mesa/src/glsl/link_uniforms.cpp

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/*
* Copyright © 2011 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#include "main/core.h"
#include "ir.h"
#include "linker.h"
#include "glsl_symbol_table.h"
#include "program/hash_table.h"
/**
* \file link_uniforms.cpp
* Assign locations for GLSL uniforms.
*
* \author Ian Romanick <ian.d.romanick@intel.com>
*/
/**
* Count the backing storage requirements for a type
*/
static unsigned
values_for_type(const glsl_type *type)
{
if (type->is_sampler()) {
return 1;
} else if (type->is_array() && type->fields.array->is_sampler()) {
return type->array_size();
} else {
return type->component_slots();
}
}
void
uniform_field_visitor::process(ir_variable *var)
{
const glsl_type *t = var->type;
/* Only strdup the name if we actually will need to modify it. */
if (t->is_record() || (t->is_array() && t->fields.array->is_record())) {
char *name = ralloc_strdup(NULL, var->name);
recursion(var->type, &name, strlen(name));
ralloc_free(name);
} else {
this->visit_field(t, var->name);
}
}
void
uniform_field_visitor::recursion(const glsl_type *t, char **name,
unsigned name_length)
{
/* Records need to have each field processed individually.
*
* Arrays of records need to have each array element processed
* individually, then each field of the resulting array elements processed
* individually.
*/
if (t->is_record()) {
for (unsigned i = 0; i < t->length; i++) {
const char *field = t->fields.structure[i].name;
/* Append '.field' to the current uniform name. */
ralloc_asprintf_rewrite_tail(name, name_length, ".%s", field);
recursion(t->fields.structure[i].type, name,
name_length + 1 + strlen(field));
}
} else if (t->is_array() && t->fields.array->is_record()) {
for (unsigned i = 0; i < t->length; i++) {
char subscript[13];
/* 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);
recursion(t->fields.array, name, name_length + subscript_length);
}
} else {
this->visit_field(t, *name);
}
}
/**
* 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.
*
* 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 {
public:
count_uniform_size(struct string_to_uint_map *map)
: num_active_uniforms(0), num_values(0), map(map)
{
/* empty */
}
/**
* Total number of active uniforms counted
*/
unsigned num_active_uniforms;
/**
* Number of data values required to back the storage for the active uniforms
*/
unsigned num_values;
private:
virtual void visit_field(const glsl_type *type, const char *name)
{
assert(!type->is_record());
assert(!(type->is_array() && type->fields.array->is_record()));
/* If the uniform is already in the map, there's nothing more to do.
*/
unsigned id;
if (this->map->get(id, name))
return;
char *key = strdup(name);
this->map->put(this->num_active_uniforms, key);
/* Each leaf uniform occupies one entry in the list of active
* uniforms.
*/
this->num_active_uniforms++;
this->num_values += values_for_type(type);
}
struct string_to_uint_map *map;
};