/* * Copyright © 2012 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 "ir.h" #include "main/shader_types.h" static bool link_uniform_blocks_are_compatible(const gl_uniform_block *a, const gl_uniform_block *b) { assert(strcmp(a->name.string, b->name.string) == 0); /* Page 35 (page 42 of the PDF) in section 4.3.7 of the GLSL 1.50 spec says: * * Matched block names within an interface (as defined above) must match * in terms of having the same number of declarations with the same * sequence of types and the same sequence of member names, as well as * having the same member-wise layout qualification....if a matching * block is declared as an array, then the array sizes must also * match... Any mismatch will generate a link error. * * Arrays are not yet supported, so there is no check for that. */ if (a->NumUniforms != b->NumUniforms) return false; if (a->_Packing != b->_Packing) return false; if (a->_RowMajor != b->_RowMajor) return false; if (a->Binding != b->Binding) return false; for (unsigned i = 0; i < a->NumUniforms; i++) { if (strcmp(a->Uniforms[i].Name, b->Uniforms[i].Name) != 0) return false; if (a->Uniforms[i].Type != b->Uniforms[i].Type) return false; if (a->Uniforms[i].RowMajor != b->Uniforms[i].RowMajor) return false; } return true; } /** * 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.string, new_block->name.string) == 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); linked_block->name.string = ralloc_strdup(*linked_blocks, linked_block->name.string); resource_name_updated(&linked_block->name); 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; }