+/*
+ * Copyright © 2009 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+
+#include <stdio.h>
+#include "main/macros.h"
+#include "glsl/glsl_parser_extras.h"
+#include "glsl_types.h"
+#include "util/hash_table.h"
+
+
+mtx_t glsl_type::mutex = _MTX_INITIALIZER_NP;
+hash_table *glsl_type::array_types = NULL;
+hash_table *glsl_type::record_types = NULL;
+hash_table *glsl_type::interface_types = NULL;
+hash_table *glsl_type::subroutine_types = NULL;
+void *glsl_type::mem_ctx = NULL;
+
+void
+glsl_type::init_ralloc_type_ctx(void)
+{
+ if (glsl_type::mem_ctx == NULL) {
+ glsl_type::mem_ctx = ralloc_autofree_context();
+ assert(glsl_type::mem_ctx != NULL);
+ }
+}
+
+glsl_type::glsl_type(GLenum gl_type,
+ glsl_base_type base_type, unsigned vector_elements,
+ unsigned matrix_columns, const char *name) :
+ gl_type(gl_type),
+ base_type(base_type),
+ sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
+ sampler_type(0), interface_packing(0),
+ vector_elements(vector_elements), matrix_columns(matrix_columns),
+ length(0)
+{
+ mtx_lock(&glsl_type::mutex);
+
+ init_ralloc_type_ctx();
+ assert(name != NULL);
+ this->name = ralloc_strdup(this->mem_ctx, name);
+
+ mtx_unlock(&glsl_type::mutex);
+
+ /* Neither dimension is zero or both dimensions are zero.
+ */
+ assert((vector_elements == 0) == (matrix_columns == 0));
+ memset(& fields, 0, sizeof(fields));
+}
+
+glsl_type::glsl_type(GLenum gl_type, glsl_base_type base_type,
+ enum glsl_sampler_dim dim, bool shadow, bool array,
+ unsigned type, const char *name) :
+ gl_type(gl_type),
+ base_type(base_type),
+ sampler_dimensionality(dim), sampler_shadow(shadow),
+ sampler_array(array), sampler_type(type), interface_packing(0),
+ length(0)
+{
+ mtx_lock(&glsl_type::mutex);
+
+ init_ralloc_type_ctx();
+ assert(name != NULL);
+ this->name = ralloc_strdup(this->mem_ctx, name);
+
+ mtx_unlock(&glsl_type::mutex);
+
+ memset(& fields, 0, sizeof(fields));
+
+ if (base_type == GLSL_TYPE_SAMPLER) {
+ /* Samplers take no storage whatsoever. */
+ matrix_columns = vector_elements = 0;
+ } else {
+ matrix_columns = vector_elements = 1;
+ }
+}
+
+glsl_type::glsl_type(const glsl_struct_field *fields, unsigned num_fields,
+ const char *name) :
+ gl_type(0),
+ base_type(GLSL_TYPE_STRUCT),
+ sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
+ sampler_type(0), interface_packing(0),
+ vector_elements(0), matrix_columns(0),
+ length(num_fields)
+{
+ unsigned int i;
+
+ mtx_lock(&glsl_type::mutex);
+
+ init_ralloc_type_ctx();
+ assert(name != NULL);
+ this->name = ralloc_strdup(this->mem_ctx, name);
+ this->fields.structure = ralloc_array(this->mem_ctx,
+ glsl_struct_field, length);
+
+ for (i = 0; i < length; i++) {
+ this->fields.structure[i].type = fields[i].type;
+ this->fields.structure[i].name = ralloc_strdup(this->fields.structure,
+ fields[i].name);
+ this->fields.structure[i].location = fields[i].location;
+ this->fields.structure[i].interpolation = fields[i].interpolation;
+ this->fields.structure[i].centroid = fields[i].centroid;
+ this->fields.structure[i].sample = fields[i].sample;
+ this->fields.structure[i].matrix_layout = fields[i].matrix_layout;
+ this->fields.structure[i].patch = fields[i].patch;
+ this->fields.structure[i].image_read_only = fields[i].image_read_only;
+ this->fields.structure[i].image_write_only = fields[i].image_write_only;
+ this->fields.structure[i].image_coherent = fields[i].image_coherent;
+ this->fields.structure[i].image_volatile = fields[i].image_volatile;
+ this->fields.structure[i].image_restrict = fields[i].image_restrict;
+ this->fields.structure[i].precision = fields[i].precision;
+ }
+
+ mtx_unlock(&glsl_type::mutex);
+}
+
+glsl_type::glsl_type(const glsl_struct_field *fields, unsigned num_fields,
+ enum glsl_interface_packing packing, const char *name) :
+ gl_type(0),
+ base_type(GLSL_TYPE_INTERFACE),
+ sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
+ sampler_type(0), interface_packing((unsigned) packing),
+ vector_elements(0), matrix_columns(0),
+ length(num_fields)
+{
+ unsigned int i;
+
+ mtx_lock(&glsl_type::mutex);
+
+ init_ralloc_type_ctx();
+ assert(name != NULL);
+ this->name = ralloc_strdup(this->mem_ctx, name);
+ this->fields.structure = ralloc_array(this->mem_ctx,
+ glsl_struct_field, length);
+ for (i = 0; i < length; i++) {
+ this->fields.structure[i].type = fields[i].type;
+ this->fields.structure[i].name = ralloc_strdup(this->fields.structure,
+ fields[i].name);
+ this->fields.structure[i].location = fields[i].location;
+ this->fields.structure[i].interpolation = fields[i].interpolation;
+ this->fields.structure[i].centroid = fields[i].centroid;
+ this->fields.structure[i].sample = fields[i].sample;
+ this->fields.structure[i].matrix_layout = fields[i].matrix_layout;
+ this->fields.structure[i].patch = fields[i].patch;
+ this->fields.structure[i].precision = fields[i].precision;
+ }
+
+ mtx_unlock(&glsl_type::mutex);
+}
+
+glsl_type::glsl_type(const char *subroutine_name) :
+ gl_type(0),
+ base_type(GLSL_TYPE_SUBROUTINE),
+ sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
+ sampler_type(0), interface_packing(0),
+ vector_elements(1), matrix_columns(1),
+ length(0)
+{
+ mtx_lock(&glsl_type::mutex);
+
+ init_ralloc_type_ctx();
+ assert(subroutine_name != NULL);
+ this->name = ralloc_strdup(this->mem_ctx, subroutine_name);
+ mtx_unlock(&glsl_type::mutex);
+}
+
+bool
+glsl_type::contains_sampler() const
+{
+ if (this->is_array()) {
+ return this->fields.array->contains_sampler();
+ } else if (this->is_record()) {
+ for (unsigned int i = 0; i < this->length; i++) {
+ if (this->fields.structure[i].type->contains_sampler())
+ return true;
+ }
+ return false;
+ } else {
+ return this->is_sampler();
+ }
+}
+
+
+bool
+glsl_type::contains_integer() const
+{
+ if (this->is_array()) {
+ return this->fields.array->contains_integer();
+ } else if (this->is_record()) {
+ for (unsigned int i = 0; i < this->length; i++) {
+ if (this->fields.structure[i].type->contains_integer())
+ return true;
+ }
+ return false;
+ } else {
+ return this->is_integer();
+ }
+}
+
+bool
+glsl_type::contains_double() const
+{
+ if (this->is_array()) {
+ return this->fields.array->contains_double();
+ } else if (this->is_record()) {
+ for (unsigned int i = 0; i < this->length; i++) {
+ if (this->fields.structure[i].type->contains_double())
+ return true;
+ }
+ return false;
+ } else {
+ return this->is_double();
+ }
+}
+
+bool
+glsl_type::contains_opaque() const {
+ switch (base_type) {
+ case GLSL_TYPE_SAMPLER:
+ case GLSL_TYPE_IMAGE:
+ case GLSL_TYPE_ATOMIC_UINT:
+ return true;
+ case GLSL_TYPE_ARRAY:
+ return fields.array->contains_opaque();
+ case GLSL_TYPE_STRUCT:
+ for (unsigned int i = 0; i < length; i++) {
+ if (fields.structure[i].type->contains_opaque())
+ return true;
+ }
+ return false;
+ default:
+ return false;
+ }
+}
+
+bool
+glsl_type::contains_subroutine() const
+{
+ if (this->is_array()) {
+ return this->fields.array->contains_subroutine();
+ } else if (this->is_record()) {
+ for (unsigned int i = 0; i < this->length; i++) {
+ if (this->fields.structure[i].type->contains_subroutine())
+ return true;
+ }
+ return false;
+ } else {
+ return this->is_subroutine();
+ }
+}
+
+gl_texture_index
+glsl_type::sampler_index() const
+{
+ const glsl_type *const t = (this->is_array()) ? this->fields.array : this;
+
+ assert(t->is_sampler());
+
+ switch (t->sampler_dimensionality) {
+ case GLSL_SAMPLER_DIM_1D:
+ return (t->sampler_array) ? TEXTURE_1D_ARRAY_INDEX : TEXTURE_1D_INDEX;
+ case GLSL_SAMPLER_DIM_2D:
+ return (t->sampler_array) ? TEXTURE_2D_ARRAY_INDEX : TEXTURE_2D_INDEX;
+ case GLSL_SAMPLER_DIM_3D:
+ return TEXTURE_3D_INDEX;
+ case GLSL_SAMPLER_DIM_CUBE:
+ return (t->sampler_array) ? TEXTURE_CUBE_ARRAY_INDEX : TEXTURE_CUBE_INDEX;
+ case GLSL_SAMPLER_DIM_RECT:
+ return TEXTURE_RECT_INDEX;
+ case GLSL_SAMPLER_DIM_BUF:
+ return TEXTURE_BUFFER_INDEX;
+ case GLSL_SAMPLER_DIM_EXTERNAL:
+ return TEXTURE_EXTERNAL_INDEX;
+ case GLSL_SAMPLER_DIM_MS:
+ return (t->sampler_array) ? TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX : TEXTURE_2D_MULTISAMPLE_INDEX;
+ default:
+ assert(!"Should not get here.");
+ return TEXTURE_BUFFER_INDEX;
+ }
+}
+
+bool
+glsl_type::contains_image() const
+{
+ if (this->is_array()) {
+ return this->fields.array->contains_image();
+ } else if (this->is_record()) {
+ for (unsigned int i = 0; i < this->length; i++) {
+ if (this->fields.structure[i].type->contains_image())
+ return true;
+ }
+ return false;
+ } else {
+ return this->is_image();
+ }
+}
+
+const glsl_type *glsl_type::get_base_type() const
+{
+ switch (base_type) {
+ case GLSL_TYPE_UINT:
+ return uint_type;
+ case GLSL_TYPE_INT:
+ return int_type;
+ case GLSL_TYPE_FLOAT:
+ return float_type;
+ case GLSL_TYPE_DOUBLE:
+ return double_type;
+ case GLSL_TYPE_BOOL:
+ return bool_type;
+ default:
+ return error_type;
+ }
+}
+
+
+const glsl_type *glsl_type::get_scalar_type() const
+{
+ const glsl_type *type = this;
+
+ /* Handle arrays */
+ while (type->base_type == GLSL_TYPE_ARRAY)
+ type = type->fields.array;
+
+ /* Handle vectors and matrices */
+ switch (type->base_type) {
+ case GLSL_TYPE_UINT:
+ return uint_type;
+ case GLSL_TYPE_INT:
+ return int_type;
+ case GLSL_TYPE_FLOAT:
+ return float_type;
+ case GLSL_TYPE_DOUBLE:
+ return double_type;
+ case GLSL_TYPE_BOOL:
+ return bool_type;
+ default:
+ /* Handle everything else */
+ return type;
+ }
+}
+
+
+void
+_mesa_glsl_release_types(void)
+{
+ /* Should only be called during atexit (either when unloading shared
+ * object, or if process terminates), so no mutex-locking should be
+ * necessary.
+ */
+ if (glsl_type::array_types != NULL) {
+ _mesa_hash_table_destroy(glsl_type::array_types, NULL);
+ glsl_type::array_types = NULL;
+ }
+
+ if (glsl_type::record_types != NULL) {
+ _mesa_hash_table_destroy(glsl_type::record_types, NULL);
+ glsl_type::record_types = NULL;
+ }
+
+ if (glsl_type::interface_types != NULL) {
+ _mesa_hash_table_destroy(glsl_type::interface_types, NULL);
+ glsl_type::interface_types = NULL;
+ }
+}
+
+
+glsl_type::glsl_type(const glsl_type *array, unsigned length) :
+ base_type(GLSL_TYPE_ARRAY),
+ sampler_dimensionality(0), sampler_shadow(0), sampler_array(0),
+ sampler_type(0), interface_packing(0),
+ vector_elements(0), matrix_columns(0),
+ length(length), name(NULL)
+{
+ this->fields.array = array;
+ /* Inherit the gl type of the base. The GL type is used for
+ * uniform/statevar handling in Mesa and the arrayness of the type
+ * is represented by the size rather than the type.
+ */
+ this->gl_type = array->gl_type;
+
+ /* Allow a maximum of 10 characters for the array size. This is enough
+ * for 32-bits of ~0. The extra 3 are for the '[', ']', and terminating
+ * NUL.
+ */
+ const unsigned name_length = strlen(array->name) + 10 + 3;
+
+ mtx_lock(&glsl_type::mutex);
+ char *const n = (char *) ralloc_size(this->mem_ctx, name_length);
+ mtx_unlock(&glsl_type::mutex);
+
+ if (length == 0)
+ snprintf(n, name_length, "%s[]", array->name);
+ else {
+ /* insert outermost dimensions in the correct spot
+ * otherwise the dimension order will be backwards
+ */
+ const char *pos = strchr(array->name, '[');
+ if (pos) {
+ int idx = pos - array->name;
+ snprintf(n, idx+1, "%s", array->name);
+ snprintf(n + idx, name_length - idx, "[%u]%s",
+ length, array->name + idx);
+ } else {
+ snprintf(n, name_length, "%s[%u]", array->name, length);
+ }
+ }
+
+ this->name = n;
+}
+
+
+const glsl_type *
+glsl_type::vec(unsigned components)
+{
+ if (components == 0 || components > 4)
+ return error_type;
+
+ static const glsl_type *const ts[] = {
+ float_type, vec2_type, vec3_type, vec4_type
+ };
+ return ts[components - 1];
+}
+
+const glsl_type *
+glsl_type::dvec(unsigned components)
+{
+ if (components == 0 || components > 4)
+ return error_type;
+
+ static const glsl_type *const ts[] = {
+ double_type, dvec2_type, dvec3_type, dvec4_type
+ };
+ return ts[components - 1];
+}
+
+const glsl_type *
+glsl_type::ivec(unsigned components)
+{
+ if (components == 0 || components > 4)
+ return error_type;
+
+ static const glsl_type *const ts[] = {
+ int_type, ivec2_type, ivec3_type, ivec4_type
+ };
+ return ts[components - 1];
+}
+
+
+const glsl_type *
+glsl_type::uvec(unsigned components)
+{
+ if (components == 0 || components > 4)
+ return error_type;
+
+ static const glsl_type *const ts[] = {
+ uint_type, uvec2_type, uvec3_type, uvec4_type
+ };
+ return ts[components - 1];
+}
+
+
+const glsl_type *
+glsl_type::bvec(unsigned components)
+{
+ if (components == 0 || components > 4)
+ return error_type;
+
+ static const glsl_type *const ts[] = {
+ bool_type, bvec2_type, bvec3_type, bvec4_type
+ };
+ return ts[components - 1];
+}
+
+
+const glsl_type *
+glsl_type::get_instance(unsigned base_type, unsigned rows, unsigned columns)
+{
+ if (base_type == GLSL_TYPE_VOID)
+ return void_type;
+
+ if ((rows < 1) || (rows > 4) || (columns < 1) || (columns > 4))
+ return error_type;
+
+ /* Treat GLSL vectors as Nx1 matrices.
+ */
+ if (columns == 1) {
+ switch (base_type) {
+ case GLSL_TYPE_UINT:
+ return uvec(rows);
+ case GLSL_TYPE_INT:
+ return ivec(rows);
+ case GLSL_TYPE_FLOAT:
+ return vec(rows);
+ case GLSL_TYPE_DOUBLE:
+ return dvec(rows);
+ case GLSL_TYPE_BOOL:
+ return bvec(rows);
+ default:
+ return error_type;
+ }
+ } else {
+ if ((base_type != GLSL_TYPE_FLOAT && base_type != GLSL_TYPE_DOUBLE) || (rows == 1))
+ return error_type;
+
+ /* GLSL matrix types are named mat{COLUMNS}x{ROWS}. Only the following
+ * combinations are valid:
+ *
+ * 1 2 3 4
+ * 1
+ * 2 x x x
+ * 3 x x x
+ * 4 x x x
+ */
+#define IDX(c,r) (((c-1)*3) + (r-1))
+
+ if (base_type == GLSL_TYPE_DOUBLE) {
+ switch (IDX(columns, rows)) {
+ case IDX(2,2): return dmat2_type;
+ case IDX(2,3): return dmat2x3_type;
+ case IDX(2,4): return dmat2x4_type;
+ case IDX(3,2): return dmat3x2_type;
+ case IDX(3,3): return dmat3_type;
+ case IDX(3,4): return dmat3x4_type;
+ case IDX(4,2): return dmat4x2_type;
+ case IDX(4,3): return dmat4x3_type;
+ case IDX(4,4): return dmat4_type;
+ default: return error_type;
+ }
+ } else {
+ switch (IDX(columns, rows)) {
+ case IDX(2,2): return mat2_type;
+ case IDX(2,3): return mat2x3_type;
+ case IDX(2,4): return mat2x4_type;
+ case IDX(3,2): return mat3x2_type;
+ case IDX(3,3): return mat3_type;
+ case IDX(3,4): return mat3x4_type;
+ case IDX(4,2): return mat4x2_type;
+ case IDX(4,3): return mat4x3_type;
+ case IDX(4,4): return mat4_type;
+ default: return error_type;
+ }
+ }
+ }
+
+ assert(!"Should not get here.");
+ return error_type;
+}
+
+const glsl_type *
+glsl_type::get_sampler_instance(enum glsl_sampler_dim dim,
+ bool shadow,
+ bool array,
+ glsl_base_type type)
+{
+ switch (type) {
+ case GLSL_TYPE_FLOAT:
+ switch (dim) {
+ case GLSL_SAMPLER_DIM_1D:
+ if (shadow)
+ return (array ? sampler1DArrayShadow_type : sampler1DShadow_type);
+ else
+ return (array ? sampler1DArray_type : sampler1D_type);
+ case GLSL_SAMPLER_DIM_2D:
+ if (shadow)
+ return (array ? sampler2DArrayShadow_type : sampler2DShadow_type);
+ else
+ return (array ? sampler2DArray_type : sampler2D_type);
+ case GLSL_SAMPLER_DIM_3D:
+ if (shadow || array)
+ return error_type;
+ else
+ return sampler3D_type;
+ case GLSL_SAMPLER_DIM_CUBE:
+ if (shadow)
+ return (array ? samplerCubeArrayShadow_type : samplerCubeShadow_type);
+ else
+ return (array ? samplerCubeArray_type : samplerCube_type);
+ case GLSL_SAMPLER_DIM_RECT:
+ if (array)
+ return error_type;
+ if (shadow)
+ return sampler2DRectShadow_type;
+ else
+ return sampler2DRect_type;
+ case GLSL_SAMPLER_DIM_BUF:
+ if (shadow || array)
+ return error_type;
+ else
+ return samplerBuffer_type;
+ case GLSL_SAMPLER_DIM_MS:
+ if (shadow)
+ return error_type;
+ return (array ? sampler2DMSArray_type : sampler2DMS_type);
+ case GLSL_SAMPLER_DIM_EXTERNAL:
+ if (shadow || array)
+ return error_type;
+ else
+ return samplerExternalOES_type;
+ }
+ case GLSL_TYPE_INT:
+ if (shadow)
+ return error_type;
+ switch (dim) {
+ case GLSL_SAMPLER_DIM_1D:
+ return (array ? isampler1DArray_type : isampler1D_type);
+ case GLSL_SAMPLER_DIM_2D:
+ return (array ? isampler2DArray_type : isampler2D_type);
+ case GLSL_SAMPLER_DIM_3D:
+ if (array)
+ return error_type;
+ return isampler3D_type;
+ case GLSL_SAMPLER_DIM_CUBE:
+ return (array ? isamplerCubeArray_type : isamplerCube_type);
+ case GLSL_SAMPLER_DIM_RECT:
+ if (array)
+ return error_type;
+ return isampler2DRect_type;
+ case GLSL_SAMPLER_DIM_BUF:
+ if (array)
+ return error_type;
+ return isamplerBuffer_type;
+ case GLSL_SAMPLER_DIM_MS:
+ return (array ? isampler2DMSArray_type : isampler2DMS_type);
+ case GLSL_SAMPLER_DIM_EXTERNAL:
+ return error_type;
+ }
+ case GLSL_TYPE_UINT:
+ if (shadow)
+ return error_type;
+ switch (dim) {
+ case GLSL_SAMPLER_DIM_1D:
+ return (array ? usampler1DArray_type : usampler1D_type);
+ case GLSL_SAMPLER_DIM_2D:
+ return (array ? usampler2DArray_type : usampler2D_type);
+ case GLSL_SAMPLER_DIM_3D:
+ if (array)
+ return error_type;
+ return usampler3D_type;
+ case GLSL_SAMPLER_DIM_CUBE:
+ return (array ? usamplerCubeArray_type : usamplerCube_type);
+ case GLSL_SAMPLER_DIM_RECT:
+ if (array)
+ return error_type;
+ return usampler2DRect_type;
+ case GLSL_SAMPLER_DIM_BUF:
+ if (array)
+ return error_type;
+ return usamplerBuffer_type;
+ case GLSL_SAMPLER_DIM_MS:
+ return (array ? usampler2DMSArray_type : usampler2DMS_type);
+ case GLSL_SAMPLER_DIM_EXTERNAL:
+ return error_type;
+ }
+ default:
+ return error_type;
+ }
+
+ unreachable("switch statement above should be complete");
+}
+
+const glsl_type *
+glsl_type::get_array_instance(const glsl_type *base, unsigned array_size)
+{
+ /* Generate a name using the base type pointer in the key. This is
+ * done because the name of the base type may not be unique across
+ * shaders. For example, two shaders may have different record types
+ * named 'foo'.
+ */
+ char key[128];
+ snprintf(key, sizeof(key), "%p[%u]", (void *) base, array_size);
+
+ mtx_lock(&glsl_type::mutex);
+
+ if (array_types == NULL) {
+ array_types = _mesa_hash_table_create(NULL, _mesa_key_hash_string,
+ _mesa_key_string_equal);
+ }
+
+ const struct hash_entry *entry = _mesa_hash_table_search(array_types, key);
+ if (entry == NULL) {
+ mtx_unlock(&glsl_type::mutex);
+ const glsl_type *t = new glsl_type(base, array_size);
+ mtx_lock(&glsl_type::mutex);
+
+ entry = _mesa_hash_table_insert(array_types,
+ ralloc_strdup(mem_ctx, key),
+ (void *) t);
+ }
+
+ assert(((glsl_type *) entry->data)->base_type == GLSL_TYPE_ARRAY);
+ assert(((glsl_type *) entry->data)->length == array_size);
+ assert(((glsl_type *) entry->data)->fields.array == base);
+
+ mtx_unlock(&glsl_type::mutex);
+
+ return (glsl_type *) entry->data;
+}
+
+
+bool
+glsl_type::record_compare(const glsl_type *b) const
+{
+ if (this->length != b->length)
+ return false;
+
+ if (this->interface_packing != b->interface_packing)
+ return false;
+
+ /* From the GLSL 4.20 specification (Sec 4.2):
+ *
+ * "Structures must have the same name, sequence of type names, and
+ * type definitions, and field names to be considered the same type."
+ *
+ * GLSL ES behaves the same (Ver 1.00 Sec 4.2.4, Ver 3.00 Sec 4.2.5).
+ *
+ * Note that we cannot force type name check when comparing unnamed
+ * structure types, these have a unique name assigned during parsing.
+ */
+ if (!this->is_anonymous() && !b->is_anonymous())
+ if (strcmp(this->name, b->name) != 0)
+ return false;
+
+ for (unsigned i = 0; i < this->length; i++) {
+ if (this->fields.structure[i].type != b->fields.structure[i].type)
+ return false;
+ if (strcmp(this->fields.structure[i].name,
+ b->fields.structure[i].name) != 0)
+ return false;
+ if (this->fields.structure[i].matrix_layout
+ != b->fields.structure[i].matrix_layout)
+ return false;
+ if (this->fields.structure[i].location
+ != b->fields.structure[i].location)
+ return false;
+ if (this->fields.structure[i].interpolation
+ != b->fields.structure[i].interpolation)
+ return false;
+ if (this->fields.structure[i].centroid
+ != b->fields.structure[i].centroid)
+ return false;
+ if (this->fields.structure[i].sample
+ != b->fields.structure[i].sample)
+ return false;
+ if (this->fields.structure[i].patch
+ != b->fields.structure[i].patch)
+ return false;
+ if (this->fields.structure[i].image_read_only
+ != b->fields.structure[i].image_read_only)
+ return false;
+ if (this->fields.structure[i].image_write_only
+ != b->fields.structure[i].image_write_only)
+ return false;
+ if (this->fields.structure[i].image_coherent
+ != b->fields.structure[i].image_coherent)
+ return false;
+ if (this->fields.structure[i].image_volatile
+ != b->fields.structure[i].image_volatile)
+ return false;
+ if (this->fields.structure[i].image_restrict
+ != b->fields.structure[i].image_restrict)
+ return false;
+ if (this->fields.structure[i].precision
+ != b->fields.structure[i].precision)
+ return false;
+ }
+
+ return true;
+}
+
+
+bool
+glsl_type::record_key_compare(const void *a, const void *b)
+{
+ const glsl_type *const key1 = (glsl_type *) a;
+ const glsl_type *const key2 = (glsl_type *) b;
+
+ return strcmp(key1->name, key2->name) == 0 && key1->record_compare(key2);
+}
+
+
+/**
+ * Generate an integer hash value for a glsl_type structure type.
+ */
+unsigned
+glsl_type::record_key_hash(const void *a)
+{
+ const glsl_type *const key = (glsl_type *) a;
+ uintptr_t hash = key->length;
+ unsigned retval;
+
+ for (unsigned i = 0; i < key->length; i++) {
+ /* casting pointer to uintptr_t */
+ hash = (hash * 13 ) + (uintptr_t) key->fields.structure[i].type;
+ }
+
+ if (sizeof(hash) == 8)
+ retval = (hash & 0xffffffff) ^ ((uint64_t) hash >> 32);
+ else
+ retval = hash;
+
+ return retval;
+}
+
+
+const glsl_type *
+glsl_type::get_record_instance(const glsl_struct_field *fields,
+ unsigned num_fields,
+ const char *name)
+{
+ const glsl_type key(fields, num_fields, name);
+
+ mtx_lock(&glsl_type::mutex);
+
+ if (record_types == NULL) {
+ record_types = _mesa_hash_table_create(NULL, record_key_hash,
+ record_key_compare);
+ }
+
+ const struct hash_entry *entry = _mesa_hash_table_search(record_types,
+ &key);
+ if (entry == NULL) {
+ mtx_unlock(&glsl_type::mutex);
+ const glsl_type *t = new glsl_type(fields, num_fields, name);
+ mtx_lock(&glsl_type::mutex);
+
+ entry = _mesa_hash_table_insert(record_types, t, (void *) t);
+ }
+
+ assert(((glsl_type *) entry->data)->base_type == GLSL_TYPE_STRUCT);
+ assert(((glsl_type *) entry->data)->length == num_fields);
+ assert(strcmp(((glsl_type *) entry->data)->name, name) == 0);
+
+ mtx_unlock(&glsl_type::mutex);
+
+ return (glsl_type *) entry->data;
+}
+
+
+const glsl_type *
+glsl_type::get_interface_instance(const glsl_struct_field *fields,
+ unsigned num_fields,
+ enum glsl_interface_packing packing,
+ const char *block_name)
+{
+ const glsl_type key(fields, num_fields, packing, block_name);
+
+ mtx_lock(&glsl_type::mutex);
+
+ if (interface_types == NULL) {
+ interface_types = _mesa_hash_table_create(NULL, record_key_hash,
+ record_key_compare);
+ }
+
+ const struct hash_entry *entry = _mesa_hash_table_search(interface_types,
+ &key);
+ if (entry == NULL) {
+ mtx_unlock(&glsl_type::mutex);
+ const glsl_type *t = new glsl_type(fields, num_fields,
+ packing, block_name);
+ mtx_lock(&glsl_type::mutex);
+
+ entry = _mesa_hash_table_insert(interface_types, t, (void *) t);
+ }
+
+ assert(((glsl_type *) entry->data)->base_type == GLSL_TYPE_INTERFACE);
+ assert(((glsl_type *) entry->data)->length == num_fields);
+ assert(strcmp(((glsl_type *) entry->data)->name, block_name) == 0);
+
+ mtx_unlock(&glsl_type::mutex);
+
+ return (glsl_type *) entry->data;
+}
+
+const glsl_type *
+glsl_type::get_subroutine_instance(const char *subroutine_name)
+{
+ const glsl_type key(subroutine_name);
+
+ mtx_lock(&glsl_type::mutex);
+
+ if (subroutine_types == NULL) {
+ subroutine_types = _mesa_hash_table_create(NULL, record_key_hash,
+ record_key_compare);
+ }
+
+ const struct hash_entry *entry = _mesa_hash_table_search(subroutine_types,
+ &key);
+ if (entry == NULL) {
+ mtx_unlock(&glsl_type::mutex);
+ const glsl_type *t = new glsl_type(subroutine_name);
+ mtx_lock(&glsl_type::mutex);
+
+ entry = _mesa_hash_table_insert(subroutine_types, t, (void *) t);
+ }
+
+ assert(((glsl_type *) entry->data)->base_type == GLSL_TYPE_SUBROUTINE);
+ assert(strcmp(((glsl_type *) entry->data)->name, subroutine_name) == 0);
+
+ mtx_unlock(&glsl_type::mutex);
+
+ return (glsl_type *) entry->data;
+}
+
+
+const glsl_type *
+glsl_type::get_mul_type(const glsl_type *type_a, const glsl_type *type_b)
+{
+ if (type_a == type_b) {
+ return type_a;
+ } else if (type_a->is_matrix() && type_b->is_matrix()) {
+ /* Matrix multiply. The columns of A must match the rows of B. Given
+ * the other previously tested constraints, this means the vector type
+ * of a row from A must be the same as the vector type of a column from
+ * B.
+ */
+ if (type_a->row_type() == type_b->column_type()) {
+ /* The resulting matrix has the number of columns of matrix B and
+ * the number of rows of matrix A. We get the row count of A by
+ * looking at the size of a vector that makes up a column. The
+ * transpose (size of a row) is done for B.
+ */
+ const glsl_type *const type =
+ get_instance(type_a->base_type,
+ type_a->column_type()->vector_elements,
+ type_b->row_type()->vector_elements);
+ assert(type != error_type);
+
+ return type;
+ }
+ } else if (type_a->is_matrix()) {
+ /* A is a matrix and B is a column vector. Columns of A must match
+ * rows of B. Given the other previously tested constraints, this
+ * means the vector type of a row from A must be the same as the
+ * vector the type of B.
+ */
+ if (type_a->row_type() == type_b) {
+ /* The resulting vector has a number of elements equal to
+ * the number of rows of matrix A. */
+ const glsl_type *const type =
+ get_instance(type_a->base_type,
+ type_a->column_type()->vector_elements,
+ 1);
+ assert(type != error_type);
+
+ return type;
+ }
+ } else {
+ assert(type_b->is_matrix());
+
+ /* A is a row vector and B is a matrix. Columns of A must match rows
+ * of B. Given the other previously tested constraints, this means
+ * the type of A must be the same as the vector type of a column from
+ * B.
+ */
+ if (type_a == type_b->column_type()) {
+ /* The resulting vector has a number of elements equal to
+ * the number of columns of matrix B. */
+ const glsl_type *const type =
+ get_instance(type_a->base_type,
+ type_b->row_type()->vector_elements,
+ 1);
+ assert(type != error_type);
+
+ return type;
+ }
+ }
+
+ return error_type;
+}
+
+
+const glsl_type *
+glsl_type::field_type(const char *name) const
+{
+ if (this->base_type != GLSL_TYPE_STRUCT
+ && this->base_type != GLSL_TYPE_INTERFACE)
+ return error_type;
+
+ for (unsigned i = 0; i < this->length; i++) {
+ if (strcmp(name, this->fields.structure[i].name) == 0)
+ return this->fields.structure[i].type;
+ }
+
+ return error_type;
+}
+
+
+int
+glsl_type::field_index(const char *name) const
+{
+ if (this->base_type != GLSL_TYPE_STRUCT
+ && this->base_type != GLSL_TYPE_INTERFACE)
+ return -1;
+
+ for (unsigned i = 0; i < this->length; i++) {
+ if (strcmp(name, this->fields.structure[i].name) == 0)
+ return i;
+ }
+
+ return -1;
+}
+
+
+unsigned
+glsl_type::component_slots() const
+{
+ switch (this->base_type) {
+ case GLSL_TYPE_UINT:
+ case GLSL_TYPE_INT:
+ case GLSL_TYPE_FLOAT:
+ case GLSL_TYPE_BOOL:
+ return this->components();
+
+ case GLSL_TYPE_DOUBLE:
+ return 2 * this->components();
+
+ case GLSL_TYPE_STRUCT:
+ case GLSL_TYPE_INTERFACE: {
+ unsigned size = 0;
+
+ for (unsigned i = 0; i < this->length; i++)
+ size += this->fields.structure[i].type->component_slots();
+
+ return size;
+ }
+
+ case GLSL_TYPE_ARRAY:
+ return this->length * this->fields.array->component_slots();
+
+ case GLSL_TYPE_IMAGE:
+ return 1;
+ case GLSL_TYPE_SUBROUTINE:
+ return 1;
+ case GLSL_TYPE_SAMPLER:
+ case GLSL_TYPE_ATOMIC_UINT:
+ case GLSL_TYPE_VOID:
+ case GLSL_TYPE_ERROR:
+ break;
+ }
+
+ return 0;
+}
+
+unsigned
+glsl_type::record_location_offset(unsigned length) const
+{
+ unsigned offset = 0;
+ const glsl_type *t = this->without_array();
+ if (t->is_record()) {
+ assert(length <= t->length);
+
+ for (unsigned i = 0; i < length; i++) {
+ const glsl_type *st = t->fields.structure[i].type;
+ const glsl_type *wa = st->without_array();
+ if (wa->is_record()) {
+ unsigned r_offset = wa->record_location_offset(wa->length);
+ offset += st->is_array() ?
+ st->arrays_of_arrays_size() * r_offset : r_offset;
+ } else if (st->is_array() && st->fields.array->is_array()) {
+ unsigned outer_array_size = st->length;
+ const glsl_type *base_type = st->fields.array;
+
+ /* For arrays of arrays the outer arrays take up a uniform
+ * slot for each element. The innermost array elements share a
+ * single slot so we ignore the innermost array when calculating
+ * the offset.
+ */
+ while (base_type->fields.array->is_array()) {
+ outer_array_size = outer_array_size * base_type->length;
+ base_type = base_type->fields.array;
+ }
+ offset += outer_array_size;
+ } else {
+ /* We dont worry about arrays here because unless the array
+ * contains a structure or another array it only takes up a single
+ * uniform slot.
+ */
+ offset += 1;
+ }
+ }
+ }
+ return offset;
+}
+
+unsigned
+glsl_type::uniform_locations() const
+{
+ unsigned size = 0;
+
+ switch (this->base_type) {
+ case GLSL_TYPE_UINT:
+ case GLSL_TYPE_INT:
+ case GLSL_TYPE_FLOAT:
+ case GLSL_TYPE_DOUBLE:
+ case GLSL_TYPE_BOOL:
+ case GLSL_TYPE_SAMPLER:
+ case GLSL_TYPE_IMAGE:
+ case GLSL_TYPE_SUBROUTINE:
+ return 1;
+
+ case GLSL_TYPE_STRUCT:
+ case GLSL_TYPE_INTERFACE:
+ for (unsigned i = 0; i < this->length; i++)
+ size += this->fields.structure[i].type->uniform_locations();
+ return size;
+ case GLSL_TYPE_ARRAY:
+ return this->length * this->fields.array->uniform_locations();
+ default:
+ return 0;
+ }
+}
+
+bool
+glsl_type::can_implicitly_convert_to(const glsl_type *desired,
+ _mesa_glsl_parse_state *state) const
+{
+ if (this == desired)
+ return true;
+
+ /* There is no conversion among matrix types. */
+ if (this->matrix_columns > 1 || desired->matrix_columns > 1)
+ return false;
+
+ /* Vector size must match. */
+ if (this->vector_elements != desired->vector_elements)
+ return false;
+
+ /* int and uint can be converted to float. */
+ if (desired->is_float() && this->is_integer())
+ return true;
+
+ /* With GLSL 4.0 / ARB_gpu_shader5, int can be converted to uint.
+ * Note that state may be NULL here, when resolving function calls in the
+ * linker. By this time, all the state-dependent checks have already
+ * happened though, so allow anything that's allowed in any shader version. */
+ if ((!state || state->is_version(400, 0) || state->ARB_gpu_shader5_enable) &&
+ desired->base_type == GLSL_TYPE_UINT && this->base_type == GLSL_TYPE_INT)
+ return true;
+
+ /* No implicit conversions from double. */
+ if ((!state || state->has_double()) && this->is_double())
+ return false;
+
+ /* Conversions from different types to double. */
+ if ((!state || state->has_double()) && desired->is_double()) {
+ if (this->is_float())
+ return true;
+ if (this->is_integer())
+ return true;
+ }
+
+ return false;
+}
+
+unsigned
+glsl_type::std140_base_alignment(bool row_major) const
+{
+ unsigned N = is_double() ? 8 : 4;
+
+ /* (1) If the member is a scalar consuming <N> basic machine units, the
+ * base alignment is <N>.
+ *
+ * (2) If the member is a two- or four-component vector with components
+ * consuming <N> basic machine units, the base alignment is 2<N> or
+ * 4<N>, respectively.
+ *
+ * (3) If the member is a three-component vector with components consuming
+ * <N> basic machine units, the base alignment is 4<N>.
+ */
+ if (this->is_scalar() || this->is_vector()) {
+ switch (this->vector_elements) {
+ case 1:
+ return N;
+ case 2:
+ return 2 * N;
+ case 3:
+ case 4:
+ return 4 * N;
+ }
+ }
+
+ /* (4) If the member is an array of scalars or vectors, the base alignment
+ * and array stride are set to match the base alignment of a single
+ * array element, according to rules (1), (2), and (3), and rounded up
+ * to the base alignment of a vec4. The array may have padding at the
+ * end; the base offset of the member following the array is rounded up
+ * to the next multiple of the base alignment.
+ *
+ * (6) If the member is an array of <S> column-major matrices with <C>
+ * columns and <R> rows, the matrix is stored identically to a row of
+ * <S>*<C> column vectors with <R> components each, according to rule
+ * (4).
+ *
+ * (8) If the member is an array of <S> row-major matrices with <C> columns
+ * and <R> rows, the matrix is stored identically to a row of <S>*<R>
+ * row vectors with <C> components each, according to rule (4).
+ *
+ * (10) If the member is an array of <S> structures, the <S> elements of
+ * the array are laid out in order, according to rule (9).
+ */
+ if (this->is_array()) {
+ if (this->fields.array->is_scalar() ||
+ this->fields.array->is_vector() ||
+ this->fields.array->is_matrix()) {
+ return MAX2(this->fields.array->std140_base_alignment(row_major), 16);
+ } else {
+ assert(this->fields.array->is_record() ||
+ this->fields.array->is_array());
+ return this->fields.array->std140_base_alignment(row_major);
+ }
+ }
+
+ /* (5) If the member is a column-major matrix with <C> columns and
+ * <R> rows, the matrix is stored identically to an array of
+ * <C> column vectors with <R> components each, according to
+ * rule (4).
+ *
+ * (7) If the member is a row-major matrix with <C> columns and <R>
+ * rows, the matrix is stored identically to an array of <R>
+ * row vectors with <C> components each, according to rule (4).
+ */
+ if (this->is_matrix()) {
+ const struct glsl_type *vec_type, *array_type;
+ int c = this->matrix_columns;
+ int r = this->vector_elements;
+
+ if (row_major) {
+ vec_type = get_instance(base_type, c, 1);
+ array_type = glsl_type::get_array_instance(vec_type, r);
+ } else {
+ vec_type = get_instance(base_type, r, 1);
+ array_type = glsl_type::get_array_instance(vec_type, c);
+ }
+
+ return array_type->std140_base_alignment(false);
+ }
+
+ /* (9) If the member is a structure, the base alignment of the
+ * structure is <N>, where <N> is the largest base alignment
+ * value of any of its members, and rounded up to the base
+ * alignment of a vec4. The individual members of this
+ * sub-structure are then assigned offsets by applying this set
+ * of rules recursively, where the base offset of the first
+ * member of the sub-structure is equal to the aligned offset
+ * of the structure. The structure may have padding at the end;
+ * the base offset of the member following the sub-structure is
+ * rounded up to the next multiple of the base alignment of the
+ * structure.
+ */
+ if (this->is_record()) {
+ unsigned base_alignment = 16;
+ for (unsigned i = 0; i < this->length; i++) {
+ bool field_row_major = row_major;
+ const enum glsl_matrix_layout matrix_layout =
+ glsl_matrix_layout(this->fields.structure[i].matrix_layout);
+ if (matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
+ field_row_major = true;
+ } else if (matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
+ field_row_major = false;
+ }
+
+ const struct glsl_type *field_type = this->fields.structure[i].type;
+ base_alignment = MAX2(base_alignment,
+ field_type->std140_base_alignment(field_row_major));
+ }
+ return base_alignment;
+ }
+
+ assert(!"not reached");
+ return -1;
+}
+
+unsigned
+glsl_type::std140_size(bool row_major) const
+{
+ unsigned N = is_double() ? 8 : 4;
+
+ /* (1) If the member is a scalar consuming <N> basic machine units, the
+ * base alignment is <N>.
+ *
+ * (2) If the member is a two- or four-component vector with components
+ * consuming <N> basic machine units, the base alignment is 2<N> or
+ * 4<N>, respectively.
+ *
+ * (3) If the member is a three-component vector with components consuming
+ * <N> basic machine units, the base alignment is 4<N>.
+ */
+ if (this->is_scalar() || this->is_vector()) {
+ return this->vector_elements * N;
+ }
+
+ /* (5) If the member is a column-major matrix with <C> columns and
+ * <R> rows, the matrix is stored identically to an array of
+ * <C> column vectors with <R> components each, according to
+ * rule (4).
+ *
+ * (6) If the member is an array of <S> column-major matrices with <C>
+ * columns and <R> rows, the matrix is stored identically to a row of
+ * <S>*<C> column vectors with <R> components each, according to rule
+ * (4).
+ *
+ * (7) If the member is a row-major matrix with <C> columns and <R>
+ * rows, the matrix is stored identically to an array of <R>
+ * row vectors with <C> components each, according to rule (4).
+ *
+ * (8) If the member is an array of <S> row-major matrices with <C> columns
+ * and <R> rows, the matrix is stored identically to a row of <S>*<R>
+ * row vectors with <C> components each, according to rule (4).
+ */
+ if (this->without_array()->is_matrix()) {
+ const struct glsl_type *element_type;
+ const struct glsl_type *vec_type;
+ unsigned int array_len;
+
+ if (this->is_array()) {
+ element_type = this->without_array();
+ array_len = this->arrays_of_arrays_size();
+ } else {
+ element_type = this;
+ array_len = 1;
+ }
+
+ if (row_major) {
+ vec_type = get_instance(element_type->base_type,
+ element_type->matrix_columns, 1);
+
+ array_len *= element_type->vector_elements;
+ } else {
+ vec_type = get_instance(element_type->base_type,
+ element_type->vector_elements, 1);
+ array_len *= element_type->matrix_columns;
+ }
+ const glsl_type *array_type = glsl_type::get_array_instance(vec_type,
+ array_len);
+
+ return array_type->std140_size(false);
+ }
+
+ /* (4) If the member is an array of scalars or vectors, the base alignment
+ * and array stride are set to match the base alignment of a single
+ * array element, according to rules (1), (2), and (3), and rounded up
+ * to the base alignment of a vec4. The array may have padding at the
+ * end; the base offset of the member following the array is rounded up
+ * to the next multiple of the base alignment.
+ *
+ * (10) If the member is an array of <S> structures, the <S> elements of
+ * the array are laid out in order, according to rule (9).
+ */
+ if (this->is_array()) {
+ if (this->without_array()->is_record()) {
+ return this->arrays_of_arrays_size() *
+ this->without_array()->std140_size(row_major);
+ } else {
+ unsigned element_base_align =
+ this->without_array()->std140_base_alignment(row_major);
+ return this->arrays_of_arrays_size() * MAX2(element_base_align, 16);
+ }
+ }
+
+ /* (9) If the member is a structure, the base alignment of the
+ * structure is <N>, where <N> is the largest base alignment
+ * value of any of its members, and rounded up to the base
+ * alignment of a vec4. The individual members of this
+ * sub-structure are then assigned offsets by applying this set
+ * of rules recursively, where the base offset of the first
+ * member of the sub-structure is equal to the aligned offset
+ * of the structure. The structure may have padding at the end;
+ * the base offset of the member following the sub-structure is
+ * rounded up to the next multiple of the base alignment of the
+ * structure.
+ */
+ if (this->is_record() || this->is_interface()) {
+ unsigned size = 0;
+ unsigned max_align = 0;
+
+ for (unsigned i = 0; i < this->length; i++) {
+ bool field_row_major = row_major;
+ const enum glsl_matrix_layout matrix_layout =
+ glsl_matrix_layout(this->fields.structure[i].matrix_layout);
+ if (matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
+ field_row_major = true;
+ } else if (matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
+ field_row_major = false;
+ }
+
+ const struct glsl_type *field_type = this->fields.structure[i].type;
+ unsigned align = field_type->std140_base_alignment(field_row_major);
+
+ /* Ignore unsized arrays when calculating size */
+ if (field_type->is_unsized_array())
+ continue;
+
+ size = glsl_align(size, align);
+ size += field_type->std140_size(field_row_major);
+
+ max_align = MAX2(align, max_align);
+
+ if (field_type->is_record() && (i + 1 < this->length))
+ size = glsl_align(size, 16);
+ }
+ size = glsl_align(size, MAX2(max_align, 16));
+ return size;
+ }
+
+ assert(!"not reached");
+ return -1;
+}
+
+unsigned
+glsl_type::std430_base_alignment(bool row_major) const
+{
+
+ unsigned N = is_double() ? 8 : 4;
+
+ /* (1) If the member is a scalar consuming <N> basic machine units, the
+ * base alignment is <N>.
+ *
+ * (2) If the member is a two- or four-component vector with components
+ * consuming <N> basic machine units, the base alignment is 2<N> or
+ * 4<N>, respectively.
+ *
+ * (3) If the member is a three-component vector with components consuming
+ * <N> basic machine units, the base alignment is 4<N>.
+ */
+ if (this->is_scalar() || this->is_vector()) {
+ switch (this->vector_elements) {
+ case 1:
+ return N;
+ case 2:
+ return 2 * N;
+ case 3:
+ case 4:
+ return 4 * N;
+ }
+ }
+
+ /* OpenGL 4.30 spec, section 7.6.2.2 "Standard Uniform Block Layout":
+ *
+ * "When using the std430 storage layout, shader storage blocks will be
+ * laid out in buffer storage identically to uniform and shader storage
+ * blocks using the std140 layout, except that the base alignment and
+ * stride of arrays of scalars and vectors in rule 4 and of structures
+ * in rule 9 are not rounded up a multiple of the base alignment of a vec4.
+ */
+
+ /* (1) If the member is a scalar consuming <N> basic machine units, the
+ * base alignment is <N>.
+ *
+ * (2) If the member is a two- or four-component vector with components
+ * consuming <N> basic machine units, the base alignment is 2<N> or
+ * 4<N>, respectively.
+ *
+ * (3) If the member is a three-component vector with components consuming
+ * <N> basic machine units, the base alignment is 4<N>.
+ */
+ if (this->is_array())
+ return this->fields.array->std430_base_alignment(row_major);
+
+ /* (5) If the member is a column-major matrix with <C> columns and
+ * <R> rows, the matrix is stored identically to an array of
+ * <C> column vectors with <R> components each, according to
+ * rule (4).
+ *
+ * (7) If the member is a row-major matrix with <C> columns and <R>
+ * rows, the matrix is stored identically to an array of <R>
+ * row vectors with <C> components each, according to rule (4).
+ */
+ if (this->is_matrix()) {
+ const struct glsl_type *vec_type, *array_type;
+ int c = this->matrix_columns;
+ int r = this->vector_elements;
+
+ if (row_major) {
+ vec_type = get_instance(base_type, c, 1);
+ array_type = glsl_type::get_array_instance(vec_type, r);
+ } else {
+ vec_type = get_instance(base_type, r, 1);
+ array_type = glsl_type::get_array_instance(vec_type, c);
+ }
+
+ return array_type->std430_base_alignment(false);
+ }
+
+ /* (9) If the member is a structure, the base alignment of the
+ * structure is <N>, where <N> is the largest base alignment
+ * value of any of its members, and rounded up to the base
+ * alignment of a vec4. The individual members of this
+ * sub-structure are then assigned offsets by applying this set
+ * of rules recursively, where the base offset of the first
+ * member of the sub-structure is equal to the aligned offset
+ * of the structure. The structure may have padding at the end;
+ * the base offset of the member following the sub-structure is
+ * rounded up to the next multiple of the base alignment of the
+ * structure.
+ */
+ if (this->is_record()) {
+ unsigned base_alignment = 0;
+ for (unsigned i = 0; i < this->length; i++) {
+ bool field_row_major = row_major;
+ const enum glsl_matrix_layout matrix_layout =
+ glsl_matrix_layout(this->fields.structure[i].matrix_layout);
+ if (matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
+ field_row_major = true;
+ } else if (matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
+ field_row_major = false;
+ }
+
+ const struct glsl_type *field_type = this->fields.structure[i].type;
+ base_alignment = MAX2(base_alignment,
+ field_type->std430_base_alignment(field_row_major));
+ }
+ assert(base_alignment > 0);
+ return base_alignment;
+ }
+ assert(!"not reached");
+ return -1;
+}
+
+unsigned
+glsl_type::std430_array_stride(bool row_major) const
+{
+ unsigned N = is_double() ? 8 : 4;
+
+ /* Notice that the array stride of a vec3 is not 3 * N but 4 * N.
+ * See OpenGL 4.30 spec, section 7.6.2.2 "Standard Uniform Block Layout"
+ *
+ * (3) If the member is a three-component vector with components consuming
+ * <N> basic machine units, the base alignment is 4<N>.
+ */
+ if (this->is_vector() && this->vector_elements == 3)
+ return 4 * N;
+
+ /* By default use std430_size(row_major) */
+ return this->std430_size(row_major);
+}
+
+unsigned
+glsl_type::std430_size(bool row_major) const
+{
+ unsigned N = is_double() ? 8 : 4;
+
+ /* OpenGL 4.30 spec, section 7.6.2.2 "Standard Uniform Block Layout":
+ *
+ * "When using the std430 storage layout, shader storage blocks will be
+ * laid out in buffer storage identically to uniform and shader storage
+ * blocks using the std140 layout, except that the base alignment and
+ * stride of arrays of scalars and vectors in rule 4 and of structures
+ * in rule 9 are not rounded up a multiple of the base alignment of a vec4.
+ */
+ if (this->is_scalar() || this->is_vector())
+ return this->vector_elements * N;
+
+ if (this->without_array()->is_matrix()) {
+ const struct glsl_type *element_type;
+ const struct glsl_type *vec_type;
+ unsigned int array_len;
+
+ if (this->is_array()) {
+ element_type = this->without_array();
+ array_len = this->arrays_of_arrays_size();
+ } else {
+ element_type = this;
+ array_len = 1;
+ }
+
+ if (row_major) {
+ vec_type = get_instance(element_type->base_type,
+ element_type->matrix_columns, 1);
+
+ array_len *= element_type->vector_elements;
+ } else {
+ vec_type = get_instance(element_type->base_type,
+ element_type->vector_elements, 1);
+ array_len *= element_type->matrix_columns;
+ }
+ const glsl_type *array_type = glsl_type::get_array_instance(vec_type,
+ array_len);
+
+ return array_type->std430_size(false);
+ }
+
+ if (this->is_array()) {
+ if (this->without_array()->is_record())
+ return this->arrays_of_arrays_size() *
+ this->without_array()->std430_size(row_major);
+ else
+ return this->arrays_of_arrays_size() *
+ this->without_array()->std430_base_alignment(row_major);
+ }
+
+ if (this->is_record() || this->is_interface()) {
+ unsigned size = 0;
+ unsigned max_align = 0;
+
+ for (unsigned i = 0; i < this->length; i++) {
+ bool field_row_major = row_major;
+ const enum glsl_matrix_layout matrix_layout =
+ glsl_matrix_layout(this->fields.structure[i].matrix_layout);
+ if (matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
+ field_row_major = true;
+ } else if (matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
+ field_row_major = false;
+ }
+
+ const struct glsl_type *field_type = this->fields.structure[i].type;
+ unsigned align = field_type->std430_base_alignment(field_row_major);
+ size = glsl_align(size, align);
+ size += field_type->std430_size(field_row_major);
+
+ max_align = MAX2(align, max_align);
+ }
+ size = glsl_align(size, max_align);
+ return size;
+ }
+
+ assert(!"not reached");
+ return -1;
+}
+
+unsigned
+glsl_type::count_attribute_slots(bool vertex_input_slots) const
+{
+ /* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
+ *
+ * "A scalar input counts the same amount against this limit as a vec4,
+ * so applications may want to consider packing groups of four
+ * unrelated float inputs together into a vector to better utilize the
+ * capabilities of the underlying hardware. A matrix input will use up
+ * multiple locations. The number of locations used will equal the
+ * number of columns in the matrix."
+ *
+ * The spec does not explicitly say how arrays are counted. However, it
+ * should be safe to assume the total number of slots consumed by an array
+ * is the number of entries in the array multiplied by the number of slots
+ * consumed by a single element of the array.
+ *
+ * The spec says nothing about how structs are counted, because vertex
+ * attributes are not allowed to be (or contain) structs. However, Mesa
+ * allows varying structs, the number of varying slots taken up by a
+ * varying struct is simply equal to the sum of the number of slots taken
+ * up by each element.
+ *
+ * Doubles are counted different depending on whether they are vertex
+ * inputs or everything else. Vertex inputs from ARB_vertex_attrib_64bit
+ * take one location no matter what size they are, otherwise dvec3/4
+ * take two locations.
+ */
+ switch (this->base_type) {
+ case GLSL_TYPE_UINT:
+ case GLSL_TYPE_INT:
+ case GLSL_TYPE_FLOAT:
+ case GLSL_TYPE_BOOL:
+ return this->matrix_columns;
+ case GLSL_TYPE_DOUBLE:
+ if (this->vector_elements > 2 && !vertex_input_slots)
+ return this->matrix_columns * 2;
+ else
+ return this->matrix_columns;
+ case GLSL_TYPE_STRUCT:
+ case GLSL_TYPE_INTERFACE: {
+ unsigned size = 0;
+
+ for (unsigned i = 0; i < this->length; i++)
+ size += this->fields.structure[i].type->count_attribute_slots(vertex_input_slots);
+
+ return size;
+ }
+
+ case GLSL_TYPE_ARRAY:
+ return this->length * this->fields.array->count_attribute_slots(vertex_input_slots);
+
+ case GLSL_TYPE_SAMPLER:
+ case GLSL_TYPE_IMAGE:
+ case GLSL_TYPE_ATOMIC_UINT:
+ case GLSL_TYPE_VOID:
+ case GLSL_TYPE_SUBROUTINE:
+ case GLSL_TYPE_ERROR:
+ break;
+ }
+
+ assert(!"Unexpected type in count_attribute_slots()");
+
+ return 0;
+}
+
+int
+glsl_type::coordinate_components() const
+{
+ int size;
+
+ switch (sampler_dimensionality) {
+ case GLSL_SAMPLER_DIM_1D:
+ case GLSL_SAMPLER_DIM_BUF:
+ size = 1;
+ break;
+ case GLSL_SAMPLER_DIM_2D:
+ case GLSL_SAMPLER_DIM_RECT:
+ case GLSL_SAMPLER_DIM_MS:
+ case GLSL_SAMPLER_DIM_EXTERNAL:
+ size = 2;
+ break;
+ case GLSL_SAMPLER_DIM_3D:
+ case GLSL_SAMPLER_DIM_CUBE:
+ size = 3;
+ break;
+ default:
+ assert(!"Should not get here.");
+ size = 1;
+ break;
+ }
+
+ /* Array textures need an additional component for the array index, except
+ * for cubemap array images that behave like a 2D array of interleaved
+ * cubemap faces.
+ */
+ if (sampler_array &&
+ !(base_type == GLSL_TYPE_IMAGE &&
+ sampler_dimensionality == GLSL_SAMPLER_DIM_CUBE))
+ size += 1;
+
+ return size;
+}
+
+/**
+ * Declarations of type flyweights (glsl_type::_foo_type) and
+ * convenience pointers (glsl_type::foo_type).
+ * @{
+ */
+#define DECL_TYPE(NAME, ...) \
+ const glsl_type glsl_type::_##NAME##_type = glsl_type(__VA_ARGS__, #NAME); \
+ const glsl_type *const glsl_type::NAME##_type = &glsl_type::_##NAME##_type;
+
+#define STRUCT_TYPE(NAME)
+
+#include "compiler/builtin_type_macros.h"
+/** @} */