#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
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->shader_shadow_samplers = 0;
}
+ void set_and_process(struct gl_shader_program *prog,
+ struct gl_shader *shader,
+ ir_variable *var)
+ {
+ ubo_var = NULL;
+ if (var->uniform_block != -1) {
+ struct gl_uniform_block *block =
+ &shader->UniformBlocks[var->uniform_block];
+
+ ubo_block_index = -1;
+ for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
+ if (!strcmp(prog->UniformBlocks[i].Name,
+ shader->UniformBlocks[var->uniform_block].Name)) {
+ ubo_block_index = i;
+ break;
+ }
+ }
+ assert(ubo_block_index != -1);
+
+ 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)
{
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 < MIN2(this->next_sampler, MAX_SAMPLERS)
; i++) {
this->targets[i] = target;
this->shader_samplers_used |= 1U << i;
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);
}
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;
+ }
+
+ /* 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 = align(offset, 16);
+ }
+}
+
void
link_assign_uniform_locations(struct gl_shader_program *prog)
{
prog->UniformHash = new string_to_uint_map;
}
- for (unsigned i = 0; i < Elements(prog->SamplerUnits); i++) {
- prog->SamplerUnits[i] = 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(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
/* FINISHME: Update code to process built-in uniforms!
*/
- if (strncmp("gl_", var->name, 3) == 0)
+ if (strncmp("gl_", var->name, 3) == 0) {
+ uniform_size.num_shader_uniform_components +=
+ var->type->component_slots();
continue;
+ }
uniform_size.process(var);
}
if (strncmp("gl_", var->name, 3) == 0)
continue;
- parcel.process(var);
+ parcel.set_and_process(prog, prog->_LinkedShaders[i], var);
}
prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
prog->NumUserUniformStorage = num_user_uniforms;
prog->UniformStorage = uniforms;
+ link_set_uniform_initializers(prog);
+
return;
}