X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fglsl%2Flink_uniforms.cpp;h=d457e4d0cd939924af6e61de218b74874192902c;hb=f01f754ca13373d62f5f4ba5ff76d83aa4eac62b;hp=6dd1f535451434343f4ce49b4afa0ce6312638fe;hpb=747e59c7590bd11a4964c6ca12c5ff0dbb6282f2;p=mesa.git diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp index 6dd1f535451..d457e4d0cd9 100644 --- a/src/glsl/link_uniforms.cpp +++ b/src/glsl/link_uniforms.cpp @@ -24,8 +24,10 @@ #include "main/core.h" #include "ir.h" #include "linker.h" +#include "ir_uniform.h" #include "glsl_symbol_table.h" #include "program/hash_table.h" +#include "program.h" /** * \file link_uniforms.cpp @@ -34,24 +36,65 @@ * \author Ian Romanick */ +/** + * 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 +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 -uniform_field_visitor::process(ir_variable *var) +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. * @@ -59,27 +102,647 @@ 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; + + 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 variable name */ + ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i); + + recursion(t->fields.array, name, new_length, + t->fields.structure[i].row_major); + } + } else { + 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 + * + * 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 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_uniform_components(0), map(map) + { + /* empty */ + } + + void start_shader() + { + this->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_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, + 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 + * 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 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) + { + 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, + 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); + 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 < 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 = 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; + } - /* 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); + 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; +}; + +/** + * 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]; - recursion(t->fields.array, name, name_length + subscript_length); + 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) +{ + ralloc_free(prog->UniformStorage); + prog->UniformStorage = NULL; + prog->NumUserUniformStorage = 0; + + if (prog->UniformHash != NULL) { + prog->UniformHash->clear(); } else { - this->visit_field(t, *name); + 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; + + link_update_uniform_buffer_variables(prog->_LinkedShaders[i]); + + /* 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) { + 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_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.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); + } + + assert(parcel.values == data_end); +#endif + + prog->NumUserUniformStorage = num_user_uniforms; + prog->UniformStorage = uniforms; + + link_set_uniform_initializers(prog); + + return; }