* \author Ian Romanick <ian.d.romanick@intel.com>
*/
+/**
+ * Used by linker to indicate uniforms that have no location set.
+ */
+#define UNMAPPED_UNIFORM_LOC ~0u
+
/**
* Count the backing storage requirements for a type
*/
static unsigned
values_for_type(const glsl_type *type)
{
- if (type->is_sampler()) {
+ if (type->is_sampler() || type->is_subroutine()) {
return 1;
- } else if (type->is_array() && type->fields.array->is_sampler()) {
+ } else if (type->is_array() && (type->fields.array->is_sampler() ||
+ type->fields.array->is_subroutine())) {
return type->array_size();
} else {
return type->component_slots();
void
program_resource_visitor::process(const glsl_type *type, const char *name)
{
- assert(type->is_record()
- || (type->is_array() && type->fields.array->is_record())
- || type->is_interface()
- || (type->is_array() && type->fields.array->is_interface()));
+ assert(type->without_array()->is_record()
+ || type->without_array()->is_interface());
char *name_copy = ralloc_strdup(NULL, name);
- recursion(type, &name_copy, strlen(name), false, NULL);
+ recursion(type, &name_copy, strlen(name), false, NULL, false);
ralloc_free(name_copy);
}
program_resource_visitor::process(ir_variable *var)
{
const glsl_type *t = var->type;
+ const bool row_major =
+ var->data.matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
/* false is always passed for the row_major parameter to the other
* processing functions because no information is available to do
* lowering is only applied to non-uniform interface blocks, so we
* can safely pass false for row_major.
*/
- recursion(var->type, &name, new_length, false, NULL);
+ recursion(var->type, &name, new_length, row_major, NULL, false);
}
ralloc_free(name);
} else if (var->data.from_named_ifc_block_nonarray) {
* is only applied to non-uniform interface blocks, so we can safely
* pass false for row_major.
*/
- recursion(var->type, &name, strlen(name), false, NULL);
+ recursion(var->type, &name, strlen(name), row_major, NULL, false);
ralloc_free(name);
- } else if (t->is_record() || (t->is_array() && t->fields.array->is_record())) {
+ } else if (t->without_array()->is_record()) {
char *name = ralloc_strdup(NULL, var->name);
- recursion(var->type, &name, strlen(name), false, NULL);
+ recursion(var->type, &name, strlen(name), row_major, NULL, false);
ralloc_free(name);
} else if (t->is_interface()) {
char *name = ralloc_strdup(NULL, var->type->name);
- recursion(var->type, &name, strlen(name), false, NULL);
+ recursion(var->type, &name, strlen(name), row_major, NULL, false);
ralloc_free(name);
} else if (t->is_array() && t->fields.array->is_interface()) {
char *name = ralloc_strdup(NULL, var->type->fields.array->name);
- recursion(var->type, &name, strlen(name), false, NULL);
+ recursion(var->type, &name, strlen(name), row_major, NULL, false);
ralloc_free(name);
} else {
- this->visit_field(t, var->name, false, NULL);
+ this->visit_field(t, var->name, row_major, NULL, false);
}
}
void
program_resource_visitor::recursion(const glsl_type *t, char **name,
size_t name_length, bool row_major,
- const glsl_type *record_type)
+ const glsl_type *record_type,
+ bool last_field)
{
/* Records need to have each field processed individually.
*
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;
ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
}
+ /* The layout of structures at the top level of the block is set
+ * during parsing. For matrices contained in multiple levels of
+ * structures in the block, the inner structures have no layout.
+ * These cases must potentially inherit the layout from the outer
+ * levels.
+ */
+ bool field_row_major = row_major;
+ const enum glsl_matrix_layout matrix_layout =
+ glsl_matrix_layout(t->fields.structure[i].matrix_layout);
+ if (matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
+ field_row_major = true;
+ } else if (matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
+ field_row_major = false;
+ }
+
recursion(t->fields.structure[i].type, name, new_length,
- t->fields.structure[i].row_major, record_type);
+ field_row_major,
+ record_type,
+ (i + 1) == t->length);
/* Only the first leaf-field of the record gets called with the
* record type pointer.
*/
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())
ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
recursion(t->fields.array, name, new_length, row_major,
- record_type);
+ record_type,
+ (i + 1) == t->length);
/* Only the first leaf-field of the record gets called with the
* record type pointer.
record_type = NULL;
}
} else {
- this->visit_field(t, *name, row_major, record_type);
+ this->visit_field(t, *name, row_major, record_type, last_field);
}
}
void
program_resource_visitor::visit_field(const glsl_type *type, const char *name,
bool row_major,
- const glsl_type *)
+ const glsl_type *,
+ bool /* last_field */)
{
visit_field(type, name, row_major);
}
/* 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 {
/**
*
* 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.
count_uniform_size(struct string_to_uint_map *map)
: num_active_uniforms(0), num_values(0), num_shader_samplers(0),
num_shader_images(0), num_shader_uniform_components(0),
+ num_shader_subroutines(0),
is_ubo_var(false), map(map)
{
/* empty */
this->num_shader_samplers = 0;
this->num_shader_images = 0;
this->num_shader_uniform_components = 0;
+ this->num_shader_subroutines = 0;
}
void process(ir_variable *var)
{
- this->is_ubo_var = var->is_in_uniform_block();
+ this->is_ubo_var = var->is_in_buffer_block();
if (var->is_interface_instance())
program_resource_visitor::process(var->get_interface_type(),
var->get_interface_type()->name);
*/
unsigned num_shader_uniform_components;
+ /**
+ * Number of subroutine uniforms used
+ */
+ unsigned num_shader_subroutines;
+
bool is_ubo_var;
private:
virtual void visit_field(const glsl_type *type, const char *name,
bool row_major)
{
- assert(!type->is_record());
- assert(!(type->is_array() && type->fields.array->is_record()));
- assert(!type->is_interface());
- assert(!(type->is_array() && type->fields.array->is_interface()));
+ assert(!type->without_array()->is_record());
+ assert(!type->without_array()->is_interface());
(void) row_major;
* count it for each shader target.
*/
const unsigned values = values_for_type(type);
- if (type->contains_sampler()) {
+ if (type->contains_subroutine()) {
+ this->num_shader_subroutines += values;
+ } else if (type->contains_sampler()) {
this->num_shader_samplers += values;
} else if (type->contains_image()) {
this->num_shader_images += values;
this->shader_shadow_samplers = 0;
this->next_sampler = 0;
this->next_image = 0;
+ this->next_subroutine = 0;
memset(this->targets, 0, sizeof(this->targets));
}
void set_and_process(struct gl_shader_program *prog,
ir_variable *var)
{
+ current_var = var;
+ field_counter = 0;
+
ubo_block_index = -1;
- if (var->is_in_uniform_block()) {
+ if (var->is_in_buffer_block()) {
if (var->is_interface_instance() && var->type->is_array()) {
unsigned l = strlen(var->get_interface_type()->name);
*/
if (var->is_interface_instance()) {
ubo_byte_offset = 0;
- ubo_row_major = false;
} else {
const struct gl_uniform_block *const block =
&prog->UniformBlocks[ubo_block_index];
const struct gl_uniform_buffer_variable *const ubo_var =
&block->Uniforms[var->data.location];
- ubo_row_major = ubo_var->RowMajor;
ubo_byte_offset = ubo_var->Offset;
}
int ubo_block_index;
int ubo_byte_offset;
- bool ubo_row_major;
gl_shader_stage shader_type;
private:
}
}
+ void handle_subroutines(const glsl_type *base_type,
+ struct gl_uniform_storage *uniform)
+ {
+ if (base_type->is_subroutine()) {
+ uniform->subroutine[shader_type].index = this->next_subroutine;
+ uniform->subroutine[shader_type].active = true;
+
+ /* Increment the subroutine index by 1 for non-arrays and by the
+ * number of array elements for arrays.
+ */
+ this->next_subroutine += MAX2(1, uniform->array_elements);
+
+ } else {
+ uniform->subroutine[shader_type].index = ~0;
+ uniform->subroutine[shader_type].active = false;
+ }
+ }
+
virtual void visit_field(const glsl_type *type, const char *name,
bool row_major)
{
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 row_major, const glsl_type *record_type,
+ bool /* last_field */)
{
- assert(!type->is_record());
- assert(!(type->is_array() && type->fields.array->is_record()));
- assert(!type->is_interface());
- assert(!(type->is_array() && type->fields.array->is_interface()));
-
- (void) row_major;
+ assert(!type->without_array()->is_record());
+ assert(!type->without_array()->is_interface());
unsigned id;
bool found = this->map->get(id, name);
/* This assigns uniform indices to sampler and image uniforms. */
handle_samplers(base_type, &this->uniforms[id]);
handle_images(base_type, &this->uniforms[id]);
+ handle_subroutines(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;
}
+ /* Assign explicit locations. */
+ if (current_var->data.explicit_location) {
+ /* Set sequential locations for struct fields. */
+ if (record_type != NULL) {
+ const unsigned entries = MAX2(1, this->uniforms[id].array_elements);
+ this->uniforms[id].remap_location =
+ current_var->data.location + field_counter;
+ field_counter += entries;
+ } else {
+ this->uniforms[id].remap_location = current_var->data.location;
+ }
+ } else {
+ /* Initialize to to indicate that no location is set */
+ this->uniforms[id].remap_location = UNMAPPED_UNIFORM_LOC;
+ }
+
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;
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(ubo_row_major)
- : type->std140_base_alignment(ubo_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(ubo_row_major);
+ this->ubo_byte_offset += type->std140_size(row_major);
if (type->is_array()) {
this->uniforms[id].array_stride =
- glsl_align(type->fields.array->std140_size(ubo_row_major), 16);
+ glsl_align(type->fields.array->std140_size(row_major), 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_row_major;
+ 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 = 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;
this->uniforms[id].row_major = false;
struct gl_uniform_storage *uniforms;
unsigned next_sampler;
unsigned next_image;
+ unsigned next_subroutine;
public:
union gl_constant_value *values;
gl_texture_index targets[MAX_SAMPLERS];
+ /**
+ * Current variable being processed.
+ */
+ ir_variable *current_var;
+
+ /**
+ * Field counter is used to take care that uniform structures
+ * with explicit locations get sequential locations.
+ */
+ unsigned field_counter;
+
/**
* Mask of samplers used by the current shader stage.
*/
static void
link_update_uniform_buffer_variables(struct gl_shader *shader)
{
- 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 == NULL) || !var->is_in_uniform_block())
+ if ((var == NULL) || !var->is_in_buffer_block())
continue;
- assert(var->data.mode == ir_var_uniform);
+ assert(var->data.mode == ir_var_uniform ||
+ var->data.mode == ir_var_shader_storage);
if (var->is_interface_instance()) {
var->data.location = 0;
if (end == NULL)
continue;
- if (l != (end - begin))
+ if ((ptrdiff_t) l != (end - begin))
continue;
if (strncmp(var->name, begin, l) == 0) {
}
}
-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 = glsl_align(offset, alignment);
- ubo_var->Offset = offset;
- offset += size;
- }
-
- /* From the GL_ARB_uniform_buffer_object spec:
- *
- * "For uniform blocks laid out according to [std140] rules,
- * the minimum buffer object size returned by the
- * UNIFORM_BLOCK_DATA_SIZE query is derived by taking the
- * offset of the last basic machine unit consumed by the
- * last uniform of the uniform block (including any
- * end-of-array or end-of-structure padding), adding one,
- * and rounding up to the next multiple of the base
- * alignment required for a vec4."
- */
- block->UniformBufferSize = glsl_align(offset, 16);
- }
-}
-
/**
* Scan the program for image uniforms and store image unit access
* information into the gl_shader data structure.
if (sh == NULL)
continue;
- foreach_list(node, sh->ir) {
- ir_variable *var = ((ir_instruction *) node)->as_variable();
+ 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()) {
(void) found;
const gl_uniform_storage *storage = &prog->UniformStorage[id];
const unsigned index = storage->image[i].index;
- const GLenum access = (var->data.image.read_only ? GL_READ_ONLY :
- var->data.image.write_only ? GL_WRITE_ONLY :
+ 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)
}
}
+/**
+ * Sort the array of uniform storage so that the non-hidden uniforms are first
+ *
+ * This function sorts the list "in place." This is important because some of
+ * the storage accessible from \c uniforms has \c uniforms as its \c ralloc
+ * context. If \c uniforms is freed, some other storage will also be freed.
+ */
+static unsigned
+move_hidden_uniforms_to_end(struct gl_shader_program *prog,
+ struct gl_uniform_storage *uniforms,
+ unsigned num_elements)
+{
+ struct gl_uniform_storage *sorted_uniforms =
+ ralloc_array(prog, struct gl_uniform_storage, num_elements);
+ unsigned hidden_uniforms = 0;
+ unsigned j = 0;
+
+ /* Add the non-hidden uniforms. */
+ for (unsigned i = 0; i < num_elements; i++) {
+ if (!uniforms[i].hidden)
+ sorted_uniforms[j++] = uniforms[i];
+ }
+
+ /* Add and count the hidden uniforms. */
+ for (unsigned i = 0; i < num_elements; i++) {
+ if (uniforms[i].hidden) {
+ sorted_uniforms[j++] = uniforms[i];
+ hidden_uniforms++;
+ }
+ }
+
+ assert(prog->UniformHash != NULL);
+ prog->UniformHash->clear();
+ for (unsigned i = 0; i < num_elements; i++) {
+ if (sorted_uniforms[i].name != NULL)
+ prog->UniformHash->put(i, sorted_uniforms[i].name);
+ }
+
+ memcpy(uniforms, sorted_uniforms, sizeof(uniforms[0]) * num_elements);
+ ralloc_free(sorted_uniforms);
+
+ return hidden_uniforms;
+}
+
void
-link_assign_uniform_locations(struct gl_shader_program *prog)
+link_assign_uniform_locations(struct gl_shader_program *prog,
+ unsigned int boolean_true)
{
ralloc_free(prog->UniformStorage);
prog->UniformStorage = NULL;
- prog->NumUserUniformStorage = 0;
-
- ralloc_free(prog->UniformRemapTable);
- prog->UniformRemapTable = NULL;
- prog->NumUniformRemapTable = 0;
+ prog->NumUniformStorage = 0;
if (prog->UniformHash != NULL) {
prog->UniformHash->clear();
*/
uniform_size.start_shader();
- foreach_list(node, sh->ir) {
- ir_variable *const var = ((ir_instruction *) node)->as_variable();
+ foreach_in_list(ir_instruction, node, sh->ir) {
+ ir_variable *const var = node->as_variable();
- if ((var == NULL) || (var->data.mode != ir_var_uniform))
+ if ((var == NULL) || (var->data.mode != ir_var_uniform &&
+ var->data.mode != ir_var_shader_storage))
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);
}
sh->num_samplers = uniform_size.num_shader_samplers;
sh->NumImages = uniform_size.num_shader_images;
sh->num_uniform_components = uniform_size.num_shader_uniform_components;
-
sh->num_combined_uniform_components = sh->num_uniform_components;
+
for (unsigned i = 0; i < sh->NumUniformBlocks; i++) {
sh->num_combined_uniform_components +=
sh->UniformBlocks[i].UniformBufferSize / 4;
}
}
- 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
parcel.start_shader((gl_shader_stage)i);
- foreach_list(node, prog->_LinkedShaders[i]->ir) {
- ir_variable *const var = ((ir_instruction *) node)->as_variable();
+ foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
+ ir_variable *const var = node->as_variable();
- if ((var == NULL) || (var->data.mode != ir_var_uniform))
- continue;
-
- /* FINISHME: Update code to process built-in uniforms!
- */
- if (is_gl_identifier(var->name))
+ if ((var == NULL) || (var->data.mode != ir_var_uniform && var->data.mode != ir_var_shader_storage))
continue;
parcel.set_and_process(prog, var);
sizeof(prog->_LinkedShaders[i]->SamplerTargets));
}
- /* Build the uniform remap table that is used to set/get uniform locations */
- for (unsigned i = 0; i < num_user_uniforms; i++) {
+ const unsigned hidden_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_uniforms; i++) {
+ if (uniforms[i].type->is_subroutine())
+ continue;
+
+ if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) {
+ /* How many new entries for this uniform? */
+ const unsigned entries = MAX2(1, uniforms[i].array_elements);
+
+ /* Set remap table entries point to correct gl_uniform_storage. */
+ for (unsigned j = 0; j < entries; j++) {
+ unsigned element_loc = uniforms[i].remap_location + j;
+ assert(prog->UniformRemapTable[element_loc] ==
+ INACTIVE_UNIFORM_EXPLICIT_LOCATION);
+ prog->UniformRemapTable[element_loc] = &uniforms[i];
+ }
+ }
+ }
+
+ /* Reserve locations for rest of the uniforms. */
+ for (unsigned i = 0; i < num_uniforms; i++) {
+
+ if (uniforms[i].type->is_subroutine())
+ continue;
+ /* 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)
+ continue;
/* how many new entries for this uniform? */
const unsigned entries = MAX2(1, uniforms[i].array_elements);
prog->NumUniformRemapTable += entries;
}
+ /* Reserve all the explicit locations of the active subroutine uniforms. */
+ for (unsigned i = 0; i < num_uniforms; i++) {
+ if (!uniforms[i].type->is_subroutine())
+ continue;
+
+ if (uniforms[i].remap_location == UNMAPPED_UNIFORM_LOC)
+ continue;
+
+ for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
+ struct gl_shader *sh = prog->_LinkedShaders[j];
+ if (!sh)
+ continue;
+
+ if (!uniforms[i].subroutine[j].active)
+ continue;
+
+ /* How many new entries for this uniform? */
+ const unsigned entries = MAX2(1, uniforms[i].array_elements);
+
+ /* Set remap table entries point to correct gl_uniform_storage. */
+ for (unsigned k = 0; k < entries; k++) {
+ unsigned element_loc = uniforms[i].remap_location + k;
+ assert(sh->SubroutineUniformRemapTable[element_loc] ==
+ INACTIVE_UNIFORM_EXPLICIT_LOCATION);
+ sh->SubroutineUniformRemapTable[element_loc] = &uniforms[i];
+ }
+ }
+ }
+
+ /* reserve subroutine locations */
+ for (unsigned i = 0; i < num_uniforms; i++) {
+
+ if (!uniforms[i].type->is_subroutine())
+ continue;
+ const unsigned entries = MAX2(1, uniforms[i].array_elements);
+
+ if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC)
+ continue;
+ for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
+ struct gl_shader *sh = prog->_LinkedShaders[j];
+ if (!sh)
+ continue;
+
+ if (!uniforms[i].subroutine[j].active)
+ continue;
+
+ sh->SubroutineUniformRemapTable =
+ reralloc(sh,
+ sh->SubroutineUniformRemapTable,
+ gl_uniform_storage *,
+ sh->NumSubroutineUniformRemapTable + entries);
+
+ for (unsigned k = 0; k < entries; k++)
+ sh->SubroutineUniformRemapTable[sh->NumSubroutineUniformRemapTable + k] = &uniforms[i];
+ uniforms[i].remap_location = sh->NumSubroutineUniformRemapTable;
+ sh->NumSubroutineUniformRemapTable += entries;
+ }
+ }
+
#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;
link_set_image_access_qualifiers(prog);
- link_set_uniform_initializers(prog);
+ link_set_uniform_initializers(prog, boolean_true);
return;
}