Merge remote-tracking branch 'mesa-public/master' into vulkan
[mesa.git] / src / glsl / link_uniform_initializers.cpp
1 /*
2 * Copyright © 2012 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 "main/core.h"
25 #include "ir.h"
26 #include "linker.h"
27 #include "ir_uniform.h"
28
29 /* These functions are put in a "private" namespace instead of being marked
30 * static so that the unit tests can access them. See
31 * http://code.google.com/p/googletest/wiki/AdvancedGuide#Testing_Private_Code
32 */
33 namespace linker {
34
35 gl_uniform_storage *
36 get_storage(gl_uniform_storage *storage, unsigned num_storage,
37 const char *name)
38 {
39 for (unsigned int i = 0; i < num_storage; i++) {
40 if (strcmp(name, storage[i].name) == 0)
41 return &storage[i];
42 }
43
44 return NULL;
45 }
46
47 static unsigned
48 get_uniform_block_index(const gl_shader_program *shProg,
49 const char *uniformBlockName)
50 {
51 for (unsigned i = 0; i < shProg->NumUniformBlocks; i++) {
52 if (!strcmp(shProg->UniformBlocks[i].Name, uniformBlockName))
53 return i;
54 }
55
56 return GL_INVALID_INDEX;
57 }
58
59 void
60 copy_constant_to_storage(union gl_constant_value *storage,
61 const ir_constant *val,
62 const enum glsl_base_type base_type,
63 const unsigned int elements,
64 unsigned int boolean_true)
65 {
66 for (unsigned int i = 0; i < elements; i++) {
67 switch (base_type) {
68 case GLSL_TYPE_UINT:
69 storage[i].u = val->value.u[i];
70 break;
71 case GLSL_TYPE_INT:
72 case GLSL_TYPE_SAMPLER:
73 storage[i].i = val->value.i[i];
74 break;
75 case GLSL_TYPE_FLOAT:
76 storage[i].f = val->value.f[i];
77 break;
78 case GLSL_TYPE_DOUBLE:
79 /* XXX need to check on big-endian */
80 storage[i * 2].u = *(uint32_t *)&val->value.d[i];
81 storage[i * 2 + 1].u = *(((uint32_t *)&val->value.d[i]) + 1);
82 break;
83 case GLSL_TYPE_BOOL:
84 storage[i].b = val->value.b[i] ? boolean_true : 0;
85 break;
86 case GLSL_TYPE_ARRAY:
87 case GLSL_TYPE_STRUCT:
88 case GLSL_TYPE_IMAGE:
89 case GLSL_TYPE_ATOMIC_UINT:
90 case GLSL_TYPE_INTERFACE:
91 case GLSL_TYPE_FUNCTION:
92 case GLSL_TYPE_VOID:
93 case GLSL_TYPE_SUBROUTINE:
94 case GLSL_TYPE_ERROR:
95 /* All other types should have already been filtered by other
96 * paths in the caller.
97 */
98 assert(!"Should not get here.");
99 break;
100 }
101 }
102 }
103
104 void
105 set_sampler_binding(gl_shader_program *prog, const char *name, int binding)
106 {
107 struct gl_uniform_storage *const storage =
108 get_storage(prog->UniformStorage, prog->NumUniformStorage, name);
109
110 if (storage == NULL) {
111 assert(storage != NULL);
112 return;
113 }
114
115 const unsigned elements = MAX2(storage->array_elements, 1);
116
117 /* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 spec
118 * says:
119 *
120 * "If the binding identifier is used with an array, the first element
121 * of the array takes the specified unit and each subsequent element
122 * takes the next consecutive unit."
123 */
124 for (unsigned int i = 0; i < elements; i++) {
125 storage->storage[i].i = binding + i;
126 }
127
128 for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
129 gl_shader *shader = prog->_LinkedShaders[sh];
130
131 if (shader && storage->sampler[sh].active) {
132 for (unsigned i = 0; i < elements; i++) {
133 unsigned index = storage->sampler[sh].index + i;
134
135 shader->SamplerUnits[index] = storage->storage[i].i;
136 }
137 }
138 }
139
140 storage->initialized = true;
141 }
142
143 void
144 set_block_binding(gl_shader_program *prog, const char *block_name, int binding)
145 {
146 const unsigned block_index = get_uniform_block_index(prog, block_name);
147
148 if (block_index == GL_INVALID_INDEX) {
149 assert(block_index != GL_INVALID_INDEX);
150 return;
151 }
152
153 /* This is a field of a UBO. val is the binding index. */
154 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
155 int stage_index = prog->UniformBlockStageIndex[i][block_index];
156
157 if (stage_index != -1) {
158 struct gl_shader *sh = prog->_LinkedShaders[i];
159 sh->UniformBlocks[stage_index].Binding = binding;
160 }
161 }
162 }
163
164 void
165 set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
166 const char *name, const glsl_type *type,
167 ir_constant *val, unsigned int boolean_true)
168 {
169 if (type->is_record()) {
170 ir_constant *field_constant;
171
172 field_constant = (ir_constant *)val->components.get_head();
173
174 for (unsigned int i = 0; i < type->length; i++) {
175 const glsl_type *field_type = type->fields.structure[i].type;
176 const char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
177 type->fields.structure[i].name);
178 set_uniform_initializer(mem_ctx, prog, field_name,
179 field_type, field_constant, boolean_true);
180 field_constant = (ir_constant *)field_constant->next;
181 }
182 return;
183 } else if (type->is_array() && type->fields.array->is_record()) {
184 const glsl_type *const element_type = type->fields.array;
185
186 for (unsigned int i = 0; i < type->length; i++) {
187 const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
188
189 set_uniform_initializer(mem_ctx, prog, element_name,
190 element_type, val->array_elements[i],
191 boolean_true);
192 }
193 return;
194 }
195
196 struct gl_uniform_storage *const storage =
197 get_storage(prog->UniformStorage,
198 prog->NumUniformStorage,
199 name);
200 if (storage == NULL) {
201 assert(storage != NULL);
202 return;
203 }
204
205 if (val->type->is_array()) {
206 const enum glsl_base_type base_type =
207 val->array_elements[0]->type->base_type;
208 const unsigned int elements = val->array_elements[0]->type->components();
209 unsigned int idx = 0;
210 unsigned dmul = (base_type == GLSL_TYPE_DOUBLE) ? 2 : 1;
211
212 assert(val->type->length >= storage->array_elements);
213 for (unsigned int i = 0; i < storage->array_elements; i++) {
214 copy_constant_to_storage(& storage->storage[idx],
215 val->array_elements[i],
216 base_type,
217 elements,
218 boolean_true);
219
220 idx += elements * dmul;
221 }
222 } else {
223 copy_constant_to_storage(storage->storage,
224 val,
225 val->type->base_type,
226 val->type->components(),
227 boolean_true);
228
229 if (storage->type->is_sampler()) {
230 for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
231 gl_shader *shader = prog->_LinkedShaders[sh];
232
233 if (shader && storage->sampler[sh].active) {
234 unsigned index = storage->sampler[sh].index;
235
236 shader->SamplerUnits[index] = storage->storage[0].i;
237 }
238 }
239 }
240 }
241
242 storage->initialized = true;
243 }
244 }
245
246 void
247 link_set_uniform_initializers(struct gl_shader_program *prog,
248 unsigned int boolean_true)
249 {
250 void *mem_ctx = NULL;
251
252 for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
253 struct gl_shader *shader = prog->_LinkedShaders[i];
254
255 if (shader == NULL)
256 continue;
257
258 foreach_in_list(ir_instruction, node, shader->ir) {
259 ir_variable *const var = node->as_variable();
260
261 if (!var || (var->data.mode != ir_var_uniform &&
262 var->data.mode != ir_var_shader_storage))
263 continue;
264
265 if (!mem_ctx)
266 mem_ctx = ralloc_context(NULL);
267
268 if (var->data.explicit_binding) {
269 const glsl_type *const type = var->type;
270
271 if (type->without_array()->is_sampler()) {
272 linker::set_sampler_binding(prog, var->name, var->data.binding);
273 } else if (var->is_in_buffer_block()) {
274 const glsl_type *const iface_type = var->get_interface_type();
275
276 /* If the variable is an array and it is an interface instance,
277 * we need to set the binding for each array element. Just
278 * checking that the variable is an array is not sufficient.
279 * The variable could be an array element of a uniform block
280 * that lacks an instance name. For example:
281 *
282 * uniform U {
283 * float f[4];
284 * };
285 *
286 * In this case "f" would pass is_in_buffer_block (above) and
287 * type->is_array(), but it will fail is_interface_instance().
288 */
289 if (var->is_interface_instance() && var->type->is_array()) {
290 for (unsigned i = 0; i < var->type->length; i++) {
291 const char *name =
292 ralloc_asprintf(mem_ctx, "%s[%u]", iface_type->name, i);
293
294 /* Section 4.4.3 (Uniform Block Layout Qualifiers) of the
295 * GLSL 4.20 spec says:
296 *
297 * "If the binding identifier is used with a uniform
298 * block instanced as an array then the first element
299 * of the array takes the specified block binding and
300 * each subsequent element takes the next consecutive
301 * uniform block binding point."
302 */
303 linker::set_block_binding(prog, name,
304 var->data.binding + i);
305 }
306 } else {
307 linker::set_block_binding(prog, iface_type->name,
308 var->data.binding);
309 }
310 } else if (type->contains_atomic()) {
311 /* we don't actually need to do anything. */
312 } else {
313 assert(!"Explicit binding not on a sampler, UBO or atomic.");
314 }
315 } else if (var->constant_value) {
316 linker::set_uniform_initializer(mem_ctx, prog, var->name,
317 var->type, var->constant_value,
318 boolean_true);
319 }
320 }
321 }
322
323 ralloc_free(mem_ctx);
324 }