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, false);
+ 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, false);
+ recursion(var->type, &name, strlen(name), row_major, NULL, false);
ralloc_free(name);
} else if (t->without_array()->is_record()) {
char *name = ralloc_strdup(NULL, var->name);
- recursion(var->type, &name, strlen(name), false, NULL, false);
+ 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, false);
+ 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, false);
+ recursion(var->type, &name, strlen(name), row_major, NULL, false);
ralloc_free(name);
} else {
- this->visit_field(t, var->name, false, NULL, false);
+ this->visit_field(t, var->name, row_major, NULL, false);
}
}
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 = 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())
/* 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.
*/
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:
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 */)
assert(!type->without_array()->is_record());
assert(!type->without_array()->is_interface());
- (void) row_major;
-
unsigned id;
bool found = this->map->get(id, name);
assert(found);
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;
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->without_array()->is_matrix()) {
- this->uniforms[id].matrix_stride = 16;
- this->uniforms[id].row_major = ubo_row_major;
+ 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;
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.
(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;
sizeof(prog->_LinkedShaders[i]->SamplerTargets));
}
+ const unsigned hidden_uniforms =
+ move_hidden_uniforms_to_end(prog, uniforms, num_user_uniforms);
+
/* Reserve all the explicit locations of the active uniforms. */
for (unsigned i = 0; i < num_user_uniforms; i++) {
if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) {
#endif
prog->NumUserUniformStorage = num_user_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;
}