2011-10-24 19:37:11 -07:00
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/*
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* Copyright © 2011 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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#include "main/core.h"
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#include "ir.h"
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#include "linker.h"
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#include "glsl_symbol_table.h"
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#include "program/hash_table.h"
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/**
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* \file link_uniforms.cpp
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* Assign locations for GLSL uniforms.
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*
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* \author Ian Romanick <ian.d.romanick@intel.com>
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*/
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2011-10-18 11:09:14 -07:00
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/**
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* Count the backing storage requirements for a type
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*/
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static unsigned
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values_for_type(const glsl_type *type)
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{
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if (type->is_sampler()) {
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return 1;
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} else if (type->is_array() && type->fields.array->is_sampler()) {
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return type->array_size();
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} else {
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return type->component_slots();
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}
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}
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2011-10-24 19:37:11 -07:00
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void
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uniform_field_visitor::process(ir_variable *var)
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{
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const glsl_type *t = var->type;
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/* Only strdup the name if we actually will need to modify it. */
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if (t->is_record() || (t->is_array() && t->fields.array->is_record())) {
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char *name = ralloc_strdup(NULL, var->name);
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recursion(var->type, &name, strlen(name));
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ralloc_free(name);
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} else {
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this->visit_field(t, var->name);
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}
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}
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void
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uniform_field_visitor::recursion(const glsl_type *t, char **name,
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unsigned name_length)
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{
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/* Records need to have each field processed individually.
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*
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* Arrays of records need to have each array element processed
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* individually, then each field of the resulting array elements processed
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* individually.
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*/
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if (t->is_record()) {
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for (unsigned i = 0; i < t->length; i++) {
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const char *field = t->fields.structure[i].name;
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/* Append '.field' to the current uniform name. */
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ralloc_asprintf_rewrite_tail(name, name_length, ".%s", field);
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recursion(t->fields.structure[i].type, name,
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name_length + 1 + strlen(field));
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}
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} else if (t->is_array() && t->fields.array->is_record()) {
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for (unsigned i = 0; i < t->length; i++) {
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char subscript[13];
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/* Append the subscript to the current uniform name */
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const unsigned subscript_length = snprintf(subscript, 13, "[%u]", i);
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ralloc_asprintf_rewrite_tail(name, name_length, "%s", subscript);
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recursion(t->fields.array, name, name_length + subscript_length);
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}
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} else {
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this->visit_field(t, *name);
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}
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}
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2011-10-18 11:09:14 -07:00
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/**
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* Class to help calculate the storage requirements for a set of uniforms
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*
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* As uniforms are added to the active set the number of active uniforms and
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* the storage requirements for those uniforms are accumulated. The active
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* uniforms are added the the hash table supplied to the constructor.
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*
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* If the same uniform is added multiple times (i.e., once for each shader
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* target), it will only be accounted once.
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*/
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class count_uniform_size : public uniform_field_visitor {
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public:
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count_uniform_size(struct string_to_uint_map *map)
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: num_active_uniforms(0), num_values(0), map(map)
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{
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/* empty */
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}
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/**
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* Total number of active uniforms counted
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*/
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unsigned num_active_uniforms;
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/**
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* Number of data values required to back the storage for the active uniforms
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*/
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unsigned num_values;
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private:
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virtual void visit_field(const glsl_type *type, const char *name)
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{
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assert(!type->is_record());
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assert(!(type->is_array() && type->fields.array->is_record()));
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/* If the uniform is already in the map, there's nothing more to do.
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*/
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unsigned id;
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if (this->map->get(id, name))
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return;
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char *key = strdup(name);
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this->map->put(this->num_active_uniforms, key);
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/* Each leaf uniform occupies one entry in the list of active
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* uniforms.
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*/
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this->num_active_uniforms++;
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this->num_values += values_for_type(type);
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}
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struct string_to_uint_map *map;
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};
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