mesa/src/glsl/link_uniforms.cpp
Kenneth Graunke 0c0bfb2ead glsl: Add infrastructure for "hidden" uniforms.
In the compiler, we'd like to generate implicit uniforms for internal
use.  These should not be visible via the GL uniform introspection API.

To support that, we add a new ir_variable::how_declared value of
ir_var_hidden, and plumb that through to gl_uniform_storage.

v2 (idr): Fix some memory management issues in
move_hidden_uniforms_to_end.  The comment block on the function has more
details.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
2014-11-06 16:20:01 -08:00

1037 lines
34 KiB
C++

/*
* 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 "ir_uniform.h"
#include "glsl_symbol_table.h"
#include "program/hash_table.h"
#include "program.h"
/**
* \file link_uniforms.cpp
* Assign locations for GLSL uniforms.
*
* \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
*/
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
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 (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), 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, row_major, NULL, false);
}
}
void
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.
*
* 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() || t->is_interface()) {
if (record_type == NULL && t->is_record())
record_type = t;
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);
}
/* 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, 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;
}
} 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++) {
size_t new_length = name_length;
/* Append the subscript to the current variable name */
ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
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, 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 */
}
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.
*
* 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 program_resource_visitor {
public:
count_uniform_size(struct string_to_uint_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_active_uniforms;
/**
* Number of data values required to back the storage for the active uniforms
*/
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,
bool row_major)
{
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.
*/
unsigned id;
if (this->map->get(id, name))
return;
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;
}
struct string_to_uint_map *map;
};
} /* anonymous namespace */
/**
* Class to help parcel out pieces of backing storage to uniforms
*
* Each uniform processed has some range of the \c gl_constant_value
* structures associated with it. The association is done by finding
* the uniform in the \c string_to_uint_map and using the value from
* the map to connect that slot in the \c gl_uniform_storage table
* with the next available slot in the \c gl_constant_value array.
*
* \warning
* This class assumes that every uniform that will be processed is
* already in the \c string_to_uint_map. In addition, it assumes that
* the \c gl_uniform_storage and \c gl_constant_value arrays are "big
* enough."
*/
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), values(values)
{
}
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:
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 visit_field(const glsl_type *type, const char *name,
bool row_major, const glsl_type *record_type,
bool last_field)
{
assert(!type->without_array()->is_record());
assert(!type->without_array()->is_interface());
unsigned id;
bool found = this->map->get(id, name);
assert(found);
if (!found)
return;
const glsl_type *base_type;
if (type->is_array()) {
this->uniforms[id].array_elements = type->length;
base_type = type->fields.array;
} else {
this->uniforms[id].array_elements = 0;
base_type = type;
}
/* This assigns uniform indices to sampler and image uniforms. */
handle_samplers(base_type, &this->uniforms[id]);
handle_images(base_type, &this->uniforms[id]);
/* 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 {
/* Initialize to to indicate that no location is set */
this->uniforms[id].remap_location = UNMAPPED_UNIFORM_LOC;
}
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 = record_type
? record_type->std140_base_alignment(row_major)
: 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 (last_field)
this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, 16);
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()) {
this->uniforms[id].matrix_stride = 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 string_to_uint_map *map;
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,
unsigned int boolean_true)
{
ralloc_free(prog->UniformStorage);
prog->UniformStorage = NULL;
prog->NumUserUniformStorage = 0;
if (prog->UniformHash != NULL) {
prog->UniformHash->clear();
} else {
prog->UniformHash = new string_to_uint_map;
}
/* 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.
*
* Note: this is *NOT* the index that is returned to the application by
* glGetUniformLocation.
*/
count_uniform_size uniform_size(prog->UniformHash);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_shader *sh = prog->_LinkedShaders[i];
if (sh == NULL)
continue;
/* 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->data.mode != ir_var_uniform))
continue;
/* FINISHME: Update code to process built-in uniforms!
*/
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;
const unsigned num_data_slots = uniform_size.num_values;
/* On the outside chance that there were no uniforms, bail out.
*/
if (num_user_uniforms == 0)
return;
struct gl_uniform_storage *uniforms =
rzalloc_array(prog, struct gl_uniform_storage, num_user_uniforms);
union gl_constant_value *data =
rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
#ifndef NDEBUG
union gl_constant_value *data_end = &data[num_data_slots];
#endif
parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
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->data.mode != ir_var_uniform))
continue;
/* FINISHME: Update code to process built-in uniforms!
*/
if (is_gl_identifier(var->name))
continue;
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);
}
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;
}