mesa: include mtypes.h less
[mesa.git] / src / compiler / glsl / link_uniforms.cpp
1 /*
2 * Copyright © 2011 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 */
23
24 #include "ir.h"
25 #include "linker.h"
26 #include "ir_uniform.h"
27 #include "glsl_symbol_table.h"
28 #include "program.h"
29 #include "string_to_uint_map.h"
30 #include "ir_array_refcount.h"
31 #include "main/mtypes.h"
32
33 /**
34 * \file link_uniforms.cpp
35 * Assign locations for GLSL uniforms.
36 *
37 * \author Ian Romanick <ian.d.romanick@intel.com>
38 */
39
40 /**
41 * Used by linker to indicate uniforms that have no location set.
42 */
43 #define UNMAPPED_UNIFORM_LOC ~0u
44
45 void
46 program_resource_visitor::process(const glsl_type *type, const char *name,
47 bool use_std430_as_default)
48 {
49 assert(type->without_array()->is_record()
50 || type->without_array()->is_interface());
51
52 unsigned record_array_count = 1;
53 char *name_copy = ralloc_strdup(NULL, name);
54
55 enum glsl_interface_packing packing =
56 type->get_internal_ifc_packing(use_std430_as_default);
57
58 recursion(type, &name_copy, strlen(name), false, NULL, packing, false,
59 record_array_count, NULL);
60 ralloc_free(name_copy);
61 }
62
63 void
64 program_resource_visitor::process(ir_variable *var, bool use_std430_as_default)
65 {
66 unsigned record_array_count = 1;
67 const bool row_major =
68 var->data.matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
69
70 enum glsl_interface_packing packing = var->get_interface_type() ?
71 var->get_interface_type()->
72 get_internal_ifc_packing(use_std430_as_default) :
73 var->type->get_internal_ifc_packing(use_std430_as_default);
74
75 const glsl_type *t =
76 var->data.from_named_ifc_block ? var->get_interface_type() : var->type;
77 const glsl_type *t_without_array = t->without_array();
78
79 /* false is always passed for the row_major parameter to the other
80 * processing functions because no information is available to do
81 * otherwise. See the warning in linker.h.
82 */
83 if (t_without_array->is_record() ||
84 (t->is_array() && t->fields.array->is_array())) {
85 char *name = ralloc_strdup(NULL, var->name);
86 recursion(var->type, &name, strlen(name), row_major, NULL, packing,
87 false, record_array_count, NULL);
88 ralloc_free(name);
89 } else if (t_without_array->is_interface()) {
90 char *name = ralloc_strdup(NULL, t_without_array->name);
91 const glsl_struct_field *ifc_member = var->data.from_named_ifc_block ?
92 &t_without_array->
93 fields.structure[t_without_array->field_index(var->name)] : NULL;
94
95 recursion(t, &name, strlen(name), row_major, NULL, packing,
96 false, record_array_count, ifc_member);
97 ralloc_free(name);
98 } else {
99 this->set_record_array_count(record_array_count);
100 this->visit_field(t, var->name, row_major, NULL, packing, false);
101 }
102 }
103
104 void
105 program_resource_visitor::recursion(const glsl_type *t, char **name,
106 size_t name_length, bool row_major,
107 const glsl_type *record_type,
108 const enum glsl_interface_packing packing,
109 bool last_field,
110 unsigned record_array_count,
111 const glsl_struct_field *named_ifc_member)
112 {
113 /* Records need to have each field processed individually.
114 *
115 * Arrays of records need to have each array element processed
116 * individually, then each field of the resulting array elements processed
117 * individually.
118 */
119 if (t->is_interface() && named_ifc_member) {
120 ralloc_asprintf_rewrite_tail(name, &name_length, ".%s",
121 named_ifc_member->name);
122 recursion(named_ifc_member->type, name, name_length, row_major, NULL,
123 packing, false, record_array_count, NULL);
124 } else if (t->is_record() || t->is_interface()) {
125 if (record_type == NULL && t->is_record())
126 record_type = t;
127
128 if (t->is_record())
129 this->enter_record(t, *name, row_major, packing);
130
131 for (unsigned i = 0; i < t->length; i++) {
132 const char *field = t->fields.structure[i].name;
133 size_t new_length = name_length;
134
135 if (t->is_interface() && t->fields.structure[i].offset != -1)
136 this->set_buffer_offset(t->fields.structure[i].offset);
137
138 /* Append '.field' to the current variable name. */
139 if (name_length == 0) {
140 ralloc_asprintf_rewrite_tail(name, &new_length, "%s", field);
141 } else {
142 ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
143 }
144
145 /* The layout of structures at the top level of the block is set
146 * during parsing. For matrices contained in multiple levels of
147 * structures in the block, the inner structures have no layout.
148 * These cases must potentially inherit the layout from the outer
149 * levels.
150 */
151 bool field_row_major = row_major;
152 const enum glsl_matrix_layout matrix_layout =
153 glsl_matrix_layout(t->fields.structure[i].matrix_layout);
154 if (matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
155 field_row_major = true;
156 } else if (matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
157 field_row_major = false;
158 }
159
160 recursion(t->fields.structure[i].type, name, new_length,
161 field_row_major,
162 record_type,
163 packing,
164 (i + 1) == t->length, record_array_count, NULL);
165
166 /* Only the first leaf-field of the record gets called with the
167 * record type pointer.
168 */
169 record_type = NULL;
170 }
171
172 if (t->is_record()) {
173 (*name)[name_length] = '\0';
174 this->leave_record(t, *name, row_major, packing);
175 }
176 } else if (t->without_array()->is_record() ||
177 t->without_array()->is_interface() ||
178 (t->is_array() && t->fields.array->is_array())) {
179 if (record_type == NULL && t->fields.array->is_record())
180 record_type = t->fields.array;
181
182 unsigned length = t->length;
183
184 /* Shader storage block unsized arrays: add subscript [0] to variable
185 * names.
186 */
187 if (t->is_unsized_array())
188 length = 1;
189
190 record_array_count *= length;
191
192 for (unsigned i = 0; i < length; i++) {
193 size_t new_length = name_length;
194
195 /* Append the subscript to the current variable name */
196 ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
197
198 recursion(t->fields.array, name, new_length, row_major,
199 record_type,
200 packing,
201 (i + 1) == t->length, record_array_count,
202 named_ifc_member);
203
204 /* Only the first leaf-field of the record gets called with the
205 * record type pointer.
206 */
207 record_type = NULL;
208 }
209 } else {
210 this->set_record_array_count(record_array_count);
211 this->visit_field(t, *name, row_major, record_type, packing, last_field);
212 }
213 }
214
215 void
216 program_resource_visitor::enter_record(const glsl_type *, const char *, bool,
217 const enum glsl_interface_packing)
218 {
219 }
220
221 void
222 program_resource_visitor::leave_record(const glsl_type *, const char *, bool,
223 const enum glsl_interface_packing)
224 {
225 }
226
227 void
228 program_resource_visitor::set_buffer_offset(unsigned)
229 {
230 }
231
232 void
233 program_resource_visitor::set_record_array_count(unsigned)
234 {
235 }
236
237 namespace {
238
239 /**
240 * Class to help calculate the storage requirements for a set of uniforms
241 *
242 * As uniforms are added to the active set the number of active uniforms and
243 * the storage requirements for those uniforms are accumulated. The active
244 * uniforms are added to the hash table supplied to the constructor.
245 *
246 * If the same uniform is added multiple times (i.e., once for each shader
247 * target), it will only be accounted once.
248 */
249 class count_uniform_size : public program_resource_visitor {
250 public:
251 count_uniform_size(struct string_to_uint_map *map,
252 struct string_to_uint_map *hidden_map,
253 bool use_std430_as_default)
254 : num_active_uniforms(0), num_hidden_uniforms(0), num_values(0),
255 num_shader_samplers(0), num_shader_images(0),
256 num_shader_uniform_components(0), num_shader_subroutines(0),
257 is_buffer_block(false), is_shader_storage(false), map(map),
258 hidden_map(hidden_map), current_var(NULL),
259 use_std430_as_default(use_std430_as_default)
260 {
261 /* empty */
262 }
263
264 void start_shader()
265 {
266 this->num_shader_samplers = 0;
267 this->num_shader_images = 0;
268 this->num_shader_uniform_components = 0;
269 this->num_shader_subroutines = 0;
270 }
271
272 void process(ir_variable *var)
273 {
274 this->current_var = var;
275 this->is_buffer_block = var->is_in_buffer_block();
276 this->is_shader_storage = var->is_in_shader_storage_block();
277 if (var->is_interface_instance())
278 program_resource_visitor::process(var->get_interface_type(),
279 var->get_interface_type()->name,
280 use_std430_as_default);
281 else
282 program_resource_visitor::process(var, use_std430_as_default);
283 }
284
285 /**
286 * Total number of active uniforms counted
287 */
288 unsigned num_active_uniforms;
289
290 unsigned num_hidden_uniforms;
291
292 /**
293 * Number of data values required to back the storage for the active uniforms
294 */
295 unsigned num_values;
296
297 /**
298 * Number of samplers used
299 */
300 unsigned num_shader_samplers;
301
302 /**
303 * Number of images used
304 */
305 unsigned num_shader_images;
306
307 /**
308 * Number of uniforms used in the current shader
309 */
310 unsigned num_shader_uniform_components;
311
312 /**
313 * Number of subroutine uniforms used
314 */
315 unsigned num_shader_subroutines;
316
317 bool is_buffer_block;
318 bool is_shader_storage;
319
320 struct string_to_uint_map *map;
321
322 private:
323 virtual void visit_field(const glsl_type *type, const char *name,
324 bool /* row_major */,
325 const glsl_type * /* record_type */,
326 const enum glsl_interface_packing,
327 bool /* last_field */)
328 {
329 assert(!type->without_array()->is_record());
330 assert(!type->without_array()->is_interface());
331 assert(!(type->is_array() && type->fields.array->is_array()));
332
333 /* Count the number of samplers regardless of whether the uniform is
334 * already in the hash table. The hash table prevents adding the same
335 * uniform for multiple shader targets, but in this case we want to
336 * count it for each shader target.
337 */
338 const unsigned values = type->component_slots();
339 if (type->contains_subroutine()) {
340 this->num_shader_subroutines += values;
341 } else if (type->contains_sampler() && !current_var->data.bindless) {
342 /* Samplers (bound or bindless) are counted as two components as
343 * specified by ARB_bindless_texture. */
344 this->num_shader_samplers += values / 2;
345 } else if (type->contains_image() && !current_var->data.bindless) {
346 /* Images (bound or bindless) are counted as two components as
347 * specified by ARB_bindless_texture. */
348 this->num_shader_images += values / 2;
349
350 /* As drivers are likely to represent image uniforms as
351 * scalar indices, count them against the limit of uniform
352 * components in the default block. The spec allows image
353 * uniforms to use up no more than one scalar slot.
354 */
355 if (!is_shader_storage)
356 this->num_shader_uniform_components += values;
357 } else {
358 /* Accumulate the total number of uniform slots used by this shader.
359 * Note that samplers do not count against this limit because they
360 * don't use any storage on current hardware.
361 */
362 if (!is_buffer_block)
363 this->num_shader_uniform_components += values;
364 }
365
366 /* If the uniform is already in the map, there's nothing more to do.
367 */
368 unsigned id;
369 if (this->map->get(id, name))
370 return;
371
372 if (this->current_var->data.how_declared == ir_var_hidden) {
373 this->hidden_map->put(this->num_hidden_uniforms, name);
374 this->num_hidden_uniforms++;
375 } else {
376 this->map->put(this->num_active_uniforms-this->num_hidden_uniforms,
377 name);
378 }
379
380 /* Each leaf uniform occupies one entry in the list of active
381 * uniforms.
382 */
383 this->num_active_uniforms++;
384
385 if(!is_gl_identifier(name) && !is_shader_storage && !is_buffer_block)
386 this->num_values += values;
387 }
388
389 struct string_to_uint_map *hidden_map;
390
391 /**
392 * Current variable being processed.
393 */
394 ir_variable *current_var;
395
396 bool use_std430_as_default;
397 };
398
399 } /* anonymous namespace */
400
401 unsigned
402 link_calculate_matrix_stride(const glsl_type *matrix, bool row_major,
403 enum glsl_interface_packing packing)
404 {
405 const unsigned N = matrix->is_double() ? 8 : 4;
406 const unsigned items =
407 row_major ? matrix->matrix_columns : matrix->vector_elements;
408
409 assert(items <= 4);
410
411 /* Matrix stride for std430 mat2xY matrices are not rounded up to
412 * vec4 size.
413 *
414 * Section 7.6.2.2 "Standard Uniform Block Layout" of the OpenGL 4.3 spec
415 * says:
416 *
417 * 2. If the member is a two- or four-component vector with components
418 * consuming N basic machine units, the base alignment is 2N or 4N,
419 * respectively.
420 * ...
421 * 4. If the member is an array of scalars or vectors, the base
422 * alignment and array stride are set to match the base alignment of
423 * a single array element, according to rules (1), (2), and (3), and
424 * rounded up to the base alignment of a vec4.
425 * ...
426 * 7. If the member is a row-major matrix with C columns and R rows, the
427 * matrix is stored identically to an array of R row vectors with C
428 * components each, according to rule (4).
429 * ...
430 *
431 * When using the std430 storage layout, shader storage blocks will be
432 * laid out in buffer storage identically to uniform and shader storage
433 * blocks using the std140 layout, except that the base alignment and
434 * stride of arrays of scalars and vectors in rule 4 and of structures
435 * in rule 9 are not rounded up a multiple of the base alignment of a
436 * vec4.
437 */
438 return packing == GLSL_INTERFACE_PACKING_STD430
439 ? (items < 3 ? items * N : glsl_align(items * N, 16))
440 : glsl_align(items * N, 16);
441 }
442
443 /**
444 * Class to help parcel out pieces of backing storage to uniforms
445 *
446 * Each uniform processed has some range of the \c gl_constant_value
447 * structures associated with it. The association is done by finding
448 * the uniform in the \c string_to_uint_map and using the value from
449 * the map to connect that slot in the \c gl_uniform_storage table
450 * with the next available slot in the \c gl_constant_value array.
451 *
452 * \warning
453 * This class assumes that every uniform that will be processed is
454 * already in the \c string_to_uint_map. In addition, it assumes that
455 * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
456 * enough."
457 */
458 class parcel_out_uniform_storage : public program_resource_visitor {
459 public:
460 parcel_out_uniform_storage(struct gl_shader_program *prog,
461 struct string_to_uint_map *map,
462 struct gl_uniform_storage *uniforms,
463 union gl_constant_value *values,
464 bool use_std430_as_default)
465 : prog(prog), map(map), uniforms(uniforms),
466 use_std430_as_default(use_std430_as_default), values(values),
467 bindless_targets(NULL), bindless_access(NULL)
468 {
469 }
470
471 virtual ~parcel_out_uniform_storage()
472 {
473 free(this->bindless_targets);
474 free(this->bindless_access);
475 }
476
477 void start_shader(gl_shader_stage shader_type)
478 {
479 assert(shader_type < MESA_SHADER_STAGES);
480 this->shader_type = shader_type;
481
482 this->shader_samplers_used = 0;
483 this->shader_shadow_samplers = 0;
484 this->next_sampler = 0;
485 this->next_image = 0;
486 this->next_subroutine = 0;
487 this->record_array_count = 1;
488 memset(this->targets, 0, sizeof(this->targets));
489
490 this->num_bindless_samplers = 0;
491 this->next_bindless_sampler = 0;
492 free(this->bindless_targets);
493 this->bindless_targets = NULL;
494
495 this->num_bindless_images = 0;
496 this->next_bindless_image = 0;
497 free(this->bindless_access);
498 this->bindless_access = NULL;
499 }
500
501 void set_and_process(ir_variable *var)
502 {
503 current_var = var;
504 field_counter = 0;
505 this->record_next_sampler = new string_to_uint_map;
506 this->record_next_bindless_sampler = new string_to_uint_map;
507 this->record_next_image = new string_to_uint_map;
508 this->record_next_bindless_image = new string_to_uint_map;
509
510 buffer_block_index = -1;
511 if (var->is_in_buffer_block()) {
512 struct gl_uniform_block *blks = var->is_in_shader_storage_block() ?
513 prog->data->ShaderStorageBlocks : prog->data->UniformBlocks;
514 unsigned num_blks = var->is_in_shader_storage_block() ?
515 prog->data->NumShaderStorageBlocks : prog->data->NumUniformBlocks;
516
517 if (var->is_interface_instance() && var->type->is_array()) {
518 unsigned l = strlen(var->get_interface_type()->name);
519
520 for (unsigned i = 0; i < num_blks; i++) {
521 if (strncmp(var->get_interface_type()->name, blks[i].Name, l)
522 == 0 && blks[i].Name[l] == '[') {
523 buffer_block_index = i;
524 break;
525 }
526 }
527 } else {
528 for (unsigned i = 0; i < num_blks; i++) {
529 if (strcmp(var->get_interface_type()->name, blks[i].Name) == 0) {
530 buffer_block_index = i;
531 break;
532 }
533 }
534 }
535 assert(buffer_block_index != -1);
536
537 /* Uniform blocks that were specified with an instance name must be
538 * handled a little bit differently. The name of the variable is the
539 * name used to reference the uniform block instead of being the name
540 * of a variable within the block. Therefore, searching for the name
541 * within the block will fail.
542 */
543 if (var->is_interface_instance()) {
544 ubo_byte_offset = 0;
545 process(var->get_interface_type(),
546 var->get_interface_type()->name,
547 use_std430_as_default);
548 } else {
549 const struct gl_uniform_block *const block =
550 &blks[buffer_block_index];
551
552 assert(var->data.location != -1);
553
554 const struct gl_uniform_buffer_variable *const ubo_var =
555 &block->Uniforms[var->data.location];
556
557 ubo_byte_offset = ubo_var->Offset;
558 process(var, use_std430_as_default);
559 }
560 } else {
561 /* Store any explicit location and reset data location so we can
562 * reuse this variable for storing the uniform slot number.
563 */
564 this->explicit_location = current_var->data.location;
565 current_var->data.location = -1;
566
567 process(var, use_std430_as_default);
568 }
569 delete this->record_next_sampler;
570 delete this->record_next_bindless_sampler;
571 delete this->record_next_image;
572 delete this->record_next_bindless_image;
573 }
574
575 int buffer_block_index;
576 int ubo_byte_offset;
577 gl_shader_stage shader_type;
578
579 private:
580 bool set_opaque_indices(const glsl_type *base_type,
581 struct gl_uniform_storage *uniform,
582 const char *name, unsigned &next_index,
583 struct string_to_uint_map *record_next_index)
584 {
585 assert(base_type->is_sampler() || base_type->is_image());
586
587 if (this->record_array_count > 1) {
588 unsigned inner_array_size = MAX2(1, uniform->array_elements);
589 char *name_copy = ralloc_strdup(NULL, name);
590
591 /* Remove all array subscripts from the sampler/image name */
592 char *str_start;
593 const char *str_end;
594 while((str_start = strchr(name_copy, '[')) &&
595 (str_end = strchr(name_copy, ']'))) {
596 memmove(str_start, str_end + 1, 1 + strlen(str_end + 1));
597 }
598
599 unsigned index = 0;
600 if (record_next_index->get(index, name_copy)) {
601 /* In this case, we've already seen this uniform so we just use the
602 * next sampler/image index recorded the last time we visited.
603 */
604 uniform->opaque[shader_type].index = index;
605 index = inner_array_size + uniform->opaque[shader_type].index;
606 record_next_index->put(index, name_copy);
607
608 ralloc_free(name_copy);
609 /* Return as everything else has already been initialised in a
610 * previous pass.
611 */
612 return false;
613 } else {
614 /* We've never seen this uniform before so we need to allocate
615 * enough indices to store it.
616 *
617 * Nested struct arrays behave like arrays of arrays so we need to
618 * increase the index by the total number of elements of the
619 * sampler/image in case there is more than one sampler/image
620 * inside the structs. This allows the offset to be easily
621 * calculated for indirect indexing.
622 */
623 uniform->opaque[shader_type].index = next_index;
624 next_index += inner_array_size * this->record_array_count;
625
626 /* Store the next index for future passes over the struct array
627 */
628 index = uniform->opaque[shader_type].index + inner_array_size;
629 record_next_index->put(index, name_copy);
630 ralloc_free(name_copy);
631 }
632 } else {
633 /* Increment the sampler/image by 1 for non-arrays and by the number
634 * of array elements for arrays.
635 */
636 uniform->opaque[shader_type].index = next_index;
637 next_index += MAX2(1, uniform->array_elements);
638 }
639 return true;
640 }
641
642 void handle_samplers(const glsl_type *base_type,
643 struct gl_uniform_storage *uniform, const char *name)
644 {
645 if (base_type->is_sampler()) {
646 uniform->opaque[shader_type].active = true;
647
648 const gl_texture_index target = base_type->sampler_index();
649 const unsigned shadow = base_type->sampler_shadow;
650
651 if (current_var->data.bindless) {
652 if (!set_opaque_indices(base_type, uniform, name,
653 this->next_bindless_sampler,
654 this->record_next_bindless_sampler))
655 return;
656
657 this->num_bindless_samplers = this->next_bindless_sampler;
658
659 this->bindless_targets = (gl_texture_index *)
660 realloc(this->bindless_targets,
661 this->num_bindless_samplers * sizeof(gl_texture_index));
662
663 for (unsigned i = uniform->opaque[shader_type].index;
664 i < this->num_bindless_samplers;
665 i++) {
666 this->bindless_targets[i] = target;
667 }
668 } else {
669 if (!set_opaque_indices(base_type, uniform, name,
670 this->next_sampler,
671 this->record_next_sampler))
672 return;
673
674 for (unsigned i = uniform->opaque[shader_type].index;
675 i < MIN2(this->next_sampler, MAX_SAMPLERS);
676 i++) {
677 this->targets[i] = target;
678 this->shader_samplers_used |= 1U << i;
679 this->shader_shadow_samplers |= shadow << i;
680 }
681 }
682 }
683 }
684
685 void handle_images(const glsl_type *base_type,
686 struct gl_uniform_storage *uniform, const char *name)
687 {
688 if (base_type->is_image()) {
689 uniform->opaque[shader_type].active = true;
690
691 /* Set image access qualifiers */
692 const GLenum access =
693 (current_var->data.memory_read_only ? GL_READ_ONLY :
694 current_var->data.memory_write_only ? GL_WRITE_ONLY :
695 GL_READ_WRITE);
696
697 if (current_var->data.bindless) {
698 if (!set_opaque_indices(base_type, uniform, name,
699 this->next_bindless_image,
700 this->record_next_bindless_image))
701 return;
702
703 this->num_bindless_images = this->next_bindless_image;
704
705 this->bindless_access = (GLenum *)
706 realloc(this->bindless_access,
707 this->num_bindless_images * sizeof(GLenum));
708
709 for (unsigned i = uniform->opaque[shader_type].index;
710 i < this->num_bindless_images;
711 i++) {
712 this->bindless_access[i] = access;
713 }
714 } else {
715 if (!set_opaque_indices(base_type, uniform, name,
716 this->next_image,
717 this->record_next_image))
718 return;
719
720 for (unsigned i = uniform->opaque[shader_type].index;
721 i < MIN2(this->next_image, MAX_IMAGE_UNIFORMS);
722 i++) {
723 prog->_LinkedShaders[shader_type]->Program->sh.ImageAccess[i] = access;
724 }
725 }
726 }
727 }
728
729 void handle_subroutines(const glsl_type *base_type,
730 struct gl_uniform_storage *uniform)
731 {
732 if (base_type->is_subroutine()) {
733 uniform->opaque[shader_type].index = this->next_subroutine;
734 uniform->opaque[shader_type].active = true;
735
736 prog->_LinkedShaders[shader_type]->Program->sh.NumSubroutineUniforms++;
737
738 /* Increment the subroutine index by 1 for non-arrays and by the
739 * number of array elements for arrays.
740 */
741 this->next_subroutine += MAX2(1, uniform->array_elements);
742
743 }
744 }
745
746 virtual void set_buffer_offset(unsigned offset)
747 {
748 this->ubo_byte_offset = offset;
749 }
750
751 virtual void set_record_array_count(unsigned record_array_count)
752 {
753 this->record_array_count = record_array_count;
754 }
755
756 virtual void enter_record(const glsl_type *type, const char *,
757 bool row_major,
758 const enum glsl_interface_packing packing)
759 {
760 assert(type->is_record());
761 if (this->buffer_block_index == -1)
762 return;
763 if (packing == GLSL_INTERFACE_PACKING_STD430)
764 this->ubo_byte_offset = glsl_align(
765 this->ubo_byte_offset, type->std430_base_alignment(row_major));
766 else
767 this->ubo_byte_offset = glsl_align(
768 this->ubo_byte_offset, type->std140_base_alignment(row_major));
769 }
770
771 virtual void leave_record(const glsl_type *type, const char *,
772 bool row_major,
773 const enum glsl_interface_packing packing)
774 {
775 assert(type->is_record());
776 if (this->buffer_block_index == -1)
777 return;
778 if (packing == GLSL_INTERFACE_PACKING_STD430)
779 this->ubo_byte_offset = glsl_align(
780 this->ubo_byte_offset, type->std430_base_alignment(row_major));
781 else
782 this->ubo_byte_offset = glsl_align(
783 this->ubo_byte_offset, type->std140_base_alignment(row_major));
784 }
785
786 virtual void visit_field(const glsl_type *type, const char *name,
787 bool row_major, const glsl_type * /* record_type */,
788 const enum glsl_interface_packing packing,
789 bool /* last_field */)
790 {
791 assert(!type->without_array()->is_record());
792 assert(!type->without_array()->is_interface());
793 assert(!(type->is_array() && type->fields.array->is_array()));
794
795 unsigned id;
796 bool found = this->map->get(id, name);
797 assert(found);
798
799 if (!found)
800 return;
801
802 const glsl_type *base_type;
803 if (type->is_array()) {
804 this->uniforms[id].array_elements = type->length;
805 base_type = type->fields.array;
806 } else {
807 this->uniforms[id].array_elements = 0;
808 base_type = type;
809 }
810
811 /* Initialise opaque data */
812 this->uniforms[id].opaque[shader_type].index = ~0;
813 this->uniforms[id].opaque[shader_type].active = false;
814
815 this->uniforms[id].active_shader_mask |= 1 << shader_type;
816
817 /* This assigns uniform indices to sampler and image uniforms. */
818 handle_samplers(base_type, &this->uniforms[id], name);
819 handle_images(base_type, &this->uniforms[id], name);
820 handle_subroutines(base_type, &this->uniforms[id]);
821
822 /* For array of arrays or struct arrays the base location may have
823 * already been set so don't set it again.
824 */
825 if (buffer_block_index == -1 && current_var->data.location == -1) {
826 current_var->data.location = id;
827 }
828
829 /* If there is already storage associated with this uniform or if the
830 * uniform is set as builtin, it means that it was set while processing
831 * an earlier shader stage. For example, we may be processing the
832 * uniform in the fragment shader, but the uniform was already processed
833 * in the vertex shader.
834 */
835 if (this->uniforms[id].storage != NULL || this->uniforms[id].builtin) {
836 return;
837 }
838
839 /* Assign explicit locations. */
840 if (current_var->data.explicit_location) {
841 /* Set sequential locations for struct fields. */
842 if (current_var->type->without_array()->is_record() ||
843 current_var->type->is_array_of_arrays()) {
844 const unsigned entries = MAX2(1, this->uniforms[id].array_elements);
845 this->uniforms[id].remap_location =
846 this->explicit_location + field_counter;
847 field_counter += entries;
848 } else {
849 this->uniforms[id].remap_location = this->explicit_location;
850 }
851 } else {
852 /* Initialize to to indicate that no location is set */
853 this->uniforms[id].remap_location = UNMAPPED_UNIFORM_LOC;
854 }
855
856 this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
857 this->uniforms[id].type = base_type;
858 this->uniforms[id].num_driver_storage = 0;
859 this->uniforms[id].driver_storage = NULL;
860 this->uniforms[id].atomic_buffer_index = -1;
861 this->uniforms[id].hidden =
862 current_var->data.how_declared == ir_var_hidden;
863 this->uniforms[id].builtin = is_gl_identifier(name);
864
865 this->uniforms[id].is_shader_storage =
866 current_var->is_in_shader_storage_block();
867 this->uniforms[id].is_bindless = current_var->data.bindless;
868
869 /* Do not assign storage if the uniform is a builtin or buffer object */
870 if (!this->uniforms[id].builtin &&
871 !this->uniforms[id].is_shader_storage &&
872 this->buffer_block_index == -1)
873 this->uniforms[id].storage = this->values;
874
875 if (this->buffer_block_index != -1) {
876 this->uniforms[id].block_index = this->buffer_block_index;
877
878 unsigned alignment = type->std140_base_alignment(row_major);
879 if (packing == GLSL_INTERFACE_PACKING_STD430)
880 alignment = type->std430_base_alignment(row_major);
881 this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, alignment);
882 this->uniforms[id].offset = this->ubo_byte_offset;
883 if (packing == GLSL_INTERFACE_PACKING_STD430)
884 this->ubo_byte_offset += type->std430_size(row_major);
885 else
886 this->ubo_byte_offset += type->std140_size(row_major);
887
888 if (type->is_array()) {
889 if (packing == GLSL_INTERFACE_PACKING_STD430)
890 this->uniforms[id].array_stride =
891 type->without_array()->std430_array_stride(row_major);
892 else
893 this->uniforms[id].array_stride =
894 glsl_align(type->without_array()->std140_size(row_major),
895 16);
896 } else {
897 this->uniforms[id].array_stride = 0;
898 }
899
900 if (type->without_array()->is_matrix()) {
901 this->uniforms[id].matrix_stride =
902 link_calculate_matrix_stride(type->without_array(),
903 row_major,
904 packing);
905 this->uniforms[id].row_major = row_major;
906 } else {
907 this->uniforms[id].matrix_stride = 0;
908 this->uniforms[id].row_major = false;
909 }
910 } else {
911 this->uniforms[id].block_index = -1;
912 this->uniforms[id].offset = -1;
913 this->uniforms[id].array_stride = -1;
914 this->uniforms[id].matrix_stride = -1;
915 this->uniforms[id].row_major = false;
916 }
917
918 if (!this->uniforms[id].builtin &&
919 !this->uniforms[id].is_shader_storage &&
920 this->buffer_block_index == -1)
921 this->values += type->component_slots();
922 }
923
924 /**
925 * Current program being processed.
926 */
927 struct gl_shader_program *prog;
928
929 struct string_to_uint_map *map;
930
931 struct gl_uniform_storage *uniforms;
932 unsigned next_sampler;
933 unsigned next_bindless_sampler;
934 unsigned next_image;
935 unsigned next_bindless_image;
936 unsigned next_subroutine;
937
938 bool use_std430_as_default;
939
940 /**
941 * Field counter is used to take care that uniform structures
942 * with explicit locations get sequential locations.
943 */
944 unsigned field_counter;
945
946 /**
947 * Current variable being processed.
948 */
949 ir_variable *current_var;
950
951 /* Used to store the explicit location from current_var so that we can
952 * reuse the location field for storing the uniform slot id.
953 */
954 int explicit_location;
955
956 /* Stores total struct array elements including nested structs */
957 unsigned record_array_count;
958
959 /* Map for temporarily storing next sampler index when handling samplers in
960 * struct arrays.
961 */
962 struct string_to_uint_map *record_next_sampler;
963
964 /* Map for temporarily storing next imager index when handling images in
965 * struct arrays.
966 */
967 struct string_to_uint_map *record_next_image;
968
969 /* Map for temporarily storing next bindless sampler index when handling
970 * bindless samplers in struct arrays.
971 */
972 struct string_to_uint_map *record_next_bindless_sampler;
973
974 /* Map for temporarily storing next bindless image index when handling
975 * bindless images in struct arrays.
976 */
977 struct string_to_uint_map *record_next_bindless_image;
978
979 public:
980 union gl_constant_value *values;
981
982 gl_texture_index targets[MAX_SAMPLERS];
983
984 /**
985 * Mask of samplers used by the current shader stage.
986 */
987 unsigned shader_samplers_used;
988
989 /**
990 * Mask of samplers used by the current shader stage for shadows.
991 */
992 unsigned shader_shadow_samplers;
993
994 /**
995 * Number of bindless samplers used by the current shader stage.
996 */
997 unsigned num_bindless_samplers;
998
999 /**
1000 * Texture targets for bindless samplers used by the current stage.
1001 */
1002 gl_texture_index *bindless_targets;
1003
1004 /**
1005 * Number of bindless images used by the current shader stage.
1006 */
1007 unsigned num_bindless_images;
1008
1009 /**
1010 * Access types for bindless images used by the current stage.
1011 */
1012 GLenum *bindless_access;
1013
1014 };
1015
1016 static bool
1017 variable_is_referenced(ir_array_refcount_visitor &v, ir_variable *var)
1018 {
1019 ir_array_refcount_entry *const entry = v.get_variable_entry(var);
1020
1021 return entry->is_referenced;
1022
1023 }
1024
1025 /**
1026 * Walks the IR and update the references to uniform blocks in the
1027 * ir_variables to point at linked shader's list (previously, they
1028 * would point at the uniform block list in one of the pre-linked
1029 * shaders).
1030 */
1031 static void
1032 link_update_uniform_buffer_variables(struct gl_linked_shader *shader,
1033 unsigned stage)
1034 {
1035 ir_array_refcount_visitor v;
1036
1037 v.run(shader->ir);
1038
1039 foreach_in_list(ir_instruction, node, shader->ir) {
1040 ir_variable *const var = node->as_variable();
1041
1042 if (var == NULL || !var->is_in_buffer_block())
1043 continue;
1044
1045 assert(var->data.mode == ir_var_uniform ||
1046 var->data.mode == ir_var_shader_storage);
1047
1048 unsigned num_blocks = var->data.mode == ir_var_uniform ?
1049 shader->Program->info.num_ubos : shader->Program->info.num_ssbos;
1050 struct gl_uniform_block **blks = var->data.mode == ir_var_uniform ?
1051 shader->Program->sh.UniformBlocks :
1052 shader->Program->sh.ShaderStorageBlocks;
1053
1054 if (var->is_interface_instance()) {
1055 const ir_array_refcount_entry *const entry = v.get_variable_entry(var);
1056
1057 if (entry->is_referenced) {
1058 /* Since this is an interface instance, the instance type will be
1059 * same as the array-stripped variable type. If the variable type
1060 * is an array, then the block names will be suffixed with [0]
1061 * through [n-1]. Unlike for non-interface instances, there will
1062 * not be structure types here, so the only name sentinel that we
1063 * have to worry about is [.
1064 */
1065 assert(var->type->without_array() == var->get_interface_type());
1066 const char sentinel = var->type->is_array() ? '[' : '\0';
1067
1068 const ptrdiff_t len = strlen(var->get_interface_type()->name);
1069 for (unsigned i = 0; i < num_blocks; i++) {
1070 const char *const begin = blks[i]->Name;
1071 const char *const end = strchr(begin, sentinel);
1072
1073 if (end == NULL)
1074 continue;
1075
1076 if (len != (end - begin))
1077 continue;
1078
1079 /* Even when a match is found, do not "break" here. This could
1080 * be an array of instances, and all elements of the array need
1081 * to be marked as referenced.
1082 */
1083 if (strncmp(begin, var->get_interface_type()->name, len) == 0 &&
1084 (!var->type->is_array() ||
1085 entry->is_linearized_index_referenced(blks[i]->linearized_array_index))) {
1086 blks[i]->stageref |= 1U << stage;
1087 }
1088 }
1089 }
1090
1091 var->data.location = 0;
1092 continue;
1093 }
1094
1095 bool found = false;
1096 char sentinel = '\0';
1097
1098 if (var->type->is_record()) {
1099 sentinel = '.';
1100 } else if (var->type->is_array() && (var->type->fields.array->is_array()
1101 || var->type->without_array()->is_record())) {
1102 sentinel = '[';
1103 }
1104
1105 const unsigned l = strlen(var->name);
1106 for (unsigned i = 0; i < num_blocks; i++) {
1107 for (unsigned j = 0; j < blks[i]->NumUniforms; j++) {
1108 if (sentinel) {
1109 const char *begin = blks[i]->Uniforms[j].Name;
1110 const char *end = strchr(begin, sentinel);
1111
1112 if (end == NULL)
1113 continue;
1114
1115 if ((ptrdiff_t) l != (end - begin))
1116 continue;
1117
1118 found = strncmp(var->name, begin, l) == 0;
1119 } else {
1120 found = strcmp(var->name, blks[i]->Uniforms[j].Name) == 0;
1121 }
1122
1123 if (found) {
1124 var->data.location = j;
1125
1126 if (variable_is_referenced(v, var))
1127 blks[i]->stageref |= 1U << stage;
1128
1129 break;
1130 }
1131 }
1132
1133 if (found)
1134 break;
1135 }
1136 assert(found);
1137 }
1138 }
1139
1140 /**
1141 * Combine the hidden uniform hash map with the uniform hash map so that the
1142 * hidden uniforms will be given indicies at the end of the uniform storage
1143 * array.
1144 */
1145 static void
1146 assign_hidden_uniform_slot_id(const char *name, unsigned hidden_id,
1147 void *closure)
1148 {
1149 count_uniform_size *uniform_size = (count_uniform_size *) closure;
1150 unsigned hidden_uniform_start = uniform_size->num_active_uniforms -
1151 uniform_size->num_hidden_uniforms;
1152
1153 uniform_size->map->put(hidden_uniform_start + hidden_id, name);
1154 }
1155
1156 /**
1157 * Search through the list of empty blocks to find one that fits the current
1158 * uniform.
1159 */
1160 static int
1161 find_empty_block(struct gl_shader_program *prog,
1162 struct gl_uniform_storage *uniform)
1163 {
1164 const unsigned entries = MAX2(1, uniform->array_elements);
1165
1166 foreach_list_typed(struct empty_uniform_block, block, link,
1167 &prog->EmptyUniformLocations) {
1168 /* Found a block with enough slots to fit the uniform */
1169 if (block->slots == entries) {
1170 unsigned start = block->start;
1171 exec_node_remove(&block->link);
1172 ralloc_free(block);
1173
1174 return start;
1175 /* Found a block with more slots than needed. It can still be used. */
1176 } else if (block->slots > entries) {
1177 unsigned start = block->start;
1178 block->start += entries;
1179 block->slots -= entries;
1180
1181 return start;
1182 }
1183 }
1184
1185 return -1;
1186 }
1187
1188 static void
1189 link_setup_uniform_remap_tables(struct gl_context *ctx,
1190 struct gl_shader_program *prog)
1191 {
1192 unsigned total_entries = prog->NumExplicitUniformLocations;
1193 unsigned empty_locs = prog->NumUniformRemapTable - total_entries;
1194
1195 /* Reserve all the explicit locations of the active uniforms. */
1196 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1197 if (prog->data->UniformStorage[i].type->is_subroutine() ||
1198 prog->data->UniformStorage[i].is_shader_storage)
1199 continue;
1200
1201 if (prog->data->UniformStorage[i].remap_location !=
1202 UNMAPPED_UNIFORM_LOC) {
1203 /* How many new entries for this uniform? */
1204 const unsigned entries =
1205 MAX2(1, prog->data->UniformStorage[i].array_elements);
1206
1207 /* Set remap table entries point to correct gl_uniform_storage. */
1208 for (unsigned j = 0; j < entries; j++) {
1209 unsigned element_loc =
1210 prog->data->UniformStorage[i].remap_location + j;
1211 assert(prog->UniformRemapTable[element_loc] ==
1212 INACTIVE_UNIFORM_EXPLICIT_LOCATION);
1213 prog->UniformRemapTable[element_loc] =
1214 &prog->data->UniformStorage[i];
1215 }
1216 }
1217 }
1218
1219 /* Reserve locations for rest of the uniforms. */
1220 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1221
1222 if (prog->data->UniformStorage[i].type->is_subroutine() ||
1223 prog->data->UniformStorage[i].is_shader_storage)
1224 continue;
1225
1226 /* Built-in uniforms should not get any location. */
1227 if (prog->data->UniformStorage[i].builtin)
1228 continue;
1229
1230 /* Explicit ones have been set already. */
1231 if (prog->data->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
1232 continue;
1233
1234 /* how many new entries for this uniform? */
1235 const unsigned entries =
1236 MAX2(1, prog->data->UniformStorage[i].array_elements);
1237
1238 /* Find UniformRemapTable for empty blocks where we can fit this uniform. */
1239 int chosen_location = -1;
1240
1241 if (empty_locs)
1242 chosen_location = find_empty_block(prog, &prog->data->UniformStorage[i]);
1243
1244 /* Add new entries to the total amount of entries. */
1245 total_entries += entries;
1246
1247 if (chosen_location != -1) {
1248 empty_locs -= entries;
1249 } else {
1250 chosen_location = prog->NumUniformRemapTable;
1251
1252 /* resize remap table to fit new entries */
1253 prog->UniformRemapTable =
1254 reralloc(prog,
1255 prog->UniformRemapTable,
1256 gl_uniform_storage *,
1257 prog->NumUniformRemapTable + entries);
1258 prog->NumUniformRemapTable += entries;
1259 }
1260
1261 /* set pointers for this uniform */
1262 for (unsigned j = 0; j < entries; j++)
1263 prog->UniformRemapTable[chosen_location + j] =
1264 &prog->data->UniformStorage[i];
1265
1266 /* set the base location in remap table for the uniform */
1267 prog->data->UniformStorage[i].remap_location = chosen_location;
1268 }
1269
1270 /* Verify that total amount of entries for explicit and implicit locations
1271 * is less than MAX_UNIFORM_LOCATIONS.
1272 */
1273
1274 if (total_entries > ctx->Const.MaxUserAssignableUniformLocations) {
1275 linker_error(prog, "count of uniform locations > MAX_UNIFORM_LOCATIONS"
1276 "(%u > %u)", total_entries,
1277 ctx->Const.MaxUserAssignableUniformLocations);
1278 }
1279
1280 /* Reserve all the explicit locations of the active subroutine uniforms. */
1281 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1282 if (!prog->data->UniformStorage[i].type->is_subroutine())
1283 continue;
1284
1285 if (prog->data->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
1286 continue;
1287
1288 /* How many new entries for this uniform? */
1289 const unsigned entries =
1290 MAX2(1, prog->data->UniformStorage[i].array_elements);
1291
1292 unsigned mask = prog->data->linked_stages;
1293 while (mask) {
1294 const int j = u_bit_scan(&mask);
1295 struct gl_program *p = prog->_LinkedShaders[j]->Program;
1296
1297 if (!prog->data->UniformStorage[i].opaque[j].active)
1298 continue;
1299
1300 /* Set remap table entries point to correct gl_uniform_storage. */
1301 for (unsigned k = 0; k < entries; k++) {
1302 unsigned element_loc =
1303 prog->data->UniformStorage[i].remap_location + k;
1304 assert(p->sh.SubroutineUniformRemapTable[element_loc] ==
1305 INACTIVE_UNIFORM_EXPLICIT_LOCATION);
1306 p->sh.SubroutineUniformRemapTable[element_loc] =
1307 &prog->data->UniformStorage[i];
1308 }
1309 }
1310 }
1311
1312 /* reserve subroutine locations */
1313 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1314 if (!prog->data->UniformStorage[i].type->is_subroutine())
1315 continue;
1316
1317 if (prog->data->UniformStorage[i].remap_location !=
1318 UNMAPPED_UNIFORM_LOC)
1319 continue;
1320
1321 const unsigned entries =
1322 MAX2(1, prog->data->UniformStorage[i].array_elements);
1323
1324 unsigned mask = prog->data->linked_stages;
1325 while (mask) {
1326 const int j = u_bit_scan(&mask);
1327 struct gl_program *p = prog->_LinkedShaders[j]->Program;
1328
1329 if (!prog->data->UniformStorage[i].opaque[j].active)
1330 continue;
1331
1332 p->sh.SubroutineUniformRemapTable =
1333 reralloc(p,
1334 p->sh.SubroutineUniformRemapTable,
1335 gl_uniform_storage *,
1336 p->sh.NumSubroutineUniformRemapTable + entries);
1337
1338 for (unsigned k = 0; k < entries; k++) {
1339 p->sh.SubroutineUniformRemapTable[p->sh.NumSubroutineUniformRemapTable + k] =
1340 &prog->data->UniformStorage[i];
1341 }
1342 prog->data->UniformStorage[i].remap_location =
1343 p->sh.NumSubroutineUniformRemapTable;
1344 p->sh.NumSubroutineUniformRemapTable += entries;
1345 }
1346 }
1347 }
1348
1349 static void
1350 link_assign_uniform_storage(struct gl_context *ctx,
1351 struct gl_shader_program *prog,
1352 const unsigned num_data_slots)
1353 {
1354 /* On the outside chance that there were no uniforms, bail out.
1355 */
1356 if (prog->data->NumUniformStorage == 0)
1357 return;
1358
1359 unsigned int boolean_true = ctx->Const.UniformBooleanTrue;
1360
1361 union gl_constant_value *data;
1362 if (prog->data->UniformStorage == NULL) {
1363 prog->data->UniformStorage = rzalloc_array(prog->data,
1364 struct gl_uniform_storage,
1365 prog->data->NumUniformStorage);
1366 data = rzalloc_array(prog->data->UniformStorage,
1367 union gl_constant_value, num_data_slots);
1368 prog->data->UniformDataDefaults =
1369 rzalloc_array(prog->data->UniformStorage,
1370 union gl_constant_value, num_data_slots);
1371 } else {
1372 data = prog->data->UniformDataSlots;
1373 }
1374
1375 #ifndef NDEBUG
1376 union gl_constant_value *data_end = &data[num_data_slots];
1377 #endif
1378
1379 parcel_out_uniform_storage parcel(prog, prog->UniformHash,
1380 prog->data->UniformStorage, data,
1381 ctx->Const.UseSTD430AsDefaultPacking);
1382
1383 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
1384 struct gl_linked_shader *shader = prog->_LinkedShaders[i];
1385
1386 if (!shader)
1387 continue;
1388
1389 parcel.start_shader((gl_shader_stage)i);
1390
1391 foreach_in_list(ir_instruction, node, shader->ir) {
1392 ir_variable *const var = node->as_variable();
1393
1394 if ((var == NULL) || (var->data.mode != ir_var_uniform &&
1395 var->data.mode != ir_var_shader_storage))
1396 continue;
1397
1398 parcel.set_and_process(var);
1399 }
1400
1401 shader->Program->SamplersUsed = parcel.shader_samplers_used;
1402 shader->shadow_samplers = parcel.shader_shadow_samplers;
1403
1404 if (parcel.num_bindless_samplers > 0) {
1405 shader->Program->sh.NumBindlessSamplers = parcel.num_bindless_samplers;
1406 shader->Program->sh.BindlessSamplers =
1407 rzalloc_array(shader->Program, gl_bindless_sampler,
1408 parcel.num_bindless_samplers);
1409 for (unsigned j = 0; j < parcel.num_bindless_samplers; j++) {
1410 shader->Program->sh.BindlessSamplers[j].target =
1411 parcel.bindless_targets[j];
1412 }
1413 }
1414
1415 if (parcel.num_bindless_images > 0) {
1416 shader->Program->sh.NumBindlessImages = parcel.num_bindless_images;
1417 shader->Program->sh.BindlessImages =
1418 rzalloc_array(shader->Program, gl_bindless_image,
1419 parcel.num_bindless_images);
1420 for (unsigned j = 0; j < parcel.num_bindless_images; j++) {
1421 shader->Program->sh.BindlessImages[j].access =
1422 parcel.bindless_access[j];
1423 }
1424 }
1425
1426 STATIC_ASSERT(ARRAY_SIZE(shader->Program->sh.SamplerTargets) ==
1427 ARRAY_SIZE(parcel.targets));
1428 for (unsigned j = 0; j < ARRAY_SIZE(parcel.targets); j++)
1429 shader->Program->sh.SamplerTargets[j] = parcel.targets[j];
1430 }
1431
1432 #ifndef NDEBUG
1433 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1434 assert(prog->data->UniformStorage[i].storage != NULL ||
1435 prog->data->UniformStorage[i].builtin ||
1436 prog->data->UniformStorage[i].is_shader_storage ||
1437 prog->data->UniformStorage[i].block_index != -1);
1438 }
1439
1440 assert(parcel.values == data_end);
1441 #endif
1442
1443 link_setup_uniform_remap_tables(ctx, prog);
1444
1445 /* Set shader cache fields */
1446 prog->data->NumUniformDataSlots = num_data_slots;
1447 prog->data->UniformDataSlots = data;
1448
1449 link_set_uniform_initializers(prog, boolean_true);
1450 }
1451
1452 void
1453 link_assign_uniform_locations(struct gl_shader_program *prog,
1454 struct gl_context *ctx)
1455 {
1456 ralloc_free(prog->data->UniformStorage);
1457 prog->data->UniformStorage = NULL;
1458 prog->data->NumUniformStorage = 0;
1459
1460 if (prog->UniformHash != NULL) {
1461 prog->UniformHash->clear();
1462 } else {
1463 prog->UniformHash = new string_to_uint_map;
1464 }
1465
1466 /* First pass: Count the uniform resources used by the user-defined
1467 * uniforms. While this happens, each active uniform will have an index
1468 * assigned to it.
1469 *
1470 * Note: this is *NOT* the index that is returned to the application by
1471 * glGetUniformLocation.
1472 */
1473 struct string_to_uint_map *hiddenUniforms = new string_to_uint_map;
1474 count_uniform_size uniform_size(prog->UniformHash, hiddenUniforms,
1475 ctx->Const.UseSTD430AsDefaultPacking);
1476 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
1477 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
1478
1479 if (sh == NULL)
1480 continue;
1481
1482 link_update_uniform_buffer_variables(sh, i);
1483
1484 /* Reset various per-shader target counts.
1485 */
1486 uniform_size.start_shader();
1487
1488 foreach_in_list(ir_instruction, node, sh->ir) {
1489 ir_variable *const var = node->as_variable();
1490
1491 if ((var == NULL) || (var->data.mode != ir_var_uniform &&
1492 var->data.mode != ir_var_shader_storage))
1493 continue;
1494
1495 uniform_size.process(var);
1496 }
1497
1498 sh->Program->info.num_textures = uniform_size.num_shader_samplers;
1499 sh->Program->info.num_images = uniform_size.num_shader_images;
1500 sh->num_uniform_components = uniform_size.num_shader_uniform_components;
1501 sh->num_combined_uniform_components = sh->num_uniform_components;
1502
1503 for (unsigned i = 0; i < sh->Program->info.num_ubos; i++) {
1504 sh->num_combined_uniform_components +=
1505 sh->Program->sh.UniformBlocks[i]->UniformBufferSize / 4;
1506 }
1507 }
1508
1509 prog->data->NumUniformStorage = uniform_size.num_active_uniforms;
1510 prog->data->NumHiddenUniforms = uniform_size.num_hidden_uniforms;
1511
1512 /* assign hidden uniforms a slot id */
1513 hiddenUniforms->iterate(assign_hidden_uniform_slot_id, &uniform_size);
1514 delete hiddenUniforms;
1515
1516 link_assign_uniform_storage(ctx, prog, uniform_size.num_values);
1517 }