#include "ir_uniform.h"
#include "glsl_symbol_table.h"
#include "program/hash_table.h"
+#include "program.h"
/**
* \file link_uniforms.cpp
}
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,
- unsigned 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.
*
* 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;
+
+ if (t->fields.structure[i].type->is_record())
+ this->visit_field(&t->fields.structure[i]);
- /* Append '.field' to the current uniform name. */
- ralloc_asprintf_rewrite_tail(name, name_length, ".%s", field);
+ /* 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,
- name_length + 1 + strlen(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++) {
- 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);
+ /* Append the subscript to the current variable name */
+ 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,
+ 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
*
* 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),
- num_shader_uniforms(0), map(map)
+ num_shader_uniform_components(0), map(map)
{
/* empty */
}
void start_shader()
{
this->num_shader_samplers = 0;
- this->num_shader_uniforms = 0;
+ 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);
}
/**
/**
* Number of uniforms used in the current shader
*/
- unsigned num_shader_uniforms;
+ 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
* Note that samplers do not count against this limit because they
* don't use any storage on current hardware.
*/
- this->num_shader_uniforms += values;
+ this->num_shader_uniform_components += values;
}
/* If the uniform is already in the map, there's nothing more to do.
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.
* 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,
union gl_constant_value *values)
: map(map), uniforms(uniforms), next_sampler(0), values(values)
{
- /* empty */
+ memset(this->targets, 0, sizeof(this->targets));
}
+ void start_shader()
+ {
+ this->shader_samplers_used = 0;
+ 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);
* 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 (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()) {
* 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;
}
- this->uniforms[id].name = strdup(name);
+ 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;
+ 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);
}
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;
};
+/**
+ * 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)
{
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));
/* First pass: Count the uniform resources used by the user-defined
* uniforms. While this happens, each active uniform will have an index
if (prog->_LinkedShaders[i] == NULL)
continue;
+ link_update_uniform_buffer_variables(prog->_LinkedShaders[i]);
+
/* Reset various per-shader target counts.
*/
uniform_size.start_shader();
/* 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);
}
prog->_LinkedShaders[i]->num_samplers = uniform_size.num_shader_samplers;
prog->_LinkedShaders[i]->num_uniform_components =
- uniform_size.num_shader_uniforms * 4;
+ uniform_size.num_shader_uniform_components;
}
const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
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 (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;
+ 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);
}
-#endif
assert(parcel.values == data_end);
+#endif
prog->NumUserUniformStorage = num_user_uniforms;
prog->UniformStorage = uniforms;
+ link_set_uniform_initializers(prog);
+
return;
}