glsl: Set initial values for uniforms in the linker
v2: Fix handling of arrays-of-structure. Thanks to Eric Anholt for pointing this out. v3: Minor comment change based on feedback from Ken. Fixes piglit glsl-1.20/execution/uniform-initializer/fs-structure-array and glsl-1.20/execution/uniform-initializer/vs-structure-array. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Eric Anholt <eric@anholt.net> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@@ -46,6 +46,7 @@ LIBGLSL_CXX_FILES := \
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linker.cpp \
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link_functions.cpp \
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link_uniforms.cpp \
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link_uniform_initializers.cpp \
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loop_analysis.cpp \
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loop_controls.cpp \
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loop_unroll.cpp \
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172
src/glsl/link_uniform_initializers.cpp
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172
src/glsl/link_uniform_initializers.cpp
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@@ -0,0 +1,172 @@
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/*
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* Copyright © 2012 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 "ir_uniform.h"
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#include "glsl_symbol_table.h"
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#include "program/hash_table.h"
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/* These functions are put in a "private" namespace instead of being marked
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* static so that the unit tests can access them. See
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* http://code.google.com/p/googletest/wiki/AdvancedGuide#Testing_Private_Code
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*/
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namespace linker {
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gl_uniform_storage *
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get_storage(gl_uniform_storage *storage, unsigned num_storage,
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const char *name)
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{
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for (unsigned int i = 0; i < num_storage; i++) {
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if (strcmp(name, storage[i].name) == 0)
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return &storage[i];
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}
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return NULL;
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}
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void
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copy_constant_to_storage(union gl_constant_value *storage,
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const ir_constant *val,
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const enum glsl_base_type base_type,
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const unsigned int elements)
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{
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for (unsigned int i = 0; i < elements; i++) {
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switch (base_type) {
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case GLSL_TYPE_UINT:
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storage[i].u = val->value.u[i];
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break;
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case GLSL_TYPE_INT:
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case GLSL_TYPE_SAMPLER:
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storage[i].i = val->value.i[i];
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break;
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case GLSL_TYPE_FLOAT:
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storage[i].f = val->value.f[i];
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break;
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case GLSL_TYPE_BOOL:
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storage[i].b = int(val->value.b[i]);
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break;
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default:
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/* All other types should have already been filtered by other
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* paths in the caller.
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*/
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assert(!"Should not get here.");
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break;
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}
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}
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}
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void
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set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
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const char *name, const glsl_type *type,
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ir_constant *val)
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{
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if (type->is_record()) {
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ir_constant *field_constant;
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field_constant = (ir_constant *)val->components.get_head();
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for (unsigned int i = 0; i < type->length; i++) {
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const glsl_type *field_type = type->fields.structure[i].type;
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const char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
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type->fields.structure[i].name);
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set_uniform_initializer(mem_ctx, prog, field_name,
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field_type, field_constant);
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field_constant = (ir_constant *)field_constant->next;
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}
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return;
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} else if (type->is_array() && type->fields.array->is_record()) {
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const glsl_type *const element_type = type->fields.array;
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for (unsigned int i = 0; i < type->length; i++) {
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const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
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set_uniform_initializer(mem_ctx, prog, element_name,
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element_type, val->array_elements[i]);
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}
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return;
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}
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struct gl_uniform_storage *const storage =
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get_storage(prog->UniformStorage,
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prog->NumUserUniformStorage,
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name);
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if (storage == NULL) {
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assert(storage != NULL);
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return;
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}
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if (val->type->is_array()) {
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const enum glsl_base_type base_type =
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val->array_elements[0]->type->base_type;
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const unsigned int elements = val->array_elements[0]->type->components();
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unsigned int idx = 0;
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assert(val->type->length >= storage->array_elements);
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for (unsigned int i = 0; i < storage->array_elements; i++) {
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copy_constant_to_storage(& storage->storage[idx],
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val->array_elements[i],
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base_type,
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elements);
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idx += elements;
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}
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} else {
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copy_constant_to_storage(storage->storage,
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val,
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val->type->base_type,
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val->type->components());
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}
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storage->initialized = true;
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}
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}
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void
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link_set_uniform_initializers(struct gl_shader_program *prog)
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{
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void *mem_ctx = NULL;
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for (unsigned int i = 0; i < MESA_SHADER_TYPES; i++) {
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struct gl_shader *shader = prog->_LinkedShaders[i];
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if (shader == NULL)
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continue;
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foreach_list(node, shader->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if (!var || var->mode != ir_var_uniform || !var->constant_value)
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continue;
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if (!mem_ctx)
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mem_ctx = ralloc_context(NULL);
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linker::set_uniform_initializer(mem_ctx, prog, var->name,
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var->type, var->constant_value);
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}
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}
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ralloc_free(mem_ctx);
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}
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@@ -426,5 +426,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
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prog->NumUserUniformStorage = num_user_uniforms;
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prog->UniformStorage = uniforms;
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link_set_uniform_initializers(prog);
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return;
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}
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@@ -37,6 +37,9 @@ link_invalidate_variable_locations(gl_shader *sh, enum ir_variable_mode mode,
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extern void
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link_assign_uniform_locations(struct gl_shader_program *prog);
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extern void
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link_set_uniform_initializers(struct gl_shader_program *prog);
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/**
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* Class for processing all of the leaf fields of an uniform
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*
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