glsl: Assign array and matrix stride values according to std140 layout.
[mesa.git] / src / 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
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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 #include "glsl_symbol_table.h"
29 #include "program/hash_table.h"
30 #include "program.h"
31
32 static inline unsigned int
33 align(unsigned int a, unsigned int align)
34 {
35 return (a + align - 1) / align * align;
36 }
37
38 /**
39 * \file link_uniforms.cpp
40 * Assign locations for GLSL uniforms.
41 *
42 * \author Ian Romanick <ian.d.romanick@intel.com>
43 */
44
45 /**
46 * Count the backing storage requirements for a type
47 */
48 static unsigned
49 values_for_type(const glsl_type *type)
50 {
51 if (type->is_sampler()) {
52 return 1;
53 } else if (type->is_array() && type->fields.array->is_sampler()) {
54 return type->array_size();
55 } else {
56 return type->component_slots();
57 }
58 }
59
60 void
61 uniform_field_visitor::process(ir_variable *var)
62 {
63 const glsl_type *t = var->type;
64
65 /* Only strdup the name if we actually will need to modify it. */
66 if (t->is_record() || (t->is_array() && t->fields.array->is_record())) {
67 char *name = ralloc_strdup(NULL, var->name);
68 recursion(var->type, &name, strlen(name));
69 ralloc_free(name);
70 } else {
71 this->visit_field(t, var->name);
72 }
73 }
74
75 void
76 uniform_field_visitor::recursion(const glsl_type *t, char **name,
77 size_t name_length)
78 {
79 /* Records need to have each field processed individually.
80 *
81 * Arrays of records need to have each array element processed
82 * individually, then each field of the resulting array elements processed
83 * individually.
84 */
85 if (t->is_record()) {
86 for (unsigned i = 0; i < t->length; i++) {
87 const char *field = t->fields.structure[i].name;
88 size_t new_length = name_length;
89
90 /* Append '.field' to the current uniform name. */
91 ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
92
93 recursion(t->fields.structure[i].type, name, new_length);
94 }
95 } else if (t->is_array() && t->fields.array->is_record()) {
96 for (unsigned i = 0; i < t->length; i++) {
97 size_t new_length = name_length;
98
99 /* Append the subscript to the current uniform name */
100 ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
101
102 recursion(t->fields.array, name, new_length);
103 }
104 } else {
105 this->visit_field(t, *name);
106 }
107 }
108
109 /**
110 * Class to help calculate the storage requirements for a set of uniforms
111 *
112 * As uniforms are added to the active set the number of active uniforms and
113 * the storage requirements for those uniforms are accumulated. The active
114 * uniforms are added the the hash table supplied to the constructor.
115 *
116 * If the same uniform is added multiple times (i.e., once for each shader
117 * target), it will only be accounted once.
118 */
119 class count_uniform_size : public uniform_field_visitor {
120 public:
121 count_uniform_size(struct string_to_uint_map *map)
122 : num_active_uniforms(0), num_values(0), num_shader_samplers(0),
123 num_shader_uniform_components(0), map(map)
124 {
125 /* empty */
126 }
127
128 void start_shader()
129 {
130 this->num_shader_samplers = 0;
131 this->num_shader_uniform_components = 0;
132 }
133
134 /**
135 * Total number of active uniforms counted
136 */
137 unsigned num_active_uniforms;
138
139 /**
140 * Number of data values required to back the storage for the active uniforms
141 */
142 unsigned num_values;
143
144 /**
145 * Number of samplers used
146 */
147 unsigned num_shader_samplers;
148
149 /**
150 * Number of uniforms used in the current shader
151 */
152 unsigned num_shader_uniform_components;
153
154 private:
155 virtual void visit_field(const glsl_type *type, const char *name)
156 {
157 assert(!type->is_record());
158 assert(!(type->is_array() && type->fields.array->is_record()));
159
160 /* Count the number of samplers regardless of whether the uniform is
161 * already in the hash table. The hash table prevents adding the same
162 * uniform for multiple shader targets, but in this case we want to
163 * count it for each shader target.
164 */
165 const unsigned values = values_for_type(type);
166 if (type->contains_sampler()) {
167 this->num_shader_samplers +=
168 type->is_array() ? type->array_size() : 1;
169 } else {
170 /* Accumulate the total number of uniform slots used by this shader.
171 * Note that samplers do not count against this limit because they
172 * don't use any storage on current hardware.
173 */
174 this->num_shader_uniform_components += values;
175 }
176
177 /* If the uniform is already in the map, there's nothing more to do.
178 */
179 unsigned id;
180 if (this->map->get(id, name))
181 return;
182
183 this->map->put(this->num_active_uniforms, name);
184
185 /* Each leaf uniform occupies one entry in the list of active
186 * uniforms.
187 */
188 this->num_active_uniforms++;
189 this->num_values += values;
190 }
191
192 struct string_to_uint_map *map;
193 };
194
195 /**
196 * Class to help parcel out pieces of backing storage to uniforms
197 *
198 * Each uniform processed has some range of the \c gl_constant_value
199 * structures associated with it. The association is done by finding
200 * the uniform in the \c string_to_uint_map and using the value from
201 * the map to connect that slot in the \c gl_uniform_storage table
202 * with the next available slot in the \c gl_constant_value array.
203 *
204 * \warning
205 * This class assumes that every uniform that will be processed is
206 * already in the \c string_to_uint_map. In addition, it assumes that
207 * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
208 * enough."
209 */
210 class parcel_out_uniform_storage : public uniform_field_visitor {
211 public:
212 parcel_out_uniform_storage(struct string_to_uint_map *map,
213 struct gl_uniform_storage *uniforms,
214 union gl_constant_value *values)
215 : map(map), uniforms(uniforms), next_sampler(0), values(values)
216 {
217 memset(this->targets, 0, sizeof(this->targets));
218 }
219
220 void start_shader()
221 {
222 this->shader_samplers_used = 0;
223 this->shader_shadow_samplers = 0;
224 }
225
226 void set_and_process(struct gl_shader_program *prog,
227 ir_variable *var)
228 {
229 ubo_var = NULL;
230 if (var->uniform_block != -1) {
231 struct gl_uniform_block *block =
232 &prog->UniformBlocks[var->uniform_block];
233
234 ubo_block_index = var->uniform_block;
235 ubo_var_index = var->location;
236 ubo_var = &block->Uniforms[var->location];
237 ubo_byte_offset = ubo_var->Offset;
238 }
239
240 process(var);
241 }
242
243 struct gl_uniform_buffer_variable *ubo_var;
244 int ubo_block_index;
245 int ubo_var_index;
246 int ubo_byte_offset;
247
248 private:
249 virtual void visit_field(const glsl_type *type, const char *name)
250 {
251 assert(!type->is_record());
252 assert(!(type->is_array() && type->fields.array->is_record()));
253
254 unsigned id;
255 bool found = this->map->get(id, name);
256 assert(found);
257
258 if (!found)
259 return;
260
261 /* If there is already storage associated with this uniform, it means
262 * that it was set while processing an earlier shader stage. For
263 * example, we may be processing the uniform in the fragment shader, but
264 * the uniform was already processed in the vertex shader.
265 */
266 if (this->uniforms[id].storage != NULL) {
267 /* If the uniform already has storage set from another shader stage,
268 * mark the samplers used for this shader stage.
269 */
270 if (type->contains_sampler()) {
271 const unsigned count = MAX2(1, this->uniforms[id].array_elements);
272 const unsigned shadow = (type->is_array())
273 ? type->fields.array->sampler_shadow : type->sampler_shadow;
274
275 for (unsigned i = 0; i < count; i++) {
276 const unsigned s = this->uniforms[id].sampler + i;
277
278 this->shader_samplers_used |= 1U << s;
279 this->shader_shadow_samplers |= shadow << s;
280 }
281 }
282
283 return;
284 }
285
286 const glsl_type *base_type;
287 if (type->is_array()) {
288 this->uniforms[id].array_elements = type->length;
289 base_type = type->fields.array;
290 } else {
291 this->uniforms[id].array_elements = 0;
292 base_type = type;
293 }
294
295 if (base_type->is_sampler()) {
296 this->uniforms[id].sampler = this->next_sampler;
297
298 /* Increment the sampler by 1 for non-arrays and by the number of
299 * array elements for arrays.
300 */
301 this->next_sampler += MAX2(1, this->uniforms[id].array_elements);
302
303 const gl_texture_index target = base_type->sampler_index();
304 const unsigned shadow = base_type->sampler_shadow;
305 for (unsigned i = this->uniforms[id].sampler
306 ; i < this->next_sampler
307 ; i++) {
308 this->targets[i] = target;
309 this->shader_samplers_used |= 1U << i;
310 this->shader_shadow_samplers |= shadow << i;
311 }
312
313 } else {
314 this->uniforms[id].sampler = ~0;
315 }
316
317 this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
318 this->uniforms[id].type = base_type;
319 this->uniforms[id].initialized = 0;
320 this->uniforms[id].num_driver_storage = 0;
321 this->uniforms[id].driver_storage = NULL;
322 this->uniforms[id].storage = this->values;
323 if (this->ubo_var) {
324 this->uniforms[id].block_index = this->ubo_block_index;
325
326 unsigned alignment = type->std140_base_alignment(ubo_var->RowMajor);
327 this->ubo_byte_offset = align(this->ubo_byte_offset, alignment);
328 this->uniforms[id].offset = this->ubo_byte_offset;
329 this->ubo_byte_offset += type->std140_size(ubo_var->RowMajor);
330
331 if (type->is_array()) {
332 this->uniforms[id].array_stride =
333 align(type->fields.array->std140_size(ubo_var->RowMajor), 16);
334 } else {
335 this->uniforms[id].array_stride = 0;
336 }
337
338 if (type->is_matrix() ||
339 (type->is_array() && type->fields.array->is_matrix())) {
340 this->uniforms[id].matrix_stride = 16;
341 this->uniforms[id].row_major = ubo_var->RowMajor;
342 } else {
343 this->uniforms[id].matrix_stride = 0;
344 this->uniforms[id].row_major = false;
345 }
346 } else {
347 this->uniforms[id].block_index = -1;
348 this->uniforms[id].offset = -1;
349 this->uniforms[id].array_stride = -1;
350 this->uniforms[id].matrix_stride = -1;
351 this->uniforms[id].row_major = false;
352 }
353
354 this->values += values_for_type(type);
355 }
356
357 struct string_to_uint_map *map;
358
359 struct gl_uniform_storage *uniforms;
360 unsigned next_sampler;
361
362 public:
363 union gl_constant_value *values;
364
365 gl_texture_index targets[MAX_SAMPLERS];
366
367 /**
368 * Mask of samplers used by the current shader stage.
369 */
370 unsigned shader_samplers_used;
371
372 /**
373 * Mask of samplers used by the current shader stage for shadows.
374 */
375 unsigned shader_shadow_samplers;
376 };
377
378 /**
379 * Merges a uniform block into an array of uniform blocks that may or
380 * may not already contain a copy of it.
381 *
382 * Returns the index of the new block in the array.
383 */
384 int
385 link_cross_validate_uniform_block(void *mem_ctx,
386 struct gl_uniform_block **linked_blocks,
387 unsigned int *num_linked_blocks,
388 struct gl_uniform_block *new_block)
389 {
390 for (unsigned int i = 0; i < *num_linked_blocks; i++) {
391 struct gl_uniform_block *old_block = &(*linked_blocks)[i];
392 if (strcmp(old_block->Name, new_block->Name) == 0) {
393 if (old_block->NumUniforms != new_block->NumUniforms) {
394 return -1;
395 }
396
397 for (unsigned j = 0; j < old_block->NumUniforms; j++) {
398 if (strcmp(old_block->Uniforms[j].Name,
399 new_block->Uniforms[j].Name) != 0)
400 return -1;
401
402 if (old_block->Uniforms[j].Offset !=
403 new_block->Uniforms[j].Offset)
404 return -1;
405
406 if (old_block->Uniforms[j].RowMajor !=
407 new_block->Uniforms[j].RowMajor)
408 return -1;
409 }
410 return i;
411 }
412 }
413
414 *linked_blocks = reralloc(mem_ctx, *linked_blocks,
415 struct gl_uniform_block,
416 *num_linked_blocks + 1);
417 int linked_block_index = (*num_linked_blocks)++;
418 struct gl_uniform_block *linked_block = &(*linked_blocks)[linked_block_index];
419
420 memcpy(linked_block, new_block, sizeof(*new_block));
421 linked_block->Uniforms = ralloc_array(*linked_blocks,
422 struct gl_uniform_buffer_variable,
423 linked_block->NumUniforms);
424
425 memcpy(linked_block->Uniforms,
426 new_block->Uniforms,
427 sizeof(*linked_block->Uniforms) * linked_block->NumUniforms);
428
429 for (unsigned int i = 0; i < linked_block->NumUniforms; i++) {
430 struct gl_uniform_buffer_variable *ubo_var =
431 &linked_block->Uniforms[i];
432
433 ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
434 }
435
436 return linked_block_index;
437 }
438
439 /**
440 * Walks the IR and update the references to uniform blocks in the
441 * ir_variables to point at linked shader's list (previously, they
442 * would point at the uniform block list in one of the pre-linked
443 * shaders).
444 */
445 static bool
446 link_update_uniform_buffer_variables(struct gl_shader *shader)
447 {
448 foreach_list(node, shader->ir) {
449 ir_variable *const var = ((ir_instruction *) node)->as_variable();
450
451 if ((var == NULL) || (var->uniform_block == -1))
452 continue;
453
454 assert(var->mode == ir_var_uniform);
455
456 bool found = false;
457 for (unsigned i = 0; i < shader->NumUniformBlocks; i++) {
458 for (unsigned j = 0; j < shader->UniformBlocks[i].NumUniforms; j++) {
459 if (!strcmp(var->name, shader->UniformBlocks[i].Uniforms[j].Name)) {
460 found = true;
461 var->uniform_block = i;
462 var->location = j;
463 break;
464 }
465 }
466 if (found)
467 break;
468 }
469 assert(found);
470 }
471
472 return true;
473 }
474
475 void
476 link_assign_uniform_block_offsets(struct gl_shader *shader)
477 {
478 for (unsigned b = 0; b < shader->NumUniformBlocks; b++) {
479 struct gl_uniform_block *block = &shader->UniformBlocks[b];
480
481 unsigned offset = 0;
482 for (unsigned int i = 0; i < block->NumUniforms; i++) {
483 struct gl_uniform_buffer_variable *ubo_var = &block->Uniforms[i];
484 const struct glsl_type *type = ubo_var->Type;
485
486 unsigned alignment = type->std140_base_alignment(ubo_var->RowMajor);
487 unsigned size = type->std140_size(ubo_var->RowMajor);
488
489 offset = align(offset, alignment);
490 ubo_var->Offset = offset;
491 offset += size;
492 }
493 block->UniformBufferSize = offset;
494 }
495 }
496
497 void
498 link_assign_uniform_locations(struct gl_shader_program *prog)
499 {
500 ralloc_free(prog->UniformStorage);
501 prog->UniformStorage = NULL;
502 prog->NumUserUniformStorage = 0;
503
504 if (prog->UniformHash != NULL) {
505 prog->UniformHash->clear();
506 } else {
507 prog->UniformHash = new string_to_uint_map;
508 }
509
510 /* Uniforms that lack an initializer in the shader code have an initial
511 * value of zero. This includes sampler uniforms.
512 *
513 * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
514 *
515 * "The link time initial value is either the value of the variable's
516 * initializer, if present, or 0 if no initializer is present. Sampler
517 * types cannot have initializers."
518 */
519 memset(prog->SamplerUnits, 0, sizeof(prog->SamplerUnits));
520
521 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
522 if (prog->_LinkedShaders[i] == NULL)
523 continue;
524
525 if (!link_update_uniform_buffer_variables(prog->_LinkedShaders[i]))
526 return;
527 }
528
529 /* First pass: Count the uniform resources used by the user-defined
530 * uniforms. While this happens, each active uniform will have an index
531 * assigned to it.
532 *
533 * Note: this is *NOT* the index that is returned to the application by
534 * glGetUniformLocation.
535 */
536 count_uniform_size uniform_size(prog->UniformHash);
537 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
538 if (prog->_LinkedShaders[i] == NULL)
539 continue;
540
541 /* Reset various per-shader target counts.
542 */
543 uniform_size.start_shader();
544
545 foreach_list(node, prog->_LinkedShaders[i]->ir) {
546 ir_variable *const var = ((ir_instruction *) node)->as_variable();
547
548 if ((var == NULL) || (var->mode != ir_var_uniform))
549 continue;
550
551 /* FINISHME: Update code to process built-in uniforms!
552 */
553 if (strncmp("gl_", var->name, 3) == 0)
554 continue;
555
556 uniform_size.process(var);
557 }
558
559 prog->_LinkedShaders[i]->num_samplers = uniform_size.num_shader_samplers;
560 prog->_LinkedShaders[i]->num_uniform_components =
561 uniform_size.num_shader_uniform_components;
562 }
563
564 const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
565 const unsigned num_data_slots = uniform_size.num_values;
566
567 /* On the outside chance that there were no uniforms, bail out.
568 */
569 if (num_user_uniforms == 0)
570 return;
571
572 struct gl_uniform_storage *uniforms =
573 rzalloc_array(prog, struct gl_uniform_storage, num_user_uniforms);
574 union gl_constant_value *data =
575 rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
576 #ifndef NDEBUG
577 union gl_constant_value *data_end = &data[num_data_slots];
578 #endif
579
580 parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
581
582 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
583 if (prog->_LinkedShaders[i] == NULL)
584 continue;
585
586 /* Reset various per-shader target counts.
587 */
588 parcel.start_shader();
589
590 foreach_list(node, prog->_LinkedShaders[i]->ir) {
591 ir_variable *const var = ((ir_instruction *) node)->as_variable();
592
593 if ((var == NULL) || (var->mode != ir_var_uniform))
594 continue;
595
596 /* FINISHME: Update code to process built-in uniforms!
597 */
598 if (strncmp("gl_", var->name, 3) == 0)
599 continue;
600
601 parcel.set_and_process(prog, var);
602 }
603
604 prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
605 prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
606 }
607
608 assert(sizeof(prog->SamplerTargets) == sizeof(parcel.targets));
609 memcpy(prog->SamplerTargets, parcel.targets, sizeof(prog->SamplerTargets));
610
611 #ifndef NDEBUG
612 for (unsigned i = 0; i < num_user_uniforms; i++) {
613 assert(uniforms[i].storage != NULL);
614 }
615
616 assert(parcel.values == data_end);
617 #endif
618
619 prog->NumUserUniformStorage = num_user_uniforms;
620 prog->UniformStorage = uniforms;
621
622 link_set_uniform_initializers(prog);
623
624 return;
625 }