#include "ir_uniform.h"
#include "glsl_symbol_table.h"
#include "program/hash_table.h"
+#include "program.h"
/**
* \file link_uniforms.cpp
* \author Ian Romanick <ian.d.romanick@intel.com>
*/
+/**
+ * Used by linker to indicate uniforms that have no location set.
+ */
+#define UNMAPPED_UNIFORM_LOC ~0u
+
/**
* Count the backing storage requirements for a type
*/
}
void
-uniform_field_visitor::process(ir_variable *var)
+program_resource_visitor::process(const glsl_type *type, const char *name)
+{
+ assert(type->without_array()->is_record()
+ || type->without_array()->is_interface());
+
+ char *name_copy = ralloc_strdup(NULL, name);
+ recursion(type, &name_copy, strlen(name), false, NULL, false);
+ ralloc_free(name_copy);
+}
+
+void
+program_resource_visitor::process(ir_variable *var)
{
const glsl_type *t = var->type;
+ const bool row_major =
+ var->data.matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
+
+ /* false is always passed for the row_major parameter to the other
+ * processing functions because no information is available to do
+ * otherwise. See the warning in linker.h.
+ */
/* Only strdup the name if we actually will need to modify it. */
- if (t->is_record() || (t->is_array() && t->fields.array->is_record())) {
+ if (var->data.from_named_ifc_block_array) {
+ /* lower_named_interface_blocks created this variable by lowering an
+ * interface block array to an array variable. For example if the
+ * original source code was:
+ *
+ * out Blk { vec4 bar } foo[3];
+ *
+ * Then the variable is now:
+ *
+ * out vec4 bar[3];
+ *
+ * We need to visit each array element using the names constructed like
+ * so:
+ *
+ * Blk[0].bar
+ * Blk[1].bar
+ * Blk[2].bar
+ */
+ assert(t->is_array());
+ const glsl_type *ifc_type = var->get_interface_type();
+ char *name = ralloc_strdup(NULL, ifc_type->name);
+ size_t name_length = strlen(name);
+ for (unsigned i = 0; i < t->length; i++) {
+ size_t new_length = name_length;
+ ralloc_asprintf_rewrite_tail(&name, &new_length, "[%u].%s", i,
+ var->name);
+ /* Note: row_major is only meaningful for uniform blocks, and
+ * lowering is only applied to non-uniform interface blocks, so we
+ * can safely pass false for row_major.
+ */
+ recursion(var->type, &name, new_length, row_major, NULL, false);
+ }
+ ralloc_free(name);
+ } else if (var->data.from_named_ifc_block_nonarray) {
+ /* lower_named_interface_blocks created this variable by lowering a
+ * named interface block (non-array) to an ordinary variable. For
+ * example if the original source code was:
+ *
+ * out Blk { vec4 bar } foo;
+ *
+ * Then the variable is now:
+ *
+ * out vec4 bar;
+ *
+ * We need to visit this variable using the name:
+ *
+ * Blk.bar
+ */
+ const glsl_type *ifc_type = var->get_interface_type();
+ char *name = ralloc_asprintf(NULL, "%s.%s", ifc_type->name, var->name);
+ /* Note: row_major is only meaningful for uniform blocks, and lowering
+ * is only applied to non-uniform interface blocks, so we can safely
+ * pass false for row_major.
+ */
+ recursion(var->type, &name, strlen(name), row_major, NULL, false);
+ ralloc_free(name);
+ } else if (t->without_array()->is_record()) {
char *name = ralloc_strdup(NULL, var->name);
- recursion(var->type, &name, strlen(name));
+ recursion(var->type, &name, strlen(name), row_major, NULL, false);
+ ralloc_free(name);
+ } else if (t->is_interface()) {
+ char *name = ralloc_strdup(NULL, var->type->name);
+ recursion(var->type, &name, strlen(name), row_major, NULL, false);
+ ralloc_free(name);
+ } else if (t->is_array() && t->fields.array->is_interface()) {
+ char *name = ralloc_strdup(NULL, var->type->fields.array->name);
+ recursion(var->type, &name, strlen(name), row_major, NULL, false);
ralloc_free(name);
} else {
- this->visit_field(t, var->name);
+ this->visit_field(t, var->name, row_major, NULL, false);
}
}
void
-uniform_field_visitor::recursion(const glsl_type *t, char **name,
- unsigned name_length)
+program_resource_visitor::recursion(const glsl_type *t, char **name,
+ size_t name_length, bool row_major,
+ const glsl_type *record_type,
+ bool last_field)
{
/* Records need to have each field processed individually.
*
* individually, then each field of the resulting array elements processed
* individually.
*/
- if (t->is_record()) {
+ if (t->is_record() || t->is_interface()) {
+ if (record_type == NULL && t->is_record())
+ record_type = t;
+
+ if (t->is_record())
+ this->enter_record(t, *name, row_major);
+
for (unsigned i = 0; i < t->length; i++) {
const char *field = t->fields.structure[i].name;
+ size_t new_length = name_length;
+
+ if (t->fields.structure[i].type->is_record())
+ this->visit_field(&t->fields.structure[i]);
+
+ /* Append '.field' to the current variable name. */
+ if (name_length == 0) {
+ ralloc_asprintf_rewrite_tail(name, &new_length, "%s", field);
+ } else {
+ ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
+ }
- /* Append '.field' to the current uniform name. */
- ralloc_asprintf_rewrite_tail(name, name_length, ".%s", field);
+ /* The layout of structures at the top level of the block is set
+ * during parsing. For matrices contained in multiple levels of
+ * structures in the block, the inner structures have no layout.
+ * These cases must potentially inherit the layout from the outer
+ * levels.
+ */
+ bool field_row_major = row_major;
+ const enum glsl_matrix_layout matrix_layout =
+ glsl_matrix_layout(t->fields.structure[i].matrix_layout);
+ if (matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
+ field_row_major = true;
+ } else if (matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
+ field_row_major = false;
+ }
- recursion(t->fields.structure[i].type, name,
- name_length + 1 + strlen(field));
+ recursion(t->fields.structure[i].type, name, new_length,
+ field_row_major,
+ record_type,
+ (i + 1) == t->length);
+
+ /* Only the first leaf-field of the record gets called with the
+ * record type pointer.
+ */
+ record_type = NULL;
+ }
+
+ if (t->is_record()) {
+ (*name)[name_length] = '\0';
+ this->leave_record(t, *name, row_major);
}
- } else if (t->is_array() && t->fields.array->is_record()) {
+ } else if (t->is_array() && (t->fields.array->is_record()
+ || t->fields.array->is_interface())) {
+ if (record_type == NULL && t->fields.array->is_record())
+ record_type = t->fields.array;
+
for (unsigned i = 0; i < t->length; i++) {
- char subscript[13];
+ size_t new_length = name_length;
- /* Append the subscript to the current uniform name */
- const unsigned subscript_length = snprintf(subscript, 13, "[%u]", i);
- ralloc_asprintf_rewrite_tail(name, name_length, "%s", subscript);
+ /* Append the subscript to the current variable name */
+ ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
- recursion(t->fields.array, name, name_length + subscript_length);
+ recursion(t->fields.array, name, new_length, row_major,
+ record_type,
+ (i + 1) == t->length);
+
+ /* Only the first leaf-field of the record gets called with the
+ * record type pointer.
+ */
+ record_type = NULL;
}
} else {
- this->visit_field(t, *name);
+ this->visit_field(t, *name, row_major, record_type, last_field);
}
}
+void
+program_resource_visitor::visit_field(const glsl_type *type, const char *name,
+ bool row_major,
+ const glsl_type *,
+ bool /* last_field */)
+{
+ visit_field(type, name, row_major);
+}
+
+void
+program_resource_visitor::visit_field(const glsl_struct_field *field)
+{
+ (void) field;
+ /* empty */
+}
+
+void
+program_resource_visitor::enter_record(const glsl_type *, const char *, bool)
+{
+}
+
+void
+program_resource_visitor::leave_record(const glsl_type *, const char *, bool)
+{
+}
+
+namespace {
+
/**
* Class to help calculate the storage requirements for a set of uniforms
*
* As uniforms are added to the active set the number of active uniforms and
* the storage requirements for those uniforms are accumulated. The active
- * uniforms are added the the hash table supplied to the constructor.
+ * uniforms are added to the hash table supplied to the constructor.
*
* If the same uniform is added multiple times (i.e., once for each shader
* target), it will only be accounted once.
*/
-class count_uniform_size : public uniform_field_visitor {
+class count_uniform_size : public program_resource_visitor {
public:
count_uniform_size(struct string_to_uint_map *map)
- : num_active_uniforms(0), num_values(0), map(map)
+ : num_active_uniforms(0), num_values(0), num_shader_samplers(0),
+ num_shader_images(0), num_shader_uniform_components(0),
+ is_ubo_var(false), map(map)
{
/* empty */
}
+ void start_shader()
+ {
+ this->num_shader_samplers = 0;
+ this->num_shader_images = 0;
+ this->num_shader_uniform_components = 0;
+ }
+
+ void process(ir_variable *var)
+ {
+ this->is_ubo_var = var->is_in_uniform_block();
+ if (var->is_interface_instance())
+ program_resource_visitor::process(var->get_interface_type(),
+ var->get_interface_type()->name);
+ else
+ program_resource_visitor::process(var);
+ }
+
/**
* Total number of active uniforms counted
*/
*/
unsigned num_values;
+ /**
+ * Number of samplers used
+ */
+ unsigned num_shader_samplers;
+
+ /**
+ * Number of images used
+ */
+ unsigned num_shader_images;
+
+ /**
+ * Number of uniforms used in the current shader
+ */
+ unsigned num_shader_uniform_components;
+
+ bool is_ubo_var;
+
private:
- virtual void visit_field(const glsl_type *type, const char *name)
+ virtual void visit_field(const glsl_type *type, const char *name,
+ bool row_major)
{
- assert(!type->is_record());
- assert(!(type->is_array() && type->fields.array->is_record()));
+ assert(!type->without_array()->is_record());
+ assert(!type->without_array()->is_interface());
+
+ (void) row_major;
+
+ /* Count the number of samplers regardless of whether the uniform is
+ * already in the hash table. The hash table prevents adding the same
+ * uniform for multiple shader targets, but in this case we want to
+ * count it for each shader target.
+ */
+ const unsigned values = values_for_type(type);
+ if (type->contains_sampler()) {
+ this->num_shader_samplers += values;
+ } else if (type->contains_image()) {
+ this->num_shader_images += values;
+
+ /* As drivers are likely to represent image uniforms as
+ * scalar indices, count them against the limit of uniform
+ * components in the default block. The spec allows image
+ * uniforms to use up no more than one scalar slot.
+ */
+ this->num_shader_uniform_components += values;
+ } else {
+ /* Accumulate the total number of uniform slots used by this shader.
+ * Note that samplers do not count against this limit because they
+ * don't use any storage on current hardware.
+ */
+ if (!is_ubo_var)
+ this->num_shader_uniform_components += values;
+ }
/* If the uniform is already in the map, there's nothing more to do.
*/
if (this->map->get(id, name))
return;
- char *key = strdup(name);
- this->map->put(this->num_active_uniforms, key);
+ this->map->put(this->num_active_uniforms, name);
/* Each leaf uniform occupies one entry in the list of active
* uniforms.
*/
this->num_active_uniforms++;
- this->num_values += values_for_type(type);
+ this->num_values += values;
}
struct string_to_uint_map *map;
};
+} /* anonymous namespace */
+
/**
* Class to help parcel out pieces of backing storage to uniforms
*
* the \c gl_uniform_storage and \c gl_constant_value arrays are "big
* enough."
*/
-class parcel_out_uniform_storage : public uniform_field_visitor {
+class parcel_out_uniform_storage : public program_resource_visitor {
public:
parcel_out_uniform_storage(struct string_to_uint_map *map,
struct gl_uniform_storage *uniforms,
union gl_constant_value *values)
- : map(map), uniforms(uniforms), next_sampler(0), values(values)
+ : map(map), uniforms(uniforms), values(values)
{
- /* empty */
}
+ void start_shader(gl_shader_stage shader_type)
+ {
+ assert(shader_type < MESA_SHADER_STAGES);
+ this->shader_type = shader_type;
+
+ this->shader_samplers_used = 0;
+ this->shader_shadow_samplers = 0;
+ this->next_sampler = 0;
+ this->next_image = 0;
+ memset(this->targets, 0, sizeof(this->targets));
+ }
+
+ void set_and_process(struct gl_shader_program *prog,
+ ir_variable *var)
+ {
+ current_var = var;
+ field_counter = 0;
+
+ ubo_block_index = -1;
+ if (var->is_in_uniform_block()) {
+ if (var->is_interface_instance() && var->type->is_array()) {
+ unsigned l = strlen(var->get_interface_type()->name);
+
+ for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
+ if (strncmp(var->get_interface_type()->name,
+ prog->UniformBlocks[i].Name,
+ l) == 0
+ && prog->UniformBlocks[i].Name[l] == '[') {
+ ubo_block_index = i;
+ break;
+ }
+ }
+ } else {
+ for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
+ if (strcmp(var->get_interface_type()->name,
+ prog->UniformBlocks[i].Name) == 0) {
+ ubo_block_index = i;
+ break;
+ }
+ }
+ }
+ assert(ubo_block_index != -1);
+
+ /* Uniform blocks that were specified with an instance name must be
+ * handled a little bit differently. The name of the variable is the
+ * name used to reference the uniform block instead of being the name
+ * of a variable within the block. Therefore, searching for the name
+ * within the block will fail.
+ */
+ if (var->is_interface_instance()) {
+ ubo_byte_offset = 0;
+ } else {
+ const struct gl_uniform_block *const block =
+ &prog->UniformBlocks[ubo_block_index];
+
+ assert(var->data.location != -1);
+
+ const struct gl_uniform_buffer_variable *const ubo_var =
+ &block->Uniforms[var->data.location];
+
+ ubo_byte_offset = ubo_var->Offset;
+ }
+
+ if (var->is_interface_instance())
+ process(var->get_interface_type(),
+ var->get_interface_type()->name);
+ else
+ process(var);
+ } else
+ process(var);
+ }
+
+ int ubo_block_index;
+ int ubo_byte_offset;
+ gl_shader_stage shader_type;
+
private:
- virtual void visit_field(const glsl_type *type, const char *name)
+ void handle_samplers(const glsl_type *base_type,
+ struct gl_uniform_storage *uniform)
+ {
+ if (base_type->is_sampler()) {
+ uniform->sampler[shader_type].index = this->next_sampler;
+ uniform->sampler[shader_type].active = true;
+
+ /* Increment the sampler by 1 for non-arrays and by the number of
+ * array elements for arrays.
+ */
+ this->next_sampler +=
+ MAX2(1, uniform->array_elements);
+
+ const gl_texture_index target = base_type->sampler_index();
+ const unsigned shadow = base_type->sampler_shadow;
+ for (unsigned i = uniform->sampler[shader_type].index;
+ i < MIN2(this->next_sampler, MAX_SAMPLERS);
+ i++) {
+ this->targets[i] = target;
+ this->shader_samplers_used |= 1U << i;
+ this->shader_shadow_samplers |= shadow << i;
+ }
+ } else {
+ uniform->sampler[shader_type].index = ~0;
+ uniform->sampler[shader_type].active = false;
+ }
+ }
+
+ void handle_images(const glsl_type *base_type,
+ struct gl_uniform_storage *uniform)
+ {
+ if (base_type->is_image()) {
+ uniform->image[shader_type].index = this->next_image;
+ uniform->image[shader_type].active = true;
+
+ /* Increment the image index by 1 for non-arrays and by the
+ * number of array elements for arrays.
+ */
+ this->next_image += MAX2(1, uniform->array_elements);
+
+ } else {
+ uniform->image[shader_type].index = ~0;
+ uniform->image[shader_type].active = false;
+ }
+ }
+
+ virtual void visit_field(const glsl_type *type, const char *name,
+ bool row_major)
+ {
+ (void) type;
+ (void) name;
+ (void) row_major;
+ assert(!"Should not get here.");
+ }
+
+ virtual void enter_record(const glsl_type *type, const char *name,
+ bool row_major) {
+ assert(type->is_record());
+ if (this->ubo_block_index == -1)
+ return;
+ this->ubo_byte_offset = glsl_align(
+ this->ubo_byte_offset, type->std140_base_alignment(row_major));
+ }
+
+ virtual void leave_record(const glsl_type *type, const char *name,
+ bool row_major) {
+ assert(type->is_record());
+ if (this->ubo_block_index == -1)
+ return;
+ this->ubo_byte_offset = glsl_align(
+ this->ubo_byte_offset, type->std140_base_alignment(row_major));
+ }
+
+ virtual void visit_field(const glsl_type *type, const char *name,
+ bool row_major, const glsl_type *record_type,
+ bool last_field)
{
- assert(!type->is_record());
- assert(!(type->is_array() && type->fields.array->is_record()));
+ assert(!type->without_array()->is_record());
+ assert(!type->without_array()->is_interface());
unsigned id;
bool found = this->map->get(id, name);
if (!found)
return;
- /* If there is already storage associated with this uniform, it means
- * that it was set while processing an earlier shader stage. For
- * example, we may be processing the uniform in the fragment shader, but
- * the uniform was already processed in the vertex shader.
- */
- if (this->uniforms[id].storage != NULL)
- return;
-
const glsl_type *base_type;
if (type->is_array()) {
this->uniforms[id].array_elements = type->length;
base_type = type;
}
- if (base_type->is_sampler()) {
- this->uniforms[id].sampler = this->next_sampler;
+ /* This assigns uniform indices to sampler and image uniforms. */
+ handle_samplers(base_type, &this->uniforms[id]);
+ handle_images(base_type, &this->uniforms[id]);
- /* Increment the sampler by 1 for non-arrays and by the number of
- * array elements for arrays.
- */
- this->next_sampler += MAX2(1, this->uniforms[id].array_elements);
+ /* If there is already storage associated with this uniform, it means
+ * that it was set while processing an earlier shader stage. For
+ * example, we may be processing the uniform in the fragment shader, but
+ * the uniform was already processed in the vertex shader.
+ */
+ if (this->uniforms[id].storage != NULL) {
+ return;
+ }
+
+ /* Assign explicit locations. */
+ if (current_var->data.explicit_location) {
+ /* Set sequential locations for struct fields. */
+ if (record_type != NULL) {
+ const unsigned entries = MAX2(1, this->uniforms[id].array_elements);
+ this->uniforms[id].remap_location =
+ current_var->data.location + field_counter;
+ field_counter += entries;
+ } else {
+ this->uniforms[id].remap_location = current_var->data.location;
+ }
} else {
- this->uniforms[id].sampler = ~0;
+ /* Initialize to to indicate that no location is set */
+ this->uniforms[id].remap_location = UNMAPPED_UNIFORM_LOC;
}
- this->uniforms[id].name = strdup(name);
+ this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
this->uniforms[id].type = base_type;
this->uniforms[id].initialized = 0;
this->uniforms[id].num_driver_storage = 0;
this->uniforms[id].driver_storage = NULL;
this->uniforms[id].storage = this->values;
+ this->uniforms[id].atomic_buffer_index = -1;
+ this->uniforms[id].hidden =
+ current_var->data.how_declared == ir_var_hidden;
+ if (this->ubo_block_index != -1) {
+ this->uniforms[id].block_index = this->ubo_block_index;
+
+ const unsigned alignment = type->std140_base_alignment(row_major);
+ this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, alignment);
+ this->uniforms[id].offset = this->ubo_byte_offset;
+ this->ubo_byte_offset += type->std140_size(row_major);
+
+ if (type->is_array()) {
+ this->uniforms[id].array_stride =
+ glsl_align(type->fields.array->std140_size(row_major), 16);
+ } else {
+ this->uniforms[id].array_stride = 0;
+ }
+
+ if (type->without_array()->is_matrix()) {
+ const glsl_type *matrix = type->without_array();
+ const unsigned N = matrix->base_type == GLSL_TYPE_DOUBLE ? 8 : 4;
+ const unsigned items = row_major ? matrix->matrix_columns : matrix->vector_elements;
+
+ assert(items <= 4);
+ this->uniforms[id].matrix_stride = glsl_align(items * N, 16);
+ this->uniforms[id].row_major = row_major;
+ } else {
+ this->uniforms[id].matrix_stride = 0;
+ this->uniforms[id].row_major = false;
+ }
+ } else {
+ this->uniforms[id].block_index = -1;
+ this->uniforms[id].offset = -1;
+ this->uniforms[id].array_stride = -1;
+ this->uniforms[id].matrix_stride = -1;
+ this->uniforms[id].row_major = false;
+ }
this->values += values_for_type(type);
}
struct gl_uniform_storage *uniforms;
unsigned next_sampler;
+ unsigned next_image;
public:
union gl_constant_value *values;
+
+ gl_texture_index targets[MAX_SAMPLERS];
+
+ /**
+ * Current variable being processed.
+ */
+ ir_variable *current_var;
+
+ /**
+ * Field counter is used to take care that uniform structures
+ * with explicit locations get sequential locations.
+ */
+ unsigned field_counter;
+
+ /**
+ * Mask of samplers used by the current shader stage.
+ */
+ unsigned shader_samplers_used;
+
+ /**
+ * Mask of samplers used by the current shader stage for shadows.
+ */
+ unsigned shader_shadow_samplers;
};
+/**
+ * Merges a uniform block into an array of uniform blocks that may or
+ * may not already contain a copy of it.
+ *
+ * Returns the index of the new block in the array.
+ */
+int
+link_cross_validate_uniform_block(void *mem_ctx,
+ struct gl_uniform_block **linked_blocks,
+ unsigned int *num_linked_blocks,
+ struct gl_uniform_block *new_block)
+{
+ for (unsigned int i = 0; i < *num_linked_blocks; i++) {
+ struct gl_uniform_block *old_block = &(*linked_blocks)[i];
+
+ if (strcmp(old_block->Name, new_block->Name) == 0)
+ return link_uniform_blocks_are_compatible(old_block, new_block)
+ ? i : -1;
+ }
+
+ *linked_blocks = reralloc(mem_ctx, *linked_blocks,
+ struct gl_uniform_block,
+ *num_linked_blocks + 1);
+ int linked_block_index = (*num_linked_blocks)++;
+ struct gl_uniform_block *linked_block = &(*linked_blocks)[linked_block_index];
+
+ memcpy(linked_block, new_block, sizeof(*new_block));
+ linked_block->Uniforms = ralloc_array(*linked_blocks,
+ struct gl_uniform_buffer_variable,
+ linked_block->NumUniforms);
+
+ memcpy(linked_block->Uniforms,
+ new_block->Uniforms,
+ sizeof(*linked_block->Uniforms) * linked_block->NumUniforms);
+
+ for (unsigned int i = 0; i < linked_block->NumUniforms; i++) {
+ struct gl_uniform_buffer_variable *ubo_var =
+ &linked_block->Uniforms[i];
+
+ if (ubo_var->Name == ubo_var->IndexName) {
+ ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
+ ubo_var->IndexName = ubo_var->Name;
+ } else {
+ ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
+ ubo_var->IndexName = ralloc_strdup(*linked_blocks, ubo_var->IndexName);
+ }
+ }
+
+ return linked_block_index;
+}
+
+/**
+ * Walks the IR and update the references to uniform blocks in the
+ * ir_variables to point at linked shader's list (previously, they
+ * would point at the uniform block list in one of the pre-linked
+ * shaders).
+ */
+static void
+link_update_uniform_buffer_variables(struct gl_shader *shader)
+{
+ foreach_in_list(ir_instruction, node, shader->ir) {
+ ir_variable *const var = node->as_variable();
+
+ if ((var == NULL) || !var->is_in_uniform_block())
+ continue;
+
+ assert(var->data.mode == ir_var_uniform);
+
+ if (var->is_interface_instance()) {
+ var->data.location = 0;
+ continue;
+ }
+
+ bool found = false;
+ char sentinel = '\0';
+
+ if (var->type->is_record()) {
+ sentinel = '.';
+ } else if (var->type->is_array()
+ && var->type->fields.array->is_record()) {
+ sentinel = '[';
+ }
+
+ const unsigned l = strlen(var->name);
+ for (unsigned i = 0; i < shader->NumUniformBlocks; i++) {
+ for (unsigned j = 0; j < shader->UniformBlocks[i].NumUniforms; j++) {
+ if (sentinel) {
+ const char *begin = shader->UniformBlocks[i].Uniforms[j].Name;
+ const char *end = strchr(begin, sentinel);
+
+ if (end == NULL)
+ continue;
+
+ if ((ptrdiff_t) l != (end - begin))
+ continue;
+
+ if (strncmp(var->name, begin, l) == 0) {
+ found = true;
+ var->data.location = j;
+ break;
+ }
+ } else if (!strcmp(var->name,
+ shader->UniformBlocks[i].Uniforms[j].Name)) {
+ found = true;
+ var->data.location = j;
+ break;
+ }
+ }
+ if (found)
+ break;
+ }
+ assert(found);
+ }
+}
+
+/**
+ * Scan the program for image uniforms and store image unit access
+ * information into the gl_shader data structure.
+ */
+static void
+link_set_image_access_qualifiers(struct gl_shader_program *prog)
+{
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ gl_shader *sh = prog->_LinkedShaders[i];
+
+ if (sh == NULL)
+ continue;
+
+ foreach_in_list(ir_instruction, node, sh->ir) {
+ ir_variable *var = node->as_variable();
+
+ if (var && var->data.mode == ir_var_uniform &&
+ var->type->contains_image()) {
+ unsigned id = 0;
+ bool found = prog->UniformHash->get(id, var->name);
+ assert(found);
+ (void) found;
+ const gl_uniform_storage *storage = &prog->UniformStorage[id];
+ const unsigned index = storage->image[i].index;
+ const GLenum access = (var->data.image_read_only ? GL_READ_ONLY :
+ var->data.image_write_only ? GL_WRITE_ONLY :
+ GL_READ_WRITE);
+
+ for (unsigned j = 0; j < MAX2(1, storage->array_elements); ++j)
+ sh->ImageAccess[index + j] = access;
+ }
+ }
+ }
+}
+
+/**
+ * Sort the array of uniform storage so that the non-hidden uniforms are first
+ *
+ * This function sorts the list "in place." This is important because some of
+ * the storage accessible from \c uniforms has \c uniforms as its \c ralloc
+ * context. If \c uniforms is freed, some other storage will also be freed.
+ */
+static unsigned
+move_hidden_uniforms_to_end(struct gl_shader_program *prog,
+ struct gl_uniform_storage *uniforms,
+ unsigned num_elements)
+{
+ struct gl_uniform_storage *sorted_uniforms =
+ ralloc_array(prog, struct gl_uniform_storage, num_elements);
+ unsigned hidden_uniforms = 0;
+ unsigned j = 0;
+
+ /* Add the non-hidden uniforms. */
+ for (unsigned i = 0; i < num_elements; i++) {
+ if (!uniforms[i].hidden)
+ sorted_uniforms[j++] = uniforms[i];
+ }
+
+ /* Add and count the hidden uniforms. */
+ for (unsigned i = 0; i < num_elements; i++) {
+ if (uniforms[i].hidden) {
+ sorted_uniforms[j++] = uniforms[i];
+ hidden_uniforms++;
+ }
+ }
+
+ assert(prog->UniformHash != NULL);
+ prog->UniformHash->clear();
+ for (unsigned i = 0; i < num_elements; i++) {
+ if (sorted_uniforms[i].name != NULL)
+ prog->UniformHash->put(i, sorted_uniforms[i].name);
+ }
+
+ memcpy(uniforms, sorted_uniforms, sizeof(uniforms[0]) * num_elements);
+ ralloc_free(sorted_uniforms);
+
+ return hidden_uniforms;
+}
+
void
-link_assign_uniform_locations(struct gl_shader_program *prog)
+link_assign_uniform_locations(struct gl_shader_program *prog,
+ unsigned int boolean_true)
{
ralloc_free(prog->UniformStorage);
prog->UniformStorage = NULL;
prog->UniformHash = new string_to_uint_map;
}
- for (unsigned i = 0; i < Elements(prog->SamplerUnits); i++) {
- prog->SamplerUnits[i] = i;
- }
-
/* First pass: Count the uniform resources used by the user-defined
* uniforms. While this happens, each active uniform will have an index
* assigned to it.
* glGetUniformLocation.
*/
count_uniform_size uniform_size(prog->UniformHash);
- for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
- if (prog->_LinkedShaders[i] == NULL)
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_shader *sh = prog->_LinkedShaders[i];
+
+ if (sh == NULL)
continue;
- foreach_list(node, prog->_LinkedShaders[i]->ir) {
- ir_variable *const var = ((ir_instruction *) node)->as_variable();
+ /* Uniforms that lack an initializer in the shader code have an initial
+ * value of zero. This includes sampler uniforms.
+ *
+ * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
+ *
+ * "The link time initial value is either the value of the variable's
+ * initializer, if present, or 0 if no initializer is present. Sampler
+ * types cannot have initializers."
+ */
+ memset(sh->SamplerUnits, 0, sizeof(sh->SamplerUnits));
+ memset(sh->ImageUnits, 0, sizeof(sh->ImageUnits));
+
+ link_update_uniform_buffer_variables(sh);
+
+ /* Reset various per-shader target counts.
+ */
+ uniform_size.start_shader();
+
+ foreach_in_list(ir_instruction, node, sh->ir) {
+ ir_variable *const var = node->as_variable();
- if ((var == NULL) || (var->mode != ir_var_uniform))
+ if ((var == NULL) || (var->data.mode != ir_var_uniform))
continue;
/* FINISHME: Update code to process built-in uniforms!
*/
- if (strncmp("gl_", var->name, 3) == 0)
+ if (is_gl_identifier(var->name)) {
+ uniform_size.num_shader_uniform_components +=
+ var->type->component_slots();
continue;
+ }
uniform_size.process(var);
}
+
+ sh->num_samplers = uniform_size.num_shader_samplers;
+ sh->NumImages = uniform_size.num_shader_images;
+ sh->num_uniform_components = uniform_size.num_shader_uniform_components;
+
+ sh->num_combined_uniform_components = sh->num_uniform_components;
+ for (unsigned i = 0; i < sh->NumUniformBlocks; i++) {
+ sh->num_combined_uniform_components +=
+ sh->UniformBlocks[i].UniformBufferSize / 4;
+ }
}
const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
- for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
- foreach_list(node, prog->_LinkedShaders[i]->ir) {
- ir_variable *const var = ((ir_instruction *) node)->as_variable();
+ parcel.start_shader((gl_shader_stage)i);
+
+ foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
+ ir_variable *const var = node->as_variable();
- if ((var == NULL) || (var->mode != ir_var_uniform))
+ if ((var == NULL) || (var->data.mode != ir_var_uniform))
continue;
/* FINISHME: Update code to process built-in uniforms!
*/
- if (strncmp("gl_", var->name, 3) == 0)
+ if (is_gl_identifier(var->name))
continue;
- parcel.process(var);
+ parcel.set_and_process(prog, var);
+ }
+
+ prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
+ prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
+
+ STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->SamplerTargets) == sizeof(parcel.targets));
+ memcpy(prog->_LinkedShaders[i]->SamplerTargets, parcel.targets,
+ sizeof(prog->_LinkedShaders[i]->SamplerTargets));
+ }
+
+ const unsigned hidden_uniforms =
+ move_hidden_uniforms_to_end(prog, uniforms, num_user_uniforms);
+
+ /* Reserve all the explicit locations of the active uniforms. */
+ for (unsigned i = 0; i < num_user_uniforms; i++) {
+ if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) {
+ /* How many new entries for this uniform? */
+ const unsigned entries = MAX2(1, uniforms[i].array_elements);
+
+ /* Set remap table entries point to correct gl_uniform_storage. */
+ for (unsigned j = 0; j < entries; j++) {
+ unsigned element_loc = uniforms[i].remap_location + j;
+ assert(prog->UniformRemapTable[element_loc] ==
+ INACTIVE_UNIFORM_EXPLICIT_LOCATION);
+ prog->UniformRemapTable[element_loc] = &uniforms[i];
+ }
}
}
+ /* Reserve locations for rest of the uniforms. */
+ for (unsigned i = 0; i < num_user_uniforms; i++) {
+
+ /* Explicit ones have been set already. */
+ if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC)
+ continue;
+
+ /* how many new entries for this uniform? */
+ const unsigned entries = MAX2(1, uniforms[i].array_elements);
+
+ /* resize remap table to fit new entries */
+ prog->UniformRemapTable =
+ reralloc(prog,
+ prog->UniformRemapTable,
+ gl_uniform_storage *,
+ prog->NumUniformRemapTable + entries);
+
+ /* set pointers for this uniform */
+ for (unsigned j = 0; j < entries; j++)
+ prog->UniformRemapTable[prog->NumUniformRemapTable+j] = &uniforms[i];
+
+ /* set the base location in remap table for the uniform */
+ uniforms[i].remap_location = prog->NumUniformRemapTable;
+
+ prog->NumUniformRemapTable += entries;
+ }
+
#ifndef NDEBUG
for (unsigned i = 0; i < num_user_uniforms; i++) {
assert(uniforms[i].storage != NULL);
}
-#endif
assert(parcel.values == data_end);
+#endif
prog->NumUserUniformStorage = num_user_uniforms;
+ prog->NumHiddenUniforms = hidden_uniforms;
prog->UniformStorage = uniforms;
+ link_set_image_access_qualifiers(prog);
+ link_set_uniform_initializers(prog, boolean_true);
+
return;
}