nir/vtn: Use return type rather than image type for tex ops
[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
32 #include "main/mtypes.h"
33 #include "util/strndup.h"
34
35 /**
36 * \file link_uniforms.cpp
37 * Assign locations for GLSL uniforms.
38 *
39 * \author Ian Romanick <ian.d.romanick@intel.com>
40 */
41
42 /**
43 * Used by linker to indicate uniforms that have no location set.
44 */
45 #define UNMAPPED_UNIFORM_LOC ~0u
46
47 static char*
48 get_top_level_name(const char *name)
49 {
50 const char *first_dot = strchr(name, '.');
51 const char *first_square_bracket = strchr(name, '[');
52 int name_size = 0;
53
54 /* The ARB_program_interface_query spec says:
55 *
56 * "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying
57 * the number of active array elements of the top-level shader storage
58 * block member containing to the active variable is written to
59 * <params>. If the top-level block member is not declared as an
60 * array, the value one is written to <params>. If the top-level block
61 * member is an array with no declared size, the value zero is written
62 * to <params>."
63 */
64
65 /* The buffer variable is on top level.*/
66 if (!first_square_bracket && !first_dot)
67 name_size = strlen(name);
68 else if ((!first_square_bracket ||
69 (first_dot && first_dot < first_square_bracket)))
70 name_size = first_dot - name;
71 else
72 name_size = first_square_bracket - name;
73
74 return strndup(name, name_size);
75 }
76
77 static char*
78 get_var_name(const char *name)
79 {
80 const char *first_dot = strchr(name, '.');
81
82 if (!first_dot)
83 return strdup(name);
84
85 return strndup(first_dot+1, strlen(first_dot) - 1);
86 }
87
88 static bool
89 is_top_level_shader_storage_block_member(const char* name,
90 const char* interface_name,
91 const char* field_name)
92 {
93 bool result = false;
94
95 /* If the given variable is already a top-level shader storage
96 * block member, then return array_size = 1.
97 * We could have two possibilities: if we have an instanced
98 * shader storage block or not instanced.
99 *
100 * For the first, we check create a name as it was in top level and
101 * compare it with the real name. If they are the same, then
102 * the variable is already at top-level.
103 *
104 * Full instanced name is: interface name + '.' + var name +
105 * NULL character
106 */
107 int name_length = strlen(interface_name) + 1 + strlen(field_name) + 1;
108 char *full_instanced_name = (char *) calloc(name_length, sizeof(char));
109 if (!full_instanced_name) {
110 fprintf(stderr, "%s: Cannot allocate space for name\n", __func__);
111 return false;
112 }
113
114 snprintf(full_instanced_name, name_length, "%s.%s",
115 interface_name, field_name);
116
117 /* Check if its top-level shader storage block member of an
118 * instanced interface block, or of a unnamed interface block.
119 */
120 if (strcmp(name, full_instanced_name) == 0 ||
121 strcmp(name, field_name) == 0)
122 result = true;
123
124 free(full_instanced_name);
125 return result;
126 }
127
128 static int
129 get_array_size(struct gl_uniform_storage *uni, const glsl_struct_field *field,
130 char *interface_name, char *var_name)
131 {
132 /* The ARB_program_interface_query spec says:
133 *
134 * "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying
135 * the number of active array elements of the top-level shader storage
136 * block member containing to the active variable is written to
137 * <params>. If the top-level block member is not declared as an
138 * array, the value one is written to <params>. If the top-level block
139 * member is an array with no declared size, the value zero is written
140 * to <params>."
141 */
142 if (is_top_level_shader_storage_block_member(uni->name,
143 interface_name,
144 var_name))
145 return 1;
146 else if (field->type->is_array())
147 return field->type->length;
148
149 return 1;
150 }
151
152 static int
153 get_array_stride(struct gl_uniform_storage *uni, const glsl_type *iface,
154 const glsl_struct_field *field, char *interface_name,
155 char *var_name, bool use_std430_as_default)
156 {
157 /* The ARB_program_interface_query spec says:
158 *
159 * "For the property TOP_LEVEL_ARRAY_STRIDE, a single integer
160 * identifying the stride between array elements of the top-level
161 * shader storage block member containing the active variable is
162 * written to <params>. For top-level block members declared as
163 * arrays, the value written is the difference, in basic machine units,
164 * between the offsets of the active variable for consecutive elements
165 * in the top-level array. For top-level block members not declared as
166 * an array, zero is written to <params>."
167 */
168 if (field->type->is_array()) {
169 const enum glsl_matrix_layout matrix_layout =
170 glsl_matrix_layout(field->matrix_layout);
171 bool row_major = matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
172 const glsl_type *array_type = field->type->fields.array;
173
174 if (is_top_level_shader_storage_block_member(uni->name,
175 interface_name,
176 var_name))
177 return 0;
178
179 if (GLSL_INTERFACE_PACKING_STD140 ==
180 iface->get_internal_ifc_packing(use_std430_as_default)) {
181 if (array_type->is_struct() || array_type->is_array())
182 return glsl_align(array_type->std140_size(row_major), 16);
183 else
184 return MAX2(array_type->std140_base_alignment(row_major), 16);
185 } else {
186 return array_type->std430_array_stride(row_major);
187 }
188 }
189 return 0;
190 }
191
192 static void
193 calculate_array_size_and_stride(struct gl_shader_program *shProg,
194 struct gl_uniform_storage *uni,
195 bool use_std430_as_default)
196 {
197 if (!uni->is_shader_storage)
198 return;
199
200 int block_index = uni->block_index;
201 int array_size = -1;
202 int array_stride = -1;
203 char *var_name = get_top_level_name(uni->name);
204 char *interface_name =
205 get_top_level_name(uni->is_shader_storage ?
206 shProg->data->ShaderStorageBlocks[block_index].Name :
207 shProg->data->UniformBlocks[block_index].Name);
208
209 if (strcmp(var_name, interface_name) == 0) {
210 /* Deal with instanced array of SSBOs */
211 char *temp_name = get_var_name(uni->name);
212 if (!temp_name) {
213 linker_error(shProg, "Out of memory during linking.\n");
214 goto write_top_level_array_size_and_stride;
215 }
216 free(var_name);
217 var_name = get_top_level_name(temp_name);
218 free(temp_name);
219 if (!var_name) {
220 linker_error(shProg, "Out of memory during linking.\n");
221 goto write_top_level_array_size_and_stride;
222 }
223 }
224
225 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
226 const gl_linked_shader *sh = shProg->_LinkedShaders[i];
227 if (sh == NULL)
228 continue;
229
230 foreach_in_list(ir_instruction, node, sh->ir) {
231 ir_variable *var = node->as_variable();
232 if (!var || !var->get_interface_type() ||
233 var->data.mode != ir_var_shader_storage)
234 continue;
235
236 const glsl_type *iface = var->get_interface_type();
237
238 if (strcmp(interface_name, iface->name) != 0)
239 continue;
240
241 for (unsigned i = 0; i < iface->length; i++) {
242 const glsl_struct_field *field = &iface->fields.structure[i];
243 if (strcmp(field->name, var_name) != 0)
244 continue;
245
246 array_stride = get_array_stride(uni, iface, field, interface_name,
247 var_name, use_std430_as_default);
248 array_size = get_array_size(uni, field, interface_name, var_name);
249 goto write_top_level_array_size_and_stride;
250 }
251 }
252 }
253 write_top_level_array_size_and_stride:
254 free(interface_name);
255 free(var_name);
256 uni->top_level_array_stride = array_stride;
257 uni->top_level_array_size = array_size;
258 }
259
260 void
261 program_resource_visitor::process(const glsl_type *type, const char *name,
262 bool use_std430_as_default)
263 {
264 assert(type->without_array()->is_struct()
265 || type->without_array()->is_interface());
266
267 unsigned record_array_count = 1;
268 char *name_copy = ralloc_strdup(NULL, name);
269
270 enum glsl_interface_packing packing =
271 type->get_internal_ifc_packing(use_std430_as_default);
272
273 recursion(type, &name_copy, strlen(name), false, NULL, packing, false,
274 record_array_count, NULL);
275 ralloc_free(name_copy);
276 }
277
278 void
279 program_resource_visitor::process(ir_variable *var, bool use_std430_as_default)
280 {
281 const glsl_type *t =
282 var->data.from_named_ifc_block ? var->get_interface_type() : var->type;
283 process(var, t, use_std430_as_default);
284 }
285
286 void
287 program_resource_visitor::process(ir_variable *var, const glsl_type *var_type,
288 bool use_std430_as_default)
289 {
290 unsigned record_array_count = 1;
291 const bool row_major =
292 var->data.matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
293
294 enum glsl_interface_packing packing = var->get_interface_type() ?
295 var->get_interface_type()->
296 get_internal_ifc_packing(use_std430_as_default) :
297 var->type->get_internal_ifc_packing(use_std430_as_default);
298
299 const glsl_type *t = var_type;
300 const glsl_type *t_without_array = t->without_array();
301
302 /* false is always passed for the row_major parameter to the other
303 * processing functions because no information is available to do
304 * otherwise. See the warning in linker.h.
305 */
306 if (t_without_array->is_struct() ||
307 (t->is_array() && t->fields.array->is_array())) {
308 char *name = ralloc_strdup(NULL, var->name);
309 recursion(var->type, &name, strlen(name), row_major, NULL, packing,
310 false, record_array_count, NULL);
311 ralloc_free(name);
312 } else if (t_without_array->is_interface()) {
313 char *name = ralloc_strdup(NULL, t_without_array->name);
314 const glsl_struct_field *ifc_member = var->data.from_named_ifc_block ?
315 &t_without_array->
316 fields.structure[t_without_array->field_index(var->name)] : NULL;
317
318 recursion(t, &name, strlen(name), row_major, NULL, packing,
319 false, record_array_count, ifc_member);
320 ralloc_free(name);
321 } else {
322 this->set_record_array_count(record_array_count);
323 this->visit_field(t, var->name, row_major, NULL, packing, false);
324 }
325 }
326
327 void
328 program_resource_visitor::recursion(const glsl_type *t, char **name,
329 size_t name_length, bool row_major,
330 const glsl_type *record_type,
331 const enum glsl_interface_packing packing,
332 bool last_field,
333 unsigned record_array_count,
334 const glsl_struct_field *named_ifc_member)
335 {
336 /* Records need to have each field processed individually.
337 *
338 * Arrays of records need to have each array element processed
339 * individually, then each field of the resulting array elements processed
340 * individually.
341 */
342 if (t->is_interface() && named_ifc_member) {
343 ralloc_asprintf_rewrite_tail(name, &name_length, ".%s",
344 named_ifc_member->name);
345 recursion(named_ifc_member->type, name, name_length, row_major, NULL,
346 packing, false, record_array_count, NULL);
347 } else if (t->is_struct() || t->is_interface()) {
348 if (record_type == NULL && t->is_struct())
349 record_type = t;
350
351 if (t->is_struct())
352 this->enter_record(t, *name, row_major, packing);
353
354 for (unsigned i = 0; i < t->length; i++) {
355 const char *field = t->fields.structure[i].name;
356 size_t new_length = name_length;
357
358 if (t->is_interface() && t->fields.structure[i].offset != -1)
359 this->set_buffer_offset(t->fields.structure[i].offset);
360
361 /* Append '.field' to the current variable name. */
362 if (name_length == 0) {
363 ralloc_asprintf_rewrite_tail(name, &new_length, "%s", field);
364 } else {
365 ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
366 }
367
368 /* The layout of structures at the top level of the block is set
369 * during parsing. For matrices contained in multiple levels of
370 * structures in the block, the inner structures have no layout.
371 * These cases must potentially inherit the layout from the outer
372 * levels.
373 */
374 bool field_row_major = row_major;
375 const enum glsl_matrix_layout matrix_layout =
376 glsl_matrix_layout(t->fields.structure[i].matrix_layout);
377 if (matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
378 field_row_major = true;
379 } else if (matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
380 field_row_major = false;
381 }
382
383 recursion(t->fields.structure[i].type, name, new_length,
384 field_row_major,
385 record_type,
386 packing,
387 (i + 1) == t->length, record_array_count, NULL);
388
389 /* Only the first leaf-field of the record gets called with the
390 * record type pointer.
391 */
392 record_type = NULL;
393 }
394
395 if (t->is_struct()) {
396 (*name)[name_length] = '\0';
397 this->leave_record(t, *name, row_major, packing);
398 }
399 } else if (t->without_array()->is_struct() ||
400 t->without_array()->is_interface() ||
401 (t->is_array() && t->fields.array->is_array())) {
402 if (record_type == NULL && t->fields.array->is_struct())
403 record_type = t->fields.array;
404
405 unsigned length = t->length;
406
407 /* Shader storage block unsized arrays: add subscript [0] to variable
408 * names.
409 */
410 if (t->is_unsized_array())
411 length = 1;
412
413 record_array_count *= length;
414
415 for (unsigned i = 0; i < length; i++) {
416 size_t new_length = name_length;
417
418 /* Append the subscript to the current variable name */
419 ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
420
421 recursion(t->fields.array, name, new_length, row_major,
422 record_type,
423 packing,
424 (i + 1) == t->length, record_array_count,
425 named_ifc_member);
426
427 /* Only the first leaf-field of the record gets called with the
428 * record type pointer.
429 */
430 record_type = NULL;
431 }
432 } else {
433 this->set_record_array_count(record_array_count);
434 this->visit_field(t, *name, row_major, record_type, packing, last_field);
435 }
436 }
437
438 void
439 program_resource_visitor::enter_record(const glsl_type *, const char *, bool,
440 const enum glsl_interface_packing)
441 {
442 }
443
444 void
445 program_resource_visitor::leave_record(const glsl_type *, const char *, bool,
446 const enum glsl_interface_packing)
447 {
448 }
449
450 void
451 program_resource_visitor::set_buffer_offset(unsigned)
452 {
453 }
454
455 void
456 program_resource_visitor::set_record_array_count(unsigned)
457 {
458 }
459
460 namespace {
461
462 /**
463 * Class to help calculate the storage requirements for a set of uniforms
464 *
465 * As uniforms are added to the active set the number of active uniforms and
466 * the storage requirements for those uniforms are accumulated. The active
467 * uniforms are added to the hash table supplied to the constructor.
468 *
469 * If the same uniform is added multiple times (i.e., once for each shader
470 * target), it will only be accounted once.
471 */
472 class count_uniform_size : public program_resource_visitor {
473 public:
474 count_uniform_size(struct string_to_uint_map *map,
475 struct string_to_uint_map *hidden_map,
476 bool use_std430_as_default)
477 : num_active_uniforms(0), num_hidden_uniforms(0), num_values(0),
478 num_shader_samplers(0), num_shader_images(0),
479 num_shader_uniform_components(0), num_shader_subroutines(0),
480 is_buffer_block(false), is_shader_storage(false), map(map),
481 hidden_map(hidden_map), current_var(NULL),
482 use_std430_as_default(use_std430_as_default)
483 {
484 /* empty */
485 }
486
487 void start_shader()
488 {
489 this->num_shader_samplers = 0;
490 this->num_shader_images = 0;
491 this->num_shader_uniform_components = 0;
492 this->num_shader_subroutines = 0;
493 }
494
495 void process(ir_variable *var)
496 {
497 this->current_var = var;
498 this->is_buffer_block = var->is_in_buffer_block();
499 this->is_shader_storage = var->is_in_shader_storage_block();
500 if (var->is_interface_instance())
501 program_resource_visitor::process(var->get_interface_type(),
502 var->get_interface_type()->name,
503 use_std430_as_default);
504 else
505 program_resource_visitor::process(var, use_std430_as_default);
506 }
507
508 /**
509 * Total number of active uniforms counted
510 */
511 unsigned num_active_uniforms;
512
513 unsigned num_hidden_uniforms;
514
515 /**
516 * Number of data values required to back the storage for the active uniforms
517 */
518 unsigned num_values;
519
520 /**
521 * Number of samplers used
522 */
523 unsigned num_shader_samplers;
524
525 /**
526 * Number of images used
527 */
528 unsigned num_shader_images;
529
530 /**
531 * Number of uniforms used in the current shader
532 */
533 unsigned num_shader_uniform_components;
534
535 /**
536 * Number of subroutine uniforms used
537 */
538 unsigned num_shader_subroutines;
539
540 bool is_buffer_block;
541 bool is_shader_storage;
542
543 struct string_to_uint_map *map;
544
545 private:
546 virtual void visit_field(const glsl_type *type, const char *name,
547 bool /* row_major */,
548 const glsl_type * /* record_type */,
549 const enum glsl_interface_packing,
550 bool /* last_field */)
551 {
552 assert(!type->without_array()->is_struct());
553 assert(!type->without_array()->is_interface());
554 assert(!(type->is_array() && type->fields.array->is_array()));
555
556 /* Count the number of samplers regardless of whether the uniform is
557 * already in the hash table. The hash table prevents adding the same
558 * uniform for multiple shader targets, but in this case we want to
559 * count it for each shader target.
560 */
561 const unsigned values = type->component_slots();
562 if (type->contains_subroutine()) {
563 this->num_shader_subroutines += values;
564 } else if (type->contains_sampler() && !current_var->data.bindless) {
565 /* Samplers (bound or bindless) are counted as two components as
566 * specified by ARB_bindless_texture. */
567 this->num_shader_samplers += values / 2;
568 } else if (type->contains_image() && !current_var->data.bindless) {
569 /* Images (bound or bindless) are counted as two components as
570 * specified by ARB_bindless_texture. */
571 this->num_shader_images += values / 2;
572
573 /* As drivers are likely to represent image uniforms as
574 * scalar indices, count them against the limit of uniform
575 * components in the default block. The spec allows image
576 * uniforms to use up no more than one scalar slot.
577 */
578 if (!is_shader_storage)
579 this->num_shader_uniform_components += values;
580 } else {
581 /* Accumulate the total number of uniform slots used by this shader.
582 * Note that samplers do not count against this limit because they
583 * don't use any storage on current hardware.
584 */
585 if (!is_buffer_block)
586 this->num_shader_uniform_components += values;
587 }
588
589 /* If the uniform is already in the map, there's nothing more to do.
590 */
591 unsigned id;
592 if (this->map->get(id, name))
593 return;
594
595 if (this->current_var->data.how_declared == ir_var_hidden) {
596 this->hidden_map->put(this->num_hidden_uniforms, name);
597 this->num_hidden_uniforms++;
598 } else {
599 this->map->put(this->num_active_uniforms-this->num_hidden_uniforms,
600 name);
601 }
602
603 /* Each leaf uniform occupies one entry in the list of active
604 * uniforms.
605 */
606 this->num_active_uniforms++;
607
608 if(!is_gl_identifier(name) && !is_shader_storage && !is_buffer_block)
609 this->num_values += values;
610 }
611
612 struct string_to_uint_map *hidden_map;
613
614 /**
615 * Current variable being processed.
616 */
617 ir_variable *current_var;
618
619 bool use_std430_as_default;
620 };
621
622 } /* anonymous namespace */
623
624 unsigned
625 link_calculate_matrix_stride(const glsl_type *matrix, bool row_major,
626 enum glsl_interface_packing packing)
627 {
628 const unsigned N = matrix->is_double() ? 8 : 4;
629 const unsigned items =
630 row_major ? matrix->matrix_columns : matrix->vector_elements;
631
632 assert(items <= 4);
633
634 /* Matrix stride for std430 mat2xY matrices are not rounded up to
635 * vec4 size.
636 *
637 * Section 7.6.2.2 "Standard Uniform Block Layout" of the OpenGL 4.3 spec
638 * says:
639 *
640 * 2. If the member is a two- or four-component vector with components
641 * consuming N basic machine units, the base alignment is 2N or 4N,
642 * respectively.
643 * ...
644 * 4. If the member is an array of scalars or vectors, the base
645 * alignment and array stride are set to match the base alignment of
646 * a single array element, according to rules (1), (2), and (3), and
647 * rounded up to the base alignment of a vec4.
648 * ...
649 * 7. If the member is a row-major matrix with C columns and R rows, the
650 * matrix is stored identically to an array of R row vectors with C
651 * components each, according to rule (4).
652 * ...
653 *
654 * When using the std430 storage layout, shader storage blocks will be
655 * laid out in buffer storage identically to uniform and shader storage
656 * blocks using the std140 layout, except that the base alignment and
657 * stride of arrays of scalars and vectors in rule 4 and of structures
658 * in rule 9 are not rounded up a multiple of the base alignment of a
659 * vec4.
660 */
661 return packing == GLSL_INTERFACE_PACKING_STD430
662 ? (items < 3 ? items * N : glsl_align(items * N, 16))
663 : glsl_align(items * N, 16);
664 }
665
666 /**
667 * Class to help parcel out pieces of backing storage to uniforms
668 *
669 * Each uniform processed has some range of the \c gl_constant_value
670 * structures associated with it. The association is done by finding
671 * the uniform in the \c string_to_uint_map and using the value from
672 * the map to connect that slot in the \c gl_uniform_storage table
673 * with the next available slot in the \c gl_constant_value array.
674 *
675 * \warning
676 * This class assumes that every uniform that will be processed is
677 * already in the \c string_to_uint_map. In addition, it assumes that
678 * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
679 * enough."
680 */
681 class parcel_out_uniform_storage : public program_resource_visitor {
682 public:
683 parcel_out_uniform_storage(struct gl_shader_program *prog,
684 struct string_to_uint_map *map,
685 struct gl_uniform_storage *uniforms,
686 union gl_constant_value *values,
687 bool use_std430_as_default)
688 : prog(prog), map(map), uniforms(uniforms),
689 use_std430_as_default(use_std430_as_default), values(values),
690 bindless_targets(NULL), bindless_access(NULL),
691 shader_storage_blocks_write_access(0)
692 {
693 }
694
695 virtual ~parcel_out_uniform_storage()
696 {
697 free(this->bindless_targets);
698 free(this->bindless_access);
699 }
700
701 void start_shader(gl_shader_stage shader_type)
702 {
703 assert(shader_type < MESA_SHADER_STAGES);
704 this->shader_type = shader_type;
705
706 this->shader_samplers_used = 0;
707 this->shader_shadow_samplers = 0;
708 this->next_sampler = 0;
709 this->next_image = 0;
710 this->next_subroutine = 0;
711 this->record_array_count = 1;
712 memset(this->targets, 0, sizeof(this->targets));
713
714 this->num_bindless_samplers = 0;
715 this->next_bindless_sampler = 0;
716 free(this->bindless_targets);
717 this->bindless_targets = NULL;
718
719 this->num_bindless_images = 0;
720 this->next_bindless_image = 0;
721 free(this->bindless_access);
722 this->bindless_access = NULL;
723 this->shader_storage_blocks_write_access = 0;
724 }
725
726 void set_and_process(ir_variable *var)
727 {
728 current_var = var;
729 field_counter = 0;
730 this->record_next_sampler = new string_to_uint_map;
731 this->record_next_bindless_sampler = new string_to_uint_map;
732 this->record_next_image = new string_to_uint_map;
733 this->record_next_bindless_image = new string_to_uint_map;
734
735 buffer_block_index = -1;
736 if (var->is_in_buffer_block()) {
737 struct gl_uniform_block *blks = var->is_in_shader_storage_block() ?
738 prog->data->ShaderStorageBlocks : prog->data->UniformBlocks;
739 unsigned num_blks = var->is_in_shader_storage_block() ?
740 prog->data->NumShaderStorageBlocks : prog->data->NumUniformBlocks;
741 bool is_interface_array =
742 var->is_interface_instance() && var->type->is_array();
743
744 if (is_interface_array) {
745 unsigned l = strlen(var->get_interface_type()->name);
746
747 for (unsigned i = 0; i < num_blks; i++) {
748 if (strncmp(var->get_interface_type()->name, blks[i].Name, l)
749 == 0 && blks[i].Name[l] == '[') {
750 buffer_block_index = i;
751 break;
752 }
753 }
754 } else {
755 for (unsigned i = 0; i < num_blks; i++) {
756 if (strcmp(var->get_interface_type()->name, blks[i].Name) == 0) {
757 buffer_block_index = i;
758 break;
759 }
760 }
761 }
762 assert(buffer_block_index != -1);
763
764 if (var->is_in_shader_storage_block() &&
765 !var->data.memory_read_only) {
766 unsigned array_size = is_interface_array ?
767 var->type->array_size() : 1;
768
769 STATIC_ASSERT(MAX_SHADER_STORAGE_BUFFERS <= 32);
770
771 /* Shaders that use too many SSBOs will fail to compile, which
772 * we don't care about.
773 *
774 * This is true for shaders that do not use too many SSBOs:
775 */
776 if (buffer_block_index + array_size <= 32) {
777 shader_storage_blocks_write_access |=
778 u_bit_consecutive(buffer_block_index, array_size);
779 }
780 }
781
782 /* Uniform blocks that were specified with an instance name must be
783 * handled a little bit differently. The name of the variable is the
784 * name used to reference the uniform block instead of being the name
785 * of a variable within the block. Therefore, searching for the name
786 * within the block will fail.
787 */
788 if (var->is_interface_instance()) {
789 ubo_byte_offset = 0;
790 process(var->get_interface_type(),
791 var->get_interface_type()->name,
792 use_std430_as_default);
793 } else {
794 const struct gl_uniform_block *const block =
795 &blks[buffer_block_index];
796
797 assert(var->data.location != -1);
798
799 const struct gl_uniform_buffer_variable *const ubo_var =
800 &block->Uniforms[var->data.location];
801
802 ubo_byte_offset = ubo_var->Offset;
803 process(var, use_std430_as_default);
804 }
805 } else {
806 /* Store any explicit location and reset data location so we can
807 * reuse this variable for storing the uniform slot number.
808 */
809 this->explicit_location = current_var->data.location;
810 current_var->data.location = -1;
811
812 process(var, use_std430_as_default);
813 }
814 delete this->record_next_sampler;
815 delete this->record_next_bindless_sampler;
816 delete this->record_next_image;
817 delete this->record_next_bindless_image;
818 }
819
820 int buffer_block_index;
821 int ubo_byte_offset;
822 gl_shader_stage shader_type;
823
824 private:
825 bool set_opaque_indices(const glsl_type *base_type,
826 struct gl_uniform_storage *uniform,
827 const char *name, unsigned &next_index,
828 struct string_to_uint_map *record_next_index)
829 {
830 assert(base_type->is_sampler() || base_type->is_image());
831
832 if (this->record_array_count > 1) {
833 unsigned inner_array_size = MAX2(1, uniform->array_elements);
834 char *name_copy = ralloc_strdup(NULL, name);
835
836 /* Remove all array subscripts from the sampler/image name */
837 char *str_start;
838 const char *str_end;
839 while((str_start = strchr(name_copy, '[')) &&
840 (str_end = strchr(name_copy, ']'))) {
841 memmove(str_start, str_end + 1, 1 + strlen(str_end + 1));
842 }
843
844 unsigned index = 0;
845 if (record_next_index->get(index, name_copy)) {
846 /* In this case, we've already seen this uniform so we just use the
847 * next sampler/image index recorded the last time we visited.
848 */
849 uniform->opaque[shader_type].index = index;
850 index = inner_array_size + uniform->opaque[shader_type].index;
851 record_next_index->put(index, name_copy);
852
853 ralloc_free(name_copy);
854 /* Return as everything else has already been initialised in a
855 * previous pass.
856 */
857 return false;
858 } else {
859 /* We've never seen this uniform before so we need to allocate
860 * enough indices to store it.
861 *
862 * Nested struct arrays behave like arrays of arrays so we need to
863 * increase the index by the total number of elements of the
864 * sampler/image in case there is more than one sampler/image
865 * inside the structs. This allows the offset to be easily
866 * calculated for indirect indexing.
867 */
868 uniform->opaque[shader_type].index = next_index;
869 next_index += inner_array_size * this->record_array_count;
870
871 /* Store the next index for future passes over the struct array
872 */
873 index = uniform->opaque[shader_type].index + inner_array_size;
874 record_next_index->put(index, name_copy);
875 ralloc_free(name_copy);
876 }
877 } else {
878 /* Increment the sampler/image by 1 for non-arrays and by the number
879 * of array elements for arrays.
880 */
881 uniform->opaque[shader_type].index = next_index;
882 next_index += MAX2(1, uniform->array_elements);
883 }
884 return true;
885 }
886
887 void handle_samplers(const glsl_type *base_type,
888 struct gl_uniform_storage *uniform, const char *name)
889 {
890 if (base_type->is_sampler()) {
891 uniform->opaque[shader_type].active = true;
892
893 const gl_texture_index target = base_type->sampler_index();
894 const unsigned shadow = base_type->sampler_shadow;
895
896 if (current_var->data.bindless) {
897 if (!set_opaque_indices(base_type, uniform, name,
898 this->next_bindless_sampler,
899 this->record_next_bindless_sampler))
900 return;
901
902 this->num_bindless_samplers = this->next_bindless_sampler;
903
904 this->bindless_targets = (gl_texture_index *)
905 realloc(this->bindless_targets,
906 this->num_bindless_samplers * sizeof(gl_texture_index));
907
908 for (unsigned i = uniform->opaque[shader_type].index;
909 i < this->num_bindless_samplers;
910 i++) {
911 this->bindless_targets[i] = target;
912 }
913 } else {
914 if (!set_opaque_indices(base_type, uniform, name,
915 this->next_sampler,
916 this->record_next_sampler))
917 return;
918
919 for (unsigned i = uniform->opaque[shader_type].index;
920 i < MIN2(this->next_sampler, MAX_SAMPLERS);
921 i++) {
922 this->targets[i] = target;
923 this->shader_samplers_used |= 1U << i;
924 this->shader_shadow_samplers |= shadow << i;
925 }
926 }
927 }
928 }
929
930 void handle_images(const glsl_type *base_type,
931 struct gl_uniform_storage *uniform, const char *name)
932 {
933 if (base_type->is_image()) {
934 uniform->opaque[shader_type].active = true;
935
936 /* Set image access qualifiers */
937 const GLenum access =
938 current_var->data.memory_read_only ?
939 (current_var->data.memory_write_only ? GL_NONE :
940 GL_READ_ONLY) :
941 (current_var->data.memory_write_only ? GL_WRITE_ONLY :
942 GL_READ_WRITE);
943
944 if (current_var->data.bindless) {
945 if (!set_opaque_indices(base_type, uniform, name,
946 this->next_bindless_image,
947 this->record_next_bindless_image))
948 return;
949
950 this->num_bindless_images = this->next_bindless_image;
951
952 this->bindless_access = (GLenum *)
953 realloc(this->bindless_access,
954 this->num_bindless_images * sizeof(GLenum));
955
956 for (unsigned i = uniform->opaque[shader_type].index;
957 i < this->num_bindless_images;
958 i++) {
959 this->bindless_access[i] = access;
960 }
961 } else {
962 if (!set_opaque_indices(base_type, uniform, name,
963 this->next_image,
964 this->record_next_image))
965 return;
966
967 for (unsigned i = uniform->opaque[shader_type].index;
968 i < MIN2(this->next_image, MAX_IMAGE_UNIFORMS);
969 i++) {
970 prog->_LinkedShaders[shader_type]->Program->sh.ImageAccess[i] = access;
971 }
972 }
973 }
974 }
975
976 void handle_subroutines(const glsl_type *base_type,
977 struct gl_uniform_storage *uniform)
978 {
979 if (base_type->is_subroutine()) {
980 uniform->opaque[shader_type].index = this->next_subroutine;
981 uniform->opaque[shader_type].active = true;
982
983 prog->_LinkedShaders[shader_type]->Program->sh.NumSubroutineUniforms++;
984
985 /* Increment the subroutine index by 1 for non-arrays and by the
986 * number of array elements for arrays.
987 */
988 this->next_subroutine += MAX2(1, uniform->array_elements);
989
990 }
991 }
992
993 virtual void set_buffer_offset(unsigned offset)
994 {
995 this->ubo_byte_offset = offset;
996 }
997
998 virtual void set_record_array_count(unsigned record_array_count)
999 {
1000 this->record_array_count = record_array_count;
1001 }
1002
1003 virtual void enter_record(const glsl_type *type, const char *,
1004 bool row_major,
1005 const enum glsl_interface_packing packing)
1006 {
1007 assert(type->is_struct());
1008 if (this->buffer_block_index == -1)
1009 return;
1010 if (packing == GLSL_INTERFACE_PACKING_STD430)
1011 this->ubo_byte_offset = glsl_align(
1012 this->ubo_byte_offset, type->std430_base_alignment(row_major));
1013 else
1014 this->ubo_byte_offset = glsl_align(
1015 this->ubo_byte_offset, type->std140_base_alignment(row_major));
1016 }
1017
1018 virtual void leave_record(const glsl_type *type, const char *,
1019 bool row_major,
1020 const enum glsl_interface_packing packing)
1021 {
1022 assert(type->is_struct());
1023 if (this->buffer_block_index == -1)
1024 return;
1025 if (packing == GLSL_INTERFACE_PACKING_STD430)
1026 this->ubo_byte_offset = glsl_align(
1027 this->ubo_byte_offset, type->std430_base_alignment(row_major));
1028 else
1029 this->ubo_byte_offset = glsl_align(
1030 this->ubo_byte_offset, type->std140_base_alignment(row_major));
1031 }
1032
1033 virtual void visit_field(const glsl_type *type, const char *name,
1034 bool row_major, const glsl_type * /* record_type */,
1035 const enum glsl_interface_packing packing,
1036 bool /* last_field */)
1037 {
1038 assert(!type->without_array()->is_struct());
1039 assert(!type->without_array()->is_interface());
1040 assert(!(type->is_array() && type->fields.array->is_array()));
1041
1042 unsigned id;
1043 bool found = this->map->get(id, name);
1044 assert(found);
1045
1046 if (!found)
1047 return;
1048
1049 const glsl_type *base_type;
1050 if (type->is_array()) {
1051 this->uniforms[id].array_elements = type->length;
1052 base_type = type->fields.array;
1053 } else {
1054 this->uniforms[id].array_elements = 0;
1055 base_type = type;
1056 }
1057
1058 /* Initialise opaque data */
1059 this->uniforms[id].opaque[shader_type].index = ~0;
1060 this->uniforms[id].opaque[shader_type].active = false;
1061
1062 if (current_var->data.used || base_type->is_subroutine())
1063 this->uniforms[id].active_shader_mask |= 1 << shader_type;
1064
1065 /* This assigns uniform indices to sampler and image uniforms. */
1066 handle_samplers(base_type, &this->uniforms[id], name);
1067 handle_images(base_type, &this->uniforms[id], name);
1068 handle_subroutines(base_type, &this->uniforms[id]);
1069
1070 /* For array of arrays or struct arrays the base location may have
1071 * already been set so don't set it again.
1072 */
1073 if (buffer_block_index == -1 && current_var->data.location == -1) {
1074 current_var->data.location = id;
1075 }
1076
1077 /* If there is already storage associated with this uniform or if the
1078 * uniform is set as builtin, it means that it was set while processing
1079 * an earlier shader stage. For example, we may be processing the
1080 * uniform in the fragment shader, but the uniform was already processed
1081 * in the vertex shader.
1082 */
1083 if (this->uniforms[id].storage != NULL || this->uniforms[id].builtin) {
1084 return;
1085 }
1086
1087 /* Assign explicit locations. */
1088 if (current_var->data.explicit_location) {
1089 /* Set sequential locations for struct fields. */
1090 if (current_var->type->without_array()->is_struct() ||
1091 current_var->type->is_array_of_arrays()) {
1092 const unsigned entries = MAX2(1, this->uniforms[id].array_elements);
1093 this->uniforms[id].remap_location =
1094 this->explicit_location + field_counter;
1095 field_counter += entries;
1096 } else {
1097 this->uniforms[id].remap_location = this->explicit_location;
1098 }
1099 } else {
1100 /* Initialize to to indicate that no location is set */
1101 this->uniforms[id].remap_location = UNMAPPED_UNIFORM_LOC;
1102 }
1103
1104 this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
1105 this->uniforms[id].type = base_type;
1106 this->uniforms[id].num_driver_storage = 0;
1107 this->uniforms[id].driver_storage = NULL;
1108 this->uniforms[id].atomic_buffer_index = -1;
1109 this->uniforms[id].hidden =
1110 current_var->data.how_declared == ir_var_hidden;
1111 this->uniforms[id].builtin = is_gl_identifier(name);
1112
1113 this->uniforms[id].is_shader_storage =
1114 current_var->is_in_shader_storage_block();
1115 this->uniforms[id].is_bindless = current_var->data.bindless;
1116
1117 /* Do not assign storage if the uniform is a builtin or buffer object */
1118 if (!this->uniforms[id].builtin &&
1119 !this->uniforms[id].is_shader_storage &&
1120 this->buffer_block_index == -1)
1121 this->uniforms[id].storage = this->values;
1122
1123 if (this->buffer_block_index != -1) {
1124 this->uniforms[id].block_index = this->buffer_block_index;
1125
1126 unsigned alignment = type->std140_base_alignment(row_major);
1127 if (packing == GLSL_INTERFACE_PACKING_STD430)
1128 alignment = type->std430_base_alignment(row_major);
1129 this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, alignment);
1130 this->uniforms[id].offset = this->ubo_byte_offset;
1131 if (packing == GLSL_INTERFACE_PACKING_STD430)
1132 this->ubo_byte_offset += type->std430_size(row_major);
1133 else
1134 this->ubo_byte_offset += type->std140_size(row_major);
1135
1136 if (type->is_array()) {
1137 if (packing == GLSL_INTERFACE_PACKING_STD430)
1138 this->uniforms[id].array_stride =
1139 type->without_array()->std430_array_stride(row_major);
1140 else
1141 this->uniforms[id].array_stride =
1142 glsl_align(type->without_array()->std140_size(row_major),
1143 16);
1144 } else {
1145 this->uniforms[id].array_stride = 0;
1146 }
1147
1148 if (type->without_array()->is_matrix()) {
1149 this->uniforms[id].matrix_stride =
1150 link_calculate_matrix_stride(type->without_array(),
1151 row_major,
1152 packing);
1153 this->uniforms[id].row_major = row_major;
1154 } else {
1155 this->uniforms[id].matrix_stride = 0;
1156 this->uniforms[id].row_major = false;
1157 }
1158 } else {
1159 this->uniforms[id].block_index = -1;
1160 this->uniforms[id].offset = -1;
1161 this->uniforms[id].array_stride = -1;
1162 this->uniforms[id].matrix_stride = -1;
1163 this->uniforms[id].row_major = false;
1164 }
1165
1166 if (!this->uniforms[id].builtin &&
1167 !this->uniforms[id].is_shader_storage &&
1168 this->buffer_block_index == -1)
1169 this->values += type->component_slots();
1170
1171 calculate_array_size_and_stride(prog, &this->uniforms[id],
1172 use_std430_as_default);
1173 }
1174
1175 /**
1176 * Current program being processed.
1177 */
1178 struct gl_shader_program *prog;
1179
1180 struct string_to_uint_map *map;
1181
1182 struct gl_uniform_storage *uniforms;
1183 unsigned next_sampler;
1184 unsigned next_bindless_sampler;
1185 unsigned next_image;
1186 unsigned next_bindless_image;
1187 unsigned next_subroutine;
1188
1189 bool use_std430_as_default;
1190
1191 /**
1192 * Field counter is used to take care that uniform structures
1193 * with explicit locations get sequential locations.
1194 */
1195 unsigned field_counter;
1196
1197 /**
1198 * Current variable being processed.
1199 */
1200 ir_variable *current_var;
1201
1202 /* Used to store the explicit location from current_var so that we can
1203 * reuse the location field for storing the uniform slot id.
1204 */
1205 int explicit_location;
1206
1207 /* Stores total struct array elements including nested structs */
1208 unsigned record_array_count;
1209
1210 /* Map for temporarily storing next sampler index when handling samplers in
1211 * struct arrays.
1212 */
1213 struct string_to_uint_map *record_next_sampler;
1214
1215 /* Map for temporarily storing next imager index when handling images in
1216 * struct arrays.
1217 */
1218 struct string_to_uint_map *record_next_image;
1219
1220 /* Map for temporarily storing next bindless sampler index when handling
1221 * bindless samplers in struct arrays.
1222 */
1223 struct string_to_uint_map *record_next_bindless_sampler;
1224
1225 /* Map for temporarily storing next bindless image index when handling
1226 * bindless images in struct arrays.
1227 */
1228 struct string_to_uint_map *record_next_bindless_image;
1229
1230 public:
1231 union gl_constant_value *values;
1232
1233 gl_texture_index targets[MAX_SAMPLERS];
1234
1235 /**
1236 * Mask of samplers used by the current shader stage.
1237 */
1238 unsigned shader_samplers_used;
1239
1240 /**
1241 * Mask of samplers used by the current shader stage for shadows.
1242 */
1243 unsigned shader_shadow_samplers;
1244
1245 /**
1246 * Number of bindless samplers used by the current shader stage.
1247 */
1248 unsigned num_bindless_samplers;
1249
1250 /**
1251 * Texture targets for bindless samplers used by the current stage.
1252 */
1253 gl_texture_index *bindless_targets;
1254
1255 /**
1256 * Number of bindless images used by the current shader stage.
1257 */
1258 unsigned num_bindless_images;
1259
1260 /**
1261 * Access types for bindless images used by the current stage.
1262 */
1263 GLenum *bindless_access;
1264
1265 /**
1266 * Bitmask of shader storage blocks not declared as read-only.
1267 */
1268 unsigned shader_storage_blocks_write_access;
1269 };
1270
1271 static bool
1272 variable_is_referenced(ir_array_refcount_visitor &v, ir_variable *var)
1273 {
1274 ir_array_refcount_entry *const entry = v.get_variable_entry(var);
1275
1276 return entry->is_referenced;
1277
1278 }
1279
1280 /**
1281 * Walks the IR and update the references to uniform blocks in the
1282 * ir_variables to point at linked shader's list (previously, they
1283 * would point at the uniform block list in one of the pre-linked
1284 * shaders).
1285 */
1286 static void
1287 link_update_uniform_buffer_variables(struct gl_linked_shader *shader,
1288 unsigned stage)
1289 {
1290 ir_array_refcount_visitor v;
1291
1292 v.run(shader->ir);
1293
1294 foreach_in_list(ir_instruction, node, shader->ir) {
1295 ir_variable *const var = node->as_variable();
1296
1297 if (var == NULL || !var->is_in_buffer_block())
1298 continue;
1299
1300 assert(var->data.mode == ir_var_uniform ||
1301 var->data.mode == ir_var_shader_storage);
1302
1303 unsigned num_blocks = var->data.mode == ir_var_uniform ?
1304 shader->Program->info.num_ubos : shader->Program->info.num_ssbos;
1305 struct gl_uniform_block **blks = var->data.mode == ir_var_uniform ?
1306 shader->Program->sh.UniformBlocks :
1307 shader->Program->sh.ShaderStorageBlocks;
1308
1309 if (var->is_interface_instance()) {
1310 const ir_array_refcount_entry *const entry = v.get_variable_entry(var);
1311
1312 if (entry->is_referenced) {
1313 /* Since this is an interface instance, the instance type will be
1314 * same as the array-stripped variable type. If the variable type
1315 * is an array, then the block names will be suffixed with [0]
1316 * through [n-1]. Unlike for non-interface instances, there will
1317 * not be structure types here, so the only name sentinel that we
1318 * have to worry about is [.
1319 */
1320 assert(var->type->without_array() == var->get_interface_type());
1321 const char sentinel = var->type->is_array() ? '[' : '\0';
1322
1323 const ptrdiff_t len = strlen(var->get_interface_type()->name);
1324 for (unsigned i = 0; i < num_blocks; i++) {
1325 const char *const begin = blks[i]->Name;
1326 const char *const end = strchr(begin, sentinel);
1327
1328 if (end == NULL)
1329 continue;
1330
1331 if (len != (end - begin))
1332 continue;
1333
1334 /* Even when a match is found, do not "break" here. This could
1335 * be an array of instances, and all elements of the array need
1336 * to be marked as referenced.
1337 */
1338 if (strncmp(begin, var->get_interface_type()->name, len) == 0 &&
1339 (!var->type->is_array() ||
1340 entry->is_linearized_index_referenced(blks[i]->linearized_array_index))) {
1341 blks[i]->stageref |= 1U << stage;
1342 }
1343 }
1344 }
1345
1346 var->data.location = 0;
1347 continue;
1348 }
1349
1350 bool found = false;
1351 char sentinel = '\0';
1352
1353 if (var->type->is_struct()) {
1354 sentinel = '.';
1355 } else if (var->type->is_array() && (var->type->fields.array->is_array()
1356 || var->type->without_array()->is_struct())) {
1357 sentinel = '[';
1358 }
1359
1360 const unsigned l = strlen(var->name);
1361 for (unsigned i = 0; i < num_blocks; i++) {
1362 for (unsigned j = 0; j < blks[i]->NumUniforms; j++) {
1363 if (sentinel) {
1364 const char *begin = blks[i]->Uniforms[j].Name;
1365 const char *end = strchr(begin, sentinel);
1366
1367 if (end == NULL)
1368 continue;
1369
1370 if ((ptrdiff_t) l != (end - begin))
1371 continue;
1372
1373 found = strncmp(var->name, begin, l) == 0;
1374 } else {
1375 found = strcmp(var->name, blks[i]->Uniforms[j].Name) == 0;
1376 }
1377
1378 if (found) {
1379 var->data.location = j;
1380
1381 if (variable_is_referenced(v, var))
1382 blks[i]->stageref |= 1U << stage;
1383
1384 break;
1385 }
1386 }
1387
1388 if (found)
1389 break;
1390 }
1391 assert(found);
1392 }
1393 }
1394
1395 /**
1396 * Combine the hidden uniform hash map with the uniform hash map so that the
1397 * hidden uniforms will be given indicies at the end of the uniform storage
1398 * array.
1399 */
1400 static void
1401 assign_hidden_uniform_slot_id(const char *name, unsigned hidden_id,
1402 void *closure)
1403 {
1404 count_uniform_size *uniform_size = (count_uniform_size *) closure;
1405 unsigned hidden_uniform_start = uniform_size->num_active_uniforms -
1406 uniform_size->num_hidden_uniforms;
1407
1408 uniform_size->map->put(hidden_uniform_start + hidden_id, name);
1409 }
1410
1411 static void
1412 link_setup_uniform_remap_tables(struct gl_context *ctx,
1413 struct gl_shader_program *prog)
1414 {
1415 unsigned total_entries = prog->NumExplicitUniformLocations;
1416 unsigned empty_locs = prog->NumUniformRemapTable - total_entries;
1417
1418 /* Reserve all the explicit locations of the active uniforms. */
1419 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1420 if (prog->data->UniformStorage[i].type->is_subroutine() ||
1421 prog->data->UniformStorage[i].is_shader_storage)
1422 continue;
1423
1424 if (prog->data->UniformStorage[i].remap_location !=
1425 UNMAPPED_UNIFORM_LOC) {
1426 /* How many new entries for this uniform? */
1427 const unsigned entries =
1428 MAX2(1, prog->data->UniformStorage[i].array_elements);
1429
1430 /* Set remap table entries point to correct gl_uniform_storage. */
1431 for (unsigned j = 0; j < entries; j++) {
1432 unsigned element_loc =
1433 prog->data->UniformStorage[i].remap_location + j;
1434 assert(prog->UniformRemapTable[element_loc] ==
1435 INACTIVE_UNIFORM_EXPLICIT_LOCATION);
1436 prog->UniformRemapTable[element_loc] =
1437 &prog->data->UniformStorage[i];
1438 }
1439 }
1440 }
1441
1442 /* Reserve locations for rest of the uniforms. */
1443 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1444
1445 if (prog->data->UniformStorage[i].type->is_subroutine() ||
1446 prog->data->UniformStorage[i].is_shader_storage)
1447 continue;
1448
1449 /* Built-in uniforms should not get any location. */
1450 if (prog->data->UniformStorage[i].builtin)
1451 continue;
1452
1453 /* Explicit ones have been set already. */
1454 if (prog->data->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
1455 continue;
1456
1457 /* how many new entries for this uniform? */
1458 const unsigned entries =
1459 MAX2(1, prog->data->UniformStorage[i].array_elements);
1460
1461 /* Find UniformRemapTable for empty blocks where we can fit this uniform. */
1462 int chosen_location = -1;
1463
1464 if (empty_locs)
1465 chosen_location = link_util_find_empty_block(prog, &prog->data->UniformStorage[i]);
1466
1467 /* Add new entries to the total amount for checking against MAX_UNIFORM-
1468 * _LOCATIONS. This only applies to the default uniform block (-1),
1469 * because locations of uniform block entries are not assignable.
1470 */
1471 if (prog->data->UniformStorage[i].block_index == -1)
1472 total_entries += entries;
1473
1474 if (chosen_location != -1) {
1475 empty_locs -= entries;
1476 } else {
1477 chosen_location = prog->NumUniformRemapTable;
1478
1479 /* resize remap table to fit new entries */
1480 prog->UniformRemapTable =
1481 reralloc(prog,
1482 prog->UniformRemapTable,
1483 gl_uniform_storage *,
1484 prog->NumUniformRemapTable + entries);
1485 prog->NumUniformRemapTable += entries;
1486 }
1487
1488 /* set pointers for this uniform */
1489 for (unsigned j = 0; j < entries; j++)
1490 prog->UniformRemapTable[chosen_location + j] =
1491 &prog->data->UniformStorage[i];
1492
1493 /* set the base location in remap table for the uniform */
1494 prog->data->UniformStorage[i].remap_location = chosen_location;
1495 }
1496
1497 /* Verify that total amount of entries for explicit and implicit locations
1498 * is less than MAX_UNIFORM_LOCATIONS.
1499 */
1500
1501 if (total_entries > ctx->Const.MaxUserAssignableUniformLocations) {
1502 linker_error(prog, "count of uniform locations > MAX_UNIFORM_LOCATIONS"
1503 "(%u > %u)", total_entries,
1504 ctx->Const.MaxUserAssignableUniformLocations);
1505 }
1506
1507 /* Reserve all the explicit locations of the active subroutine uniforms. */
1508 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1509 if (!prog->data->UniformStorage[i].type->is_subroutine())
1510 continue;
1511
1512 if (prog->data->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
1513 continue;
1514
1515 /* How many new entries for this uniform? */
1516 const unsigned entries =
1517 MAX2(1, prog->data->UniformStorage[i].array_elements);
1518
1519 unsigned mask = prog->data->linked_stages;
1520 while (mask) {
1521 const int j = u_bit_scan(&mask);
1522 struct gl_program *p = prog->_LinkedShaders[j]->Program;
1523
1524 if (!prog->data->UniformStorage[i].opaque[j].active)
1525 continue;
1526
1527 /* Set remap table entries point to correct gl_uniform_storage. */
1528 for (unsigned k = 0; k < entries; k++) {
1529 unsigned element_loc =
1530 prog->data->UniformStorage[i].remap_location + k;
1531 assert(p->sh.SubroutineUniformRemapTable[element_loc] ==
1532 INACTIVE_UNIFORM_EXPLICIT_LOCATION);
1533 p->sh.SubroutineUniformRemapTable[element_loc] =
1534 &prog->data->UniformStorage[i];
1535 }
1536 }
1537 }
1538
1539 /* reserve subroutine locations */
1540 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1541 if (!prog->data->UniformStorage[i].type->is_subroutine())
1542 continue;
1543
1544 if (prog->data->UniformStorage[i].remap_location !=
1545 UNMAPPED_UNIFORM_LOC)
1546 continue;
1547
1548 const unsigned entries =
1549 MAX2(1, prog->data->UniformStorage[i].array_elements);
1550
1551 unsigned mask = prog->data->linked_stages;
1552 while (mask) {
1553 const int j = u_bit_scan(&mask);
1554 struct gl_program *p = prog->_LinkedShaders[j]->Program;
1555
1556 if (!prog->data->UniformStorage[i].opaque[j].active)
1557 continue;
1558
1559 p->sh.SubroutineUniformRemapTable =
1560 reralloc(p,
1561 p->sh.SubroutineUniformRemapTable,
1562 gl_uniform_storage *,
1563 p->sh.NumSubroutineUniformRemapTable + entries);
1564
1565 for (unsigned k = 0; k < entries; k++) {
1566 p->sh.SubroutineUniformRemapTable[p->sh.NumSubroutineUniformRemapTable + k] =
1567 &prog->data->UniformStorage[i];
1568 }
1569 prog->data->UniformStorage[i].remap_location =
1570 p->sh.NumSubroutineUniformRemapTable;
1571 p->sh.NumSubroutineUniformRemapTable += entries;
1572 }
1573 }
1574 }
1575
1576 static void
1577 link_assign_uniform_storage(struct gl_context *ctx,
1578 struct gl_shader_program *prog,
1579 const unsigned num_data_slots)
1580 {
1581 /* On the outside chance that there were no uniforms, bail out.
1582 */
1583 if (prog->data->NumUniformStorage == 0)
1584 return;
1585
1586 unsigned int boolean_true = ctx->Const.UniformBooleanTrue;
1587
1588 union gl_constant_value *data;
1589 if (prog->data->UniformStorage == NULL) {
1590 prog->data->UniformStorage = rzalloc_array(prog->data,
1591 struct gl_uniform_storage,
1592 prog->data->NumUniformStorage);
1593 data = rzalloc_array(prog->data->UniformStorage,
1594 union gl_constant_value, num_data_slots);
1595 prog->data->UniformDataDefaults =
1596 rzalloc_array(prog->data->UniformStorage,
1597 union gl_constant_value, num_data_slots);
1598 } else {
1599 data = prog->data->UniformDataSlots;
1600 }
1601
1602 #ifndef NDEBUG
1603 union gl_constant_value *data_end = &data[num_data_slots];
1604 #endif
1605
1606 parcel_out_uniform_storage parcel(prog, prog->UniformHash,
1607 prog->data->UniformStorage, data,
1608 ctx->Const.UseSTD430AsDefaultPacking);
1609
1610 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
1611 struct gl_linked_shader *shader = prog->_LinkedShaders[i];
1612
1613 if (!shader)
1614 continue;
1615
1616 parcel.start_shader((gl_shader_stage)i);
1617
1618 foreach_in_list(ir_instruction, node, shader->ir) {
1619 ir_variable *const var = node->as_variable();
1620
1621 if ((var == NULL) || (var->data.mode != ir_var_uniform &&
1622 var->data.mode != ir_var_shader_storage))
1623 continue;
1624
1625 parcel.set_and_process(var);
1626 }
1627
1628 shader->Program->SamplersUsed = parcel.shader_samplers_used;
1629 shader->shadow_samplers = parcel.shader_shadow_samplers;
1630 shader->Program->sh.ShaderStorageBlocksWriteAccess =
1631 parcel.shader_storage_blocks_write_access;
1632
1633 if (parcel.num_bindless_samplers > 0) {
1634 shader->Program->sh.NumBindlessSamplers = parcel.num_bindless_samplers;
1635 shader->Program->sh.BindlessSamplers =
1636 rzalloc_array(shader->Program, gl_bindless_sampler,
1637 parcel.num_bindless_samplers);
1638 for (unsigned j = 0; j < parcel.num_bindless_samplers; j++) {
1639 shader->Program->sh.BindlessSamplers[j].target =
1640 parcel.bindless_targets[j];
1641 }
1642 }
1643
1644 if (parcel.num_bindless_images > 0) {
1645 shader->Program->sh.NumBindlessImages = parcel.num_bindless_images;
1646 shader->Program->sh.BindlessImages =
1647 rzalloc_array(shader->Program, gl_bindless_image,
1648 parcel.num_bindless_images);
1649 for (unsigned j = 0; j < parcel.num_bindless_images; j++) {
1650 shader->Program->sh.BindlessImages[j].access =
1651 parcel.bindless_access[j];
1652 }
1653 }
1654
1655 STATIC_ASSERT(ARRAY_SIZE(shader->Program->sh.SamplerTargets) ==
1656 ARRAY_SIZE(parcel.targets));
1657 for (unsigned j = 0; j < ARRAY_SIZE(parcel.targets); j++)
1658 shader->Program->sh.SamplerTargets[j] = parcel.targets[j];
1659 }
1660
1661 #ifndef NDEBUG
1662 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1663 assert(prog->data->UniformStorage[i].storage != NULL ||
1664 prog->data->UniformStorage[i].builtin ||
1665 prog->data->UniformStorage[i].is_shader_storage ||
1666 prog->data->UniformStorage[i].block_index != -1);
1667 }
1668
1669 assert(parcel.values == data_end);
1670 #endif
1671
1672 link_setup_uniform_remap_tables(ctx, prog);
1673
1674 /* Set shader cache fields */
1675 prog->data->NumUniformDataSlots = num_data_slots;
1676 prog->data->UniformDataSlots = data;
1677
1678 link_set_uniform_initializers(prog, boolean_true);
1679 }
1680
1681 void
1682 link_assign_uniform_locations(struct gl_shader_program *prog,
1683 struct gl_context *ctx)
1684 {
1685 ralloc_free(prog->data->UniformStorage);
1686 prog->data->UniformStorage = NULL;
1687 prog->data->NumUniformStorage = 0;
1688
1689 if (prog->UniformHash != NULL) {
1690 prog->UniformHash->clear();
1691 } else {
1692 prog->UniformHash = new string_to_uint_map;
1693 }
1694
1695 /* First pass: Count the uniform resources used by the user-defined
1696 * uniforms. While this happens, each active uniform will have an index
1697 * assigned to it.
1698 *
1699 * Note: this is *NOT* the index that is returned to the application by
1700 * glGetUniformLocation.
1701 */
1702 struct string_to_uint_map *hiddenUniforms = new string_to_uint_map;
1703 count_uniform_size uniform_size(prog->UniformHash, hiddenUniforms,
1704 ctx->Const.UseSTD430AsDefaultPacking);
1705 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
1706 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
1707
1708 if (sh == NULL)
1709 continue;
1710
1711 link_update_uniform_buffer_variables(sh, i);
1712
1713 /* Reset various per-shader target counts.
1714 */
1715 uniform_size.start_shader();
1716
1717 foreach_in_list(ir_instruction, node, sh->ir) {
1718 ir_variable *const var = node->as_variable();
1719
1720 if ((var == NULL) || (var->data.mode != ir_var_uniform &&
1721 var->data.mode != ir_var_shader_storage))
1722 continue;
1723
1724 uniform_size.process(var);
1725 }
1726
1727 if (uniform_size.num_shader_samplers >
1728 ctx->Const.Program[i].MaxTextureImageUnits) {
1729 linker_error(prog, "Too many %s shader texture samplers\n",
1730 _mesa_shader_stage_to_string(i));
1731 continue;
1732 }
1733
1734 if (uniform_size.num_shader_images >
1735 ctx->Const.Program[i].MaxImageUniforms) {
1736 linker_error(prog, "Too many %s shader image uniforms (%u > %u)\n",
1737 _mesa_shader_stage_to_string(i),
1738 sh->Program->info.num_images,
1739 ctx->Const.Program[i].MaxImageUniforms);
1740 continue;
1741 }
1742
1743 sh->Program->info.num_textures = uniform_size.num_shader_samplers;
1744 sh->Program->info.num_images = uniform_size.num_shader_images;
1745 sh->num_uniform_components = uniform_size.num_shader_uniform_components;
1746 sh->num_combined_uniform_components = sh->num_uniform_components;
1747
1748 for (unsigned i = 0; i < sh->Program->info.num_ubos; i++) {
1749 sh->num_combined_uniform_components +=
1750 sh->Program->sh.UniformBlocks[i]->UniformBufferSize / 4;
1751 }
1752 }
1753
1754 if (prog->data->LinkStatus == LINKING_FAILURE) {
1755 delete hiddenUniforms;
1756 return;
1757 }
1758
1759 prog->data->NumUniformStorage = uniform_size.num_active_uniforms;
1760 prog->data->NumHiddenUniforms = uniform_size.num_hidden_uniforms;
1761
1762 /* assign hidden uniforms a slot id */
1763 hiddenUniforms->iterate(assign_hidden_uniform_slot_id, &uniform_size);
1764 delete hiddenUniforms;
1765
1766 link_assign_uniform_storage(ctx, prog, uniform_size.num_values);
1767 }