draw/gs: make sure geometry shaders don't overflow
[mesa.git] / src / glsl / link_uniforms.cpp
index 92e2a1fa548ee17299234cdc355991a14dbf844c..d457e4d0cd939924af6e61de218b74874192902c 100644 (file)
@@ -27,6 +27,7 @@
 #include "ir_uniform.h"
 #include "glsl_symbol_table.h"
 #include "program/hash_table.h"
+#include "program.h"
 
 /**
  * \file link_uniforms.cpp
@@ -51,23 +52,49 @@ values_for_type(const glsl_type *type)
 }
 
 void
-uniform_field_visitor::process(ir_variable *var)
+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()));
+
+   char *name_copy = ralloc_strdup(NULL, name);
+   recursion(type, &name_copy, strlen(name), false);
+   ralloc_free(name_copy);
+}
+
+void
+program_resource_visitor::process(ir_variable *var)
 {
    const glsl_type *t = var->type;
 
+   /* false is always passed for the row_major parameter to the other
+    * processing functions because no information is available to do
+    * otherwise.  See the warning in linker.h.
+    */
+
    /* Only strdup the name if we actually will need to modify it. */
    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));
+      recursion(var->type, &name, strlen(name), false);
+      ralloc_free(name);
+   } else if (t->is_interface()) {
+      char *name = ralloc_strdup(NULL, var->type->name);
+      recursion(var->type, &name, strlen(name), 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);
       ralloc_free(name);
    } else {
-      this->visit_field(t, var->name);
+      this->visit_field(t, var->name, false);
    }
 }
 
 void
-uniform_field_visitor::recursion(const glsl_type *t, char **name,
-                                size_t name_length)
+program_resource_visitor::recursion(const glsl_type *t, char **name,
+                                    size_t name_length, bool row_major)
 {
    /* Records need to have each field processed individually.
     *
@@ -75,30 +102,47 @@ uniform_field_visitor::recursion(const glsl_type *t, char **name,
     * individually, then each field of the resulting array elements processed
     * individually.
     */
-   if (t->is_record()) {
+   if (t->is_record() || t->is_interface()) {
       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, &new_length, ".%s", field);
+         if (t->fields.structure[i].type->is_record())
+            this->visit_field(&t->fields.structure[i]);
 
-        recursion(t->fields.structure[i].type, name, new_length);
+         /* Append '.field' to the current variable name. */
+         if (name_length == 0) {
+            ralloc_asprintf_rewrite_tail(name, &new_length, "%s", field);
+         } else {
+            ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
+         }
+
+         recursion(t->fields.structure[i].type, name, new_length,
+                   t->fields.structure[i].row_major);
       }
-   } else if (t->is_array() && t->fields.array->is_record()) {
+   } else if (t->is_array() && (t->fields.array->is_record()
+                                || t->fields.array->is_interface())) {
       for (unsigned i = 0; i < t->length; i++) {
         size_t new_length = name_length;
 
-        /* Append the subscript to the current uniform name */
+        /* Append the subscript to the current variable name */
         ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
 
-        recursion(t->fields.array, name, new_length);
+         recursion(t->fields.array, name, new_length,
+                   t->fields.structure[i].row_major);
       }
    } else {
-      this->visit_field(t, *name);
+      this->visit_field(t, *name, row_major);
    }
 }
 
+void
+program_resource_visitor::visit_field(const glsl_struct_field *field)
+{
+   (void) field;
+   /* empty */
+}
+
 /**
  * Class to help calculate the storage requirements for a set of uniforms
  *
@@ -109,7 +153,7 @@ uniform_field_visitor::recursion(const glsl_type *t, char **name,
  * 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 {
+class count_uniform_size : public program_resource_visitor {
 public:
    count_uniform_size(struct string_to_uint_map *map)
       : num_active_uniforms(0), num_values(0), num_shader_samplers(0),
@@ -124,6 +168,15 @@ public:
       this->num_shader_uniform_components = 0;
    }
 
+   void process(ir_variable *var)
+   {
+      if (var->is_interface_instance())
+         program_resource_visitor::process(var->interface_type,
+                                           var->interface_type->name);
+      else
+         program_resource_visitor::process(var);
+   }
+
    /**
     * Total number of active uniforms counted
     */
@@ -145,10 +198,15 @@ public:
    unsigned num_shader_uniform_components;
 
 private:
-   virtual void visit_field(const glsl_type *type, const char *name)
+   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()));
+
+      (void) row_major;
 
       /* Count the number of samplers regardless of whether the uniform is
        * already in the hash table.  The hash table prevents adding the same
@@ -200,7 +258,7 @@ private:
  * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
  * enough."
  */
-class parcel_out_uniform_storage : public uniform_field_visitor {
+class parcel_out_uniform_storage : public program_resource_visitor {
 public:
    parcel_out_uniform_storage(struct string_to_uint_map *map,
                              struct gl_uniform_storage *uniforms,
@@ -216,11 +274,78 @@ public:
       this->shader_shadow_samplers = 0;
    }
 
+   void set_and_process(struct gl_shader_program *prog,
+                       ir_variable *var)
+   {
+      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);
+
+            for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
+               if (strncmp(var->interface_type->name,
+                           prog->UniformBlocks[i].Name,
+                           l) == 0
+                   && prog->UniformBlocks[i].Name[l] == '[') {
+                  ubo_block_index = i;
+                  break;
+               }
+            }
+         } else {
+            for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
+               if (strcmp(var->interface_type->name,
+                          prog->UniformBlocks[i].Name) == 0) {
+                  ubo_block_index = i;
+                  break;
+               }
+           }
+        }
+        assert(ubo_block_index != -1);
+
+         /* Uniform blocks that were specified with an instance name must be
+          * handled a little bit differently.  The name of the variable is the
+          * name used to reference the uniform block instead of being the name
+          * of a variable within the block.  Therefore, searching for the name
+          * within the block will fail.
+          */
+         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];
+
+            assert(var->location != -1);
+
+            const struct gl_uniform_buffer_variable *const ubo_var =
+               &block->Uniforms[var->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);
+         else
+            process(var);
+      } else
+         process(var);
+   }
+
+   int ubo_block_index;
+   int ubo_byte_offset;
+   bool ubo_row_major;
+
 private:
-   virtual void visit_field(const glsl_type *type, const char *name)
+   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()));
+
+      (void) row_major;
 
       unsigned id;
       bool found = this->map->get(id, name);
@@ -274,7 +399,7 @@ private:
         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;
@@ -291,6 +416,36 @@ private:
       this->uniforms[id].num_driver_storage = 0;
       this->uniforms[id].driver_storage = NULL;
       this->uniforms[id].storage = this->values;
+      if (this->ubo_block_index != -1) {
+        this->uniforms[id].block_index = this->ubo_block_index;
+
+        unsigned alignment = 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);
+
+        if (type->is_array()) {
+           this->uniforms[id].array_stride =
+              glsl_align(type->fields.array->std140_size(ubo_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;
+        } 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);
    }
@@ -316,6 +471,155 @@ public:
    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)
+        return link_uniform_blocks_are_compatible(old_block, new_block)
+           ? i : -1;
+   }
+
+   *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];
+
+      if (ubo_var->Name == ubo_var->IndexName) {
+         ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
+         ubo_var->IndexName = ubo_var->Name;
+      } else {
+         ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
+         ubo_var->IndexName = ralloc_strdup(*linked_blocks, ubo_var->IndexName);
+      }
+   }
+
+   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 void
+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->is_in_uniform_block())
+        continue;
+
+      assert(var->mode == ir_var_uniform);
+
+      if (var->is_interface_instance()) {
+         var->location = 0;
+         continue;
+      }
+
+      bool found = false;
+      char sentinel = '\0';
+
+      if (var->type->is_record()) {
+         sentinel = '.';
+      } else if (var->type->is_array()
+                 && var->type->fields.array->is_record()) {
+         sentinel = '[';
+      }
+
+      const unsigned l = strlen(var->name);
+      for (unsigned i = 0; i < shader->NumUniformBlocks; i++) {
+        for (unsigned j = 0; j < shader->UniformBlocks[i].NumUniforms; j++) {
+            if (sentinel) {
+               const char *begin = shader->UniformBlocks[i].Uniforms[j].Name;
+               const char *end = strchr(begin, sentinel);
+
+               if (end == NULL)
+                  continue;
+
+               if (l != (end - begin))
+                  continue;
+
+               if (strncmp(var->name, begin, l) == 0) {
+                  found = true;
+                  var->location = j;
+                  break;
+               }
+            } else if (!strcmp(var->name,
+                               shader->UniformBlocks[i].Uniforms[j].Name)) {
+              found = true;
+              var->location = j;
+              break;
+           }
+        }
+        if (found)
+           break;
+      }
+      assert(found);
+   }
+}
+
+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);
+   }
+}
+
 void
 link_assign_uniform_locations(struct gl_shader_program *prog)
 {
@@ -352,6 +656,8 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
       if (prog->_LinkedShaders[i] == NULL)
         continue;
 
+      link_update_uniform_buffer_variables(prog->_LinkedShaders[i]);
+
       /* Reset various per-shader target counts.
        */
       uniform_size.start_shader();
@@ -364,8 +670,11 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
 
         /* 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);
       }
@@ -412,7 +721,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
         if (strncmp("gl_", var->name, 3) == 0)
            continue;
 
-        parcel.process(var);
+        parcel.set_and_process(prog, var);
       }
 
       prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;