#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
* Assign locations for GLSL uniforms.
}
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.
*
* 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
*
* 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),
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
*/
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
* 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,
void set_and_process(struct gl_shader_program *prog,
ir_variable *var)
{
- ubo_var = NULL;
- if (var->uniform_block != -1) {
- struct gl_uniform_block *block =
- &prog->UniformBlocks[var->uniform_block];
-
- ubo_block_index = var->uniform_block;
- ubo_var_index = var->location;
- ubo_var = &block->Uniforms[var->location];
- ubo_byte_offset = ubo_var->Offset;
- }
-
- process(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);
}
- struct gl_uniform_buffer_variable *ubo_var;
int ubo_block_index;
- int ubo_var_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);
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) {
+ if (this->ubo_block_index != -1) {
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);
+ 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_var->RowMajor);
+ 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;
+ }
- this->uniforms[id].array_stride = 0;
- this->uniforms[id].matrix_stride = 0;
- this->uniforms[id].row_major = base_type->is_matrix() &&
- ubo_var->RowMajor;
+ 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;
{
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;
- }
+ 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_buffer_variable *ubo_var =
&linked_block->Uniforms[i];
- ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
+ 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;
* would point at the uniform block list in one of the pre-linked
* shaders).
*/
-static bool
+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->uniform_block == -1))
+ 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 (!strcmp(var->name, shader->UniformBlocks[i].Uniforms[j].Name)) {
+ 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->uniform_block = i;
var->location = j;
break;
}
}
assert(found);
}
-
- return true;
}
void
unsigned alignment = type->std140_base_alignment(ubo_var->RowMajor);
unsigned size = type->std140_size(ubo_var->RowMajor);
- offset = align(offset, alignment);
+ offset = glsl_align(offset, alignment);
ubo_var->Offset = offset;
offset += size;
}
- block->UniformBufferSize = offset;
+
+ /* 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);
}
}
*/
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
* uniforms. While this happens, each active uniform will have an index
* assigned to it.
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);
}