r600g: Add support for RATs in evergreen_cb()
[mesa.git] / src / glsl / link_uniforms.cpp
index 6dd1f535451434343f4ce49b4afa0ce6312638fe..92e2a1fa548ee17299234cdc355991a14dbf844c 100644 (file)
@@ -24,6 +24,7 @@
 #include "main/core.h"
 #include "ir.h"
 #include "linker.h"
+#include "ir_uniform.h"
 #include "glsl_symbol_table.h"
 #include "program/hash_table.h"
 
  * \author Ian Romanick <ian.d.romanick@intel.com>
  */
 
+/**
+ * Count the backing storage requirements for a type
+ */
+static unsigned
+values_for_type(const glsl_type *type)
+{
+   if (type->is_sampler()) {
+      return 1;
+   } else if (type->is_array() && type->fields.array->is_sampler()) {
+      return type->array_size();
+   } else {
+      return type->component_slots();
+   }
+}
+
 void
 uniform_field_visitor::process(ir_variable *var)
 {
@@ -51,7 +67,7 @@ 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.
     *
@@ -62,24 +78,362 @@ 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);
    }
 }
+
+/**
+ * Class to help calculate the storage requirements for a set of uniforms
+ *
+ * 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.
+ *
+ * If the same uniform is added multiple times (i.e., once for each shader
+ * target), it will only be accounted once.
+ */
+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), 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
+    */
+   unsigned num_active_uniforms;
+
+   /**
+    * Number of data values required to back the storage for the active uniforms
+    */
+   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;
+
+      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;
+   }
+
+   struct string_to_uint_map *map;
+};
+
+/**
+ * Class to help parcel out pieces of backing storage to uniforms
+ *
+ * Each uniform processed has some range of the \c gl_constant_value
+ * structures associated with it.  The association is done by finding
+ * the uniform in the \c string_to_uint_map and using the value from
+ * the map to connect that slot in the \c gl_uniform_storage table
+ * with the next available slot in the \c gl_constant_value array.
+ *
+ * \warning
+ * This class assumes that every uniform that will be processed is
+ * already in the \c string_to_uint_map.  In addition, it assumes that
+ * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
+ * enough."
+ */
+class parcel_out_uniform_storage : public uniform_field_visitor {
+public:
+   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)
+   {
+      memset(this->targets, 0, sizeof(this->targets));
+   }
+
+   void start_shader()
+   {
+      this->shader_samplers_used = 0;
+      this->shader_shadow_samplers = 0;
+   }
+
+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()));
+
+      unsigned id;
+      bool found = this->map->get(id, name);
+      assert(found);
+
+      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->fields.array;
+      } else {
+        this->uniforms[id].array_elements = 0;
+        base_type = type;
+      }
+
+      if (base_type->is_sampler()) {
+        this->uniforms[id].sampler = this->next_sampler;
+
+        /* 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 < 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 = 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->values += values_for_type(type);
+   }
+
+   struct string_to_uint_map *map;
+
+   struct gl_uniform_storage *uniforms;
+   unsigned next_sampler;
+
+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;
+};
+
+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));
+
+   /* 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.process(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;
+}