
+#ifndef NDEBUG
+   for (unsigned i = 0; i < num_user_uniforms; i++) {
+      assert(uniforms[i].storage != NULL);
+   }
+
+   assert(parcel.values == data_end);
+#endif
+
+   prog->NumUserUniformStorage = num_user_uniforms;
+   prog->UniformStorage = uniforms;
+
+   link_set_uniform_initializers(prog);
+
+   return;
+}