|| (type->is_array() && type->fields.array->is_interface()));
char *name_copy = ralloc_strdup(NULL, name);
- recursion(type, &name_copy, strlen(name), false);
+ recursion(type, &name_copy, strlen(name), false, NULL);
ralloc_free(name_copy);
}
*/
/* Only strdup the name if we actually will need to modify it. */
- if (t->is_record() || (t->is_array() && t->fields.array->is_record())) {
+ if (var->data.from_named_ifc_block_array) {
+ /* lower_named_interface_blocks created this variable by lowering an
+ * interface block array to an array variable. For example if the
+ * original source code was:
+ *
+ * out Blk { vec4 bar } foo[3];
+ *
+ * Then the variable is now:
+ *
+ * out vec4 bar[3];
+ *
+ * We need to visit each array element using the names constructed like
+ * so:
+ *
+ * Blk[0].bar
+ * Blk[1].bar
+ * Blk[2].bar
+ */
+ assert(t->is_array());
+ const glsl_type *ifc_type = var->get_interface_type();
+ char *name = ralloc_strdup(NULL, ifc_type->name);
+ size_t name_length = strlen(name);
+ for (unsigned i = 0; i < t->length; i++) {
+ size_t new_length = name_length;
+ ralloc_asprintf_rewrite_tail(&name, &new_length, "[%u].%s", i,
+ var->name);
+ /* Note: row_major is only meaningful for uniform blocks, and
+ * 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);
+ }
+ ralloc_free(name);
+ } else if (var->data.from_named_ifc_block_nonarray) {
+ /* lower_named_interface_blocks created this variable by lowering a
+ * named interface block (non-array) to an ordinary variable. For
+ * example if the original source code was:
+ *
+ * out Blk { vec4 bar } foo;
+ *
+ * Then the variable is now:
+ *
+ * out vec4 bar;
+ *
+ * We need to visit this variable using the name:
+ *
+ * Blk.bar
+ */
+ const glsl_type *ifc_type = var->get_interface_type();
+ char *name = ralloc_asprintf(NULL, "%s.%s", ifc_type->name, var->name);
+ /* Note: row_major is only meaningful for uniform blocks, and lowering
+ * 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);
+ ralloc_free(name);
+ } else if (t->is_record() || (t->is_array() && t->fields.array->is_record())) {
char *name = ralloc_strdup(NULL, var->name);
- recursion(var->type, &name, strlen(name), false);
+ recursion(var->type, &name, strlen(name), false, NULL);
ralloc_free(name);
} else if (t->is_interface()) {
char *name = ralloc_strdup(NULL, var->type->name);
- recursion(var->type, &name, strlen(name), false);
+ recursion(var->type, &name, strlen(name), false, NULL);
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);
+ recursion(var->type, &name, strlen(name), false, NULL);
ralloc_free(name);
} else {
- this->visit_field(t, var->name, false);
+ this->visit_field(t, var->name, false, NULL);
}
}
void
program_resource_visitor::recursion(const glsl_type *t, char **name,
- size_t name_length, bool row_major)
+ size_t name_length, bool row_major,
+ const glsl_type *record_type)
{
/* Records need to have each field processed individually.
*
* individually.
*/
if (t->is_record() || t->is_interface()) {
+ if (record_type == NULL && t->is_record())
+ record_type = t;
+
for (unsigned i = 0; i < t->length; i++) {
const char *field = t->fields.structure[i].name;
size_t new_length = name_length;
}
recursion(t->fields.structure[i].type, name, new_length,
- t->fields.structure[i].row_major);
+ t->fields.structure[i].row_major, record_type);
+
+ /* Only the first leaf-field of the record gets called with the
+ * record type pointer.
+ */
+ record_type = NULL;
}
} else if (t->is_array() && (t->fields.array->is_record()
|| t->fields.array->is_interface())) {
+ if (record_type == NULL && t->fields.array->is_record())
+ record_type = t->fields.array;
+
for (unsigned i = 0; i < t->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);
- recursion(t->fields.array, name, new_length,
- t->fields.structure[i].row_major);
+ recursion(t->fields.array, name, new_length, row_major,
+ record_type);
+
+ /* 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);
+ this->visit_field(t, *name, row_major, record_type);
}
}
+void
+program_resource_visitor::visit_field(const glsl_type *type, const char *name,
+ bool row_major,
+ const glsl_type *)
+{
+ visit_field(type, name, row_major);
+}
+
void
program_resource_visitor::visit_field(const glsl_struct_field *field)
{
/* empty */
}
+namespace {
+
/**
* Class to help calculate the storage requirements for a set of uniforms
*
public:
count_uniform_size(struct string_to_uint_map *map)
: num_active_uniforms(0), num_values(0), num_shader_samplers(0),
- num_shader_uniform_components(0), map(map)
+ num_shader_images(0), num_shader_uniform_components(0),
+ is_ubo_var(false), map(map)
{
/* empty */
}
void start_shader()
{
this->num_shader_samplers = 0;
+ this->num_shader_images = 0;
this->num_shader_uniform_components = 0;
}
void process(ir_variable *var)
{
+ this->is_ubo_var = var->is_in_uniform_block();
if (var->is_interface_instance())
- program_resource_visitor::process(var->interface_type,
- var->interface_type->name);
+ program_resource_visitor::process(var->get_interface_type(),
+ var->get_interface_type()->name);
else
program_resource_visitor::process(var);
}
*/
unsigned num_shader_samplers;
+ /**
+ * Number of images used
+ */
+ unsigned num_shader_images;
+
/**
* Number of uniforms used in the current shader
*/
unsigned num_shader_uniform_components;
+ bool is_ubo_var;
+
private:
virtual void visit_field(const glsl_type *type, const char *name,
bool row_major)
if (type->contains_sampler()) {
this->num_shader_samplers +=
type->is_array() ? type->array_size() : 1;
+ } else if (type->contains_image()) {
+ this->num_shader_images += values;
+
+ /* As drivers are likely to represent image uniforms as
+ * scalar indices, count them against the limit of uniform
+ * components in the default block. The spec allows image
+ * uniforms to use up no more than one scalar slot.
+ */
+ 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.
*/
- this->num_shader_uniform_components += values;
+ if (!is_ubo_var)
+ this->num_shader_uniform_components += values;
}
/* If the uniform is already in the map, there's nothing more to do.
struct string_to_uint_map *map;
};
+} /* anonymous namespace */
+
/**
* Class to help parcel out pieces of backing storage to uniforms
*
parcel_out_uniform_storage(struct string_to_uint_map *map,
struct gl_uniform_storage *uniforms,
union gl_constant_value *values)
- : map(map), uniforms(uniforms), next_sampler(0), values(values)
+ : map(map), uniforms(uniforms), values(values)
{
- memset(this->targets, 0, sizeof(this->targets));
}
- void start_shader()
+ void start_shader(gl_shader_stage shader_type)
{
+ assert(shader_type < MESA_SHADER_STAGES);
+ this->shader_type = shader_type;
+
this->shader_samplers_used = 0;
this->shader_shadow_samplers = 0;
+ this->next_sampler = 0;
+ this->next_image = 0;
+ memset(this->targets, 0, sizeof(this->targets));
}
void set_and_process(struct gl_shader_program *prog,
ubo_block_index = -1;
if (var->is_in_uniform_block()) {
if (var->is_interface_instance() && var->type->is_array()) {
- unsigned l = strlen(var->interface_type->name);
+ unsigned l = strlen(var->get_interface_type()->name);
for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
- if (strncmp(var->interface_type->name,
+ if (strncmp(var->get_interface_type()->name,
prog->UniformBlocks[i].Name,
l) == 0
&& prog->UniformBlocks[i].Name[l] == '[') {
}
} else {
for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
- if (strcmp(var->interface_type->name,
+ if (strcmp(var->get_interface_type()->name,
prog->UniformBlocks[i].Name) == 0) {
ubo_block_index = i;
break;
const struct gl_uniform_block *const block =
&prog->UniformBlocks[ubo_block_index];
- assert(var->location != -1);
+ assert(var->data.location != -1);
const struct gl_uniform_buffer_variable *const ubo_var =
- &block->Uniforms[var->location];
+ &block->Uniforms[var->data.location];
ubo_row_major = ubo_var->RowMajor;
ubo_byte_offset = ubo_var->Offset;
}
if (var->is_interface_instance())
- process(var->interface_type, var->interface_type->name);
+ process(var->get_interface_type(),
+ var->get_interface_type()->name);
else
process(var);
} else
int ubo_block_index;
int ubo_byte_offset;
bool ubo_row_major;
+ gl_shader_stage shader_type;
private:
+ void handle_samplers(const glsl_type *base_type,
+ struct gl_uniform_storage *uniform)
+ {
+ if (base_type->is_sampler()) {
+ uniform->sampler[shader_type].index = this->next_sampler;
+ uniform->sampler[shader_type].active = true;
+
+ /* Increment the sampler by 1 for non-arrays and by the number of
+ * array elements for arrays.
+ */
+ this->next_sampler +=
+ MAX2(1, uniform->array_elements);
+
+ const gl_texture_index target = base_type->sampler_index();
+ const unsigned shadow = base_type->sampler_shadow;
+ for (unsigned i = uniform->sampler[shader_type].index;
+ i < MIN2(this->next_sampler, MAX_SAMPLERS);
+ i++) {
+ this->targets[i] = target;
+ this->shader_samplers_used |= 1U << i;
+ this->shader_shadow_samplers |= shadow << i;
+ }
+ } else {
+ uniform->sampler[shader_type].index = ~0;
+ uniform->sampler[shader_type].active = false;
+ }
+ }
+
+ void handle_images(const glsl_type *base_type,
+ struct gl_uniform_storage *uniform)
+ {
+ if (base_type->is_image()) {
+ uniform->image[shader_type].index = this->next_image;
+ uniform->image[shader_type].active = true;
+
+ /* 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);
+
+ } else {
+ uniform->image[shader_type].index = ~0;
+ uniform->image[shader_type].active = false;
+ }
+ }
+
virtual void visit_field(const glsl_type *type, const char *name,
bool row_major)
+ {
+ (void) type;
+ (void) name;
+ (void) row_major;
+ assert(!"Should not get here.");
+ }
+
+ virtual void visit_field(const glsl_type *type, const char *name,
+ bool row_major, const glsl_type *record_type)
{
assert(!type->is_record());
assert(!(type->is_array() && type->fields.array->is_record()));
if (!found)
return;
- /* 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 (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()) {
this->uniforms[id].array_elements = type->length;
base_type = type;
}
- if (base_type->is_sampler()) {
- this->uniforms[id].sampler = this->next_sampler;
+ /* This assigns uniform indices to sampler and image uniforms. */
+ handle_samplers(base_type, &this->uniforms[id]);
+ handle_images(base_type, &this->uniforms[id]);
- /* Increment the sampler by 1 for non-arrays and by the number of
- * 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 < MIN2(this->next_sampler, MAX_SAMPLERS)
- ; i++) {
- this->targets[i] = target;
- this->shader_samplers_used |= 1U << i;
- this->shader_shadow_samplers |= shadow << i;
- }
-
- } else {
- this->uniforms[id].sampler = ~0;
+ /* 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 (this->uniforms[id].storage != NULL) {
+ return;
}
this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
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;
if (this->ubo_block_index != -1) {
this->uniforms[id].block_index = this->ubo_block_index;
- unsigned alignment = type->std140_base_alignment(ubo_row_major);
+ const unsigned alignment = record_type
+ ? record_type->std140_base_alignment(ubo_row_major)
+ : type->std140_base_alignment(ubo_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);
struct gl_uniform_storage *uniforms;
unsigned next_sampler;
+ unsigned next_image;
public:
union gl_constant_value *values;
if ((var == NULL) || !var->is_in_uniform_block())
continue;
- assert(var->mode == ir_var_uniform);
+ assert(var->data.mode == ir_var_uniform);
if (var->is_interface_instance()) {
- var->location = 0;
+ var->data.location = 0;
continue;
}
if (strncmp(var->name, begin, l) == 0) {
found = true;
- var->location = j;
+ var->data.location = j;
break;
}
} else if (!strcmp(var->name,
shader->UniformBlocks[i].Uniforms[j].Name)) {
found = true;
- var->location = j;
+ var->data.location = j;
break;
}
}
}
}
+/**
+ * Scan the program for image uniforms and store image unit access
+ * information into the gl_shader data structure.
+ */
+static void
+link_set_image_access_qualifiers(struct gl_shader_program *prog)
+{
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ gl_shader *sh = prog->_LinkedShaders[i];
+
+ if (sh == NULL)
+ continue;
+
+ foreach_list(node, sh->ir) {
+ ir_variable *var = ((ir_instruction *) node)->as_variable();
+
+ if (var && var->data.mode == ir_var_uniform &&
+ var->type->contains_image()) {
+ unsigned id = 0;
+ bool found = prog->UniformHash->get(id, var->name);
+ assert(found);
+ (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 :
+ GL_READ_WRITE);
+
+ for (unsigned j = 0; j < MAX2(1, storage->array_elements); ++j)
+ sh->ImageAccess[index + j] = access;
+ }
+ }
+ }
+}
+
void
link_assign_uniform_locations(struct gl_shader_program *prog)
{
prog->UniformStorage = NULL;
prog->NumUserUniformStorage = 0;
+ ralloc_free(prog->UniformRemapTable);
+ prog->UniformRemapTable = NULL;
+ prog->NumUniformRemapTable = 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));
-
/* 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.
* glGetUniformLocation.
*/
count_uniform_size uniform_size(prog->UniformHash);
- for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
- if (prog->_LinkedShaders[i] == NULL)
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_shader *sh = prog->_LinkedShaders[i];
+
+ if (sh == NULL)
continue;
- link_update_uniform_buffer_variables(prog->_LinkedShaders[i]);
+ /* 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(sh->SamplerUnits, 0, sizeof(sh->SamplerUnits));
+ memset(sh->ImageUnits, 0, sizeof(sh->ImageUnits));
+
+ link_update_uniform_buffer_variables(sh);
/* Reset various per-shader target counts.
*/
uniform_size.start_shader();
- foreach_list(node, prog->_LinkedShaders[i]->ir) {
+ foreach_list(node, sh->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
- if ((var == NULL) || (var->mode != ir_var_uniform))
+ if ((var == NULL) || (var->data.mode != ir_var_uniform))
continue;
/* FINISHME: Update code to process built-in uniforms!
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;
+ 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;
parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
- for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
- /* Reset various per-shader target counts.
- */
- parcel.start_shader();
+ parcel.start_shader((gl_shader_stage)i);
foreach_list(node, prog->_LinkedShaders[i]->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
- if ((var == NULL) || (var->mode != ir_var_uniform))
+ if ((var == NULL) || (var->data.mode != ir_var_uniform))
continue;
/* FINISHME: Update code to process built-in uniforms!
prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
+
+ STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->SamplerTargets) == sizeof(parcel.targets));
+ memcpy(prog->_LinkedShaders[i]->SamplerTargets, parcel.targets,
+ sizeof(prog->_LinkedShaders[i]->SamplerTargets));
}
- assert(sizeof(prog->SamplerTargets) == sizeof(parcel.targets));
- memcpy(prog->SamplerTargets, parcel.targets, sizeof(prog->SamplerTargets));
+ /* Build the uniform remap table that is used to set/get uniform locations */
+ for (unsigned i = 0; i < num_user_uniforms; i++) {
+
+ /* 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);
+
+ /* set pointers for this uniform */
+ for (unsigned j = 0; j < entries; j++)
+ prog->UniformRemapTable[prog->NumUniformRemapTable+j] = &uniforms[i];
+
+ /* set the base location in remap table for the uniform */
+ uniforms[i].remap_location = prog->NumUniformRemapTable;
+
+ prog->NumUniformRemapTable += entries;
+ }
#ifndef NDEBUG
for (unsigned i = 0; i < num_user_uniforms; i++) {
prog->NumUserUniformStorage = num_user_uniforms;
prog->UniformStorage = uniforms;
+ link_set_image_access_qualifiers(prog);
link_set_uniform_initializers(prog);
return;