
In the array-of-struct case, recursion() takes the row_major flag for each iteration from 't->fields.structure[i]', but 't' is not a record type. Inherit the array declaration row_major flag instead. This mistake was found by running piglit on valgrind. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=69449 Cc: "9.1 9.2" <mesa-stable@lists.freedesktop.org> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Tested-by: Kenneth Graunke <kenneth@whitecape.org>
811 lines
26 KiB
C++
811 lines
26 KiB
C++
/*
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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 "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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#include "program.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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/**
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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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void
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program_resource_visitor::process(const glsl_type *type, const char *name)
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{
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assert(type->is_record()
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|| (type->is_array() && type->fields.array->is_record())
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|| type->is_interface()
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|| (type->is_array() && type->fields.array->is_interface()));
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char *name_copy = ralloc_strdup(NULL, name);
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recursion(type, &name_copy, strlen(name), false, NULL);
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ralloc_free(name_copy);
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}
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void
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program_resource_visitor::process(ir_variable *var)
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{
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const glsl_type *t = var->type;
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/* false is always passed for the row_major parameter to the other
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* processing functions because no information is available to do
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* otherwise. See the warning in linker.h.
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*/
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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), false, NULL);
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ralloc_free(name);
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} else if (t->is_interface()) {
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char *name = ralloc_strdup(NULL, var->type->name);
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recursion(var->type, &name, strlen(name), false, NULL);
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ralloc_free(name);
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} else if (t->is_array() && t->fields.array->is_interface()) {
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char *name = ralloc_strdup(NULL, var->type->fields.array->name);
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recursion(var->type, &name, strlen(name), false, NULL);
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ralloc_free(name);
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} else {
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this->visit_field(t, var->name, false, NULL);
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}
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}
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void
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program_resource_visitor::recursion(const glsl_type *t, char **name,
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size_t name_length, bool row_major,
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const glsl_type *record_type)
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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() || t->is_interface()) {
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if (record_type == NULL && t->is_record())
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record_type = t;
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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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size_t new_length = name_length;
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if (t->fields.structure[i].type->is_record())
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this->visit_field(&t->fields.structure[i]);
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/* Append '.field' to the current variable name. */
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if (name_length == 0) {
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ralloc_asprintf_rewrite_tail(name, &new_length, "%s", field);
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} else {
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ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
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}
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recursion(t->fields.structure[i].type, name, new_length,
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t->fields.structure[i].row_major, record_type);
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/* Only the first leaf-field of the record gets called with the
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* record type pointer.
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*/
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record_type = NULL;
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}
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} else if (t->is_array() && (t->fields.array->is_record()
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|| t->fields.array->is_interface())) {
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if (record_type == NULL && t->fields.array->is_record())
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record_type = t->fields.array;
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for (unsigned i = 0; i < t->length; i++) {
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size_t new_length = name_length;
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/* Append the subscript to the current variable name */
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ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
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recursion(t->fields.array, name, new_length, row_major,
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record_type);
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/* Only the first leaf-field of the record gets called with the
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* record type pointer.
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*/
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record_type = NULL;
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}
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} else {
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this->visit_field(t, *name, row_major, record_type);
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}
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}
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void
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program_resource_visitor::visit_field(const glsl_type *type, const char *name,
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bool row_major,
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const glsl_type *record_type)
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{
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visit_field(type, name, row_major);
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}
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void
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program_resource_visitor::visit_field(const glsl_struct_field *field)
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{
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(void) field;
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/* empty */
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}
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namespace {
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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 program_resource_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), num_shader_samplers(0),
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num_shader_uniform_components(0), is_ubo_var(false), map(map)
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{
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/* empty */
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}
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void start_shader()
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{
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this->num_shader_samplers = 0;
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this->num_shader_uniform_components = 0;
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}
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void process(ir_variable *var)
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{
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this->is_ubo_var = var->is_in_uniform_block();
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if (var->is_interface_instance())
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program_resource_visitor::process(var->interface_type,
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var->interface_type->name);
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else
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program_resource_visitor::process(var);
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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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/**
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* Number of samplers used
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*/
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unsigned num_shader_samplers;
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/**
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* Number of uniforms used in the current shader
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*/
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unsigned num_shader_uniform_components;
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bool is_ubo_var;
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private:
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virtual void visit_field(const glsl_type *type, const char *name,
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bool row_major)
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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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assert(!type->is_interface());
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assert(!(type->is_array() && type->fields.array->is_interface()));
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(void) row_major;
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/* Count the number of samplers regardless of whether the uniform is
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* already in the hash table. The hash table prevents adding the same
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* uniform for multiple shader targets, but in this case we want to
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* count it for each shader target.
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*/
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const unsigned values = values_for_type(type);
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if (type->contains_sampler()) {
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this->num_shader_samplers +=
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type->is_array() ? type->array_size() : 1;
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} else {
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/* Accumulate the total number of uniform slots used by this shader.
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* Note that samplers do not count against this limit because they
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* don't use any storage on current hardware.
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*/
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if (!is_ubo_var)
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this->num_shader_uniform_components += values;
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}
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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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this->map->put(this->num_active_uniforms, name);
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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;
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}
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struct string_to_uint_map *map;
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};
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} /* anonymous namespace */
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/**
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* Class to help parcel out pieces of backing storage to uniforms
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*
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* Each uniform processed has some range of the \c gl_constant_value
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* structures associated with it. The association is done by finding
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* the uniform in the \c string_to_uint_map and using the value from
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* the map to connect that slot in the \c gl_uniform_storage table
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* with the next available slot in the \c gl_constant_value array.
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*
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* \warning
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* This class assumes that every uniform that will be processed is
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* already in the \c string_to_uint_map. In addition, it assumes that
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* the \c gl_uniform_storage and \c gl_constant_value arrays are "big
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* enough."
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*/
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class parcel_out_uniform_storage : public program_resource_visitor {
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public:
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parcel_out_uniform_storage(struct string_to_uint_map *map,
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struct gl_uniform_storage *uniforms,
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union gl_constant_value *values)
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: map(map), uniforms(uniforms), values(values)
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{
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}
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void start_shader(gl_shader_type shader_type)
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{
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assert(shader_type < MESA_SHADER_TYPES);
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this->shader_type = shader_type;
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this->shader_samplers_used = 0;
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this->shader_shadow_samplers = 0;
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this->next_sampler = 0;
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memset(this->targets, 0, sizeof(this->targets));
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}
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void set_and_process(struct gl_shader_program *prog,
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ir_variable *var)
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{
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ubo_block_index = -1;
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if (var->is_in_uniform_block()) {
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if (var->is_interface_instance() && var->type->is_array()) {
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unsigned l = strlen(var->interface_type->name);
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for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
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if (strncmp(var->interface_type->name,
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prog->UniformBlocks[i].Name,
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l) == 0
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&& prog->UniformBlocks[i].Name[l] == '[') {
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ubo_block_index = i;
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break;
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}
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}
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} else {
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for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
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if (strcmp(var->interface_type->name,
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prog->UniformBlocks[i].Name) == 0) {
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ubo_block_index = i;
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break;
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}
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}
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}
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assert(ubo_block_index != -1);
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/* Uniform blocks that were specified with an instance name must be
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* handled a little bit differently. The name of the variable is the
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* name used to reference the uniform block instead of being the name
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* of a variable within the block. Therefore, searching for the name
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* within the block will fail.
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*/
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if (var->is_interface_instance()) {
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ubo_byte_offset = 0;
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ubo_row_major = false;
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} else {
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const struct gl_uniform_block *const block =
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&prog->UniformBlocks[ubo_block_index];
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assert(var->location != -1);
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const struct gl_uniform_buffer_variable *const ubo_var =
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&block->Uniforms[var->location];
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ubo_row_major = ubo_var->RowMajor;
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ubo_byte_offset = ubo_var->Offset;
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}
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if (var->is_interface_instance())
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process(var->interface_type, var->interface_type->name);
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else
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process(var);
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} else
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process(var);
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}
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int ubo_block_index;
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int ubo_byte_offset;
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bool ubo_row_major;
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gl_shader_type shader_type;
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private:
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void handle_samplers(const glsl_type *base_type,
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struct gl_uniform_storage *uniform)
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{
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if (base_type->is_sampler()) {
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uniform->sampler[shader_type].index = this->next_sampler;
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uniform->sampler[shader_type].active = true;
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/* Increment the sampler by 1 for non-arrays and by the number of
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* array elements for arrays.
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*/
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this->next_sampler +=
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MAX2(1, uniform->array_elements);
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const gl_texture_index target = base_type->sampler_index();
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const unsigned shadow = base_type->sampler_shadow;
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for (unsigned i = uniform->sampler[shader_type].index;
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i < MIN2(this->next_sampler, MAX_SAMPLERS);
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i++) {
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this->targets[i] = target;
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this->shader_samplers_used |= 1U << i;
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this->shader_shadow_samplers |= shadow << i;
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}
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} else {
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uniform->sampler[shader_type].index = ~0;
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uniform->sampler[shader_type].active = false;
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}
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}
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virtual void visit_field(const glsl_type *type, const char *name,
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bool row_major)
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{
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(void) type;
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(void) name;
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(void) row_major;
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assert(!"Should not get here.");
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}
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|
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virtual void visit_field(const glsl_type *type, const char *name,
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bool row_major, const glsl_type *record_type)
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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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assert(!type->is_interface());
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assert(!(type->is_array() && type->fields.array->is_interface()));
|
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(void) row_major;
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unsigned id;
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bool found = this->map->get(id, name);
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assert(found);
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|
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if (!found)
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return;
|
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|
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const glsl_type *base_type;
|
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if (type->is_array()) {
|
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this->uniforms[id].array_elements = type->length;
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base_type = type->fields.array;
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} else {
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this->uniforms[id].array_elements = 0;
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base_type = type;
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}
|
|
|
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/* This assigns sampler uniforms to sampler units. */
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handle_samplers(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.
|
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*/
|
|
if (this->uniforms[id].storage != NULL) {
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return;
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}
|
|
|
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this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
|
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this->uniforms[id].type = base_type;
|
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this->uniforms[id].initialized = 0;
|
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this->uniforms[id].num_driver_storage = 0;
|
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this->uniforms[id].driver_storage = NULL;
|
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this->uniforms[id].storage = this->values;
|
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if (this->ubo_block_index != -1) {
|
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this->uniforms[id].block_index = this->ubo_block_index;
|
|
|
|
const unsigned alignment = record_type
|
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? record_type->std140_base_alignment(ubo_row_major)
|
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: type->std140_base_alignment(ubo_row_major);
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this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, alignment);
|
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this->uniforms[id].offset = this->ubo_byte_offset;
|
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this->ubo_byte_offset += type->std140_size(ubo_row_major);
|
|
|
|
if (type->is_array()) {
|
|
this->uniforms[id].array_stride =
|
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glsl_align(type->fields.array->std140_size(ubo_row_major), 16);
|
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} else {
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this->uniforms[id].array_stride = 0;
|
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}
|
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|
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if (type->is_matrix() ||
|
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(type->is_array() && type->fields.array->is_matrix())) {
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this->uniforms[id].matrix_stride = 16;
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this->uniforms[id].row_major = ubo_row_major;
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} else {
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this->uniforms[id].matrix_stride = 0;
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this->uniforms[id].row_major = false;
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}
|
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} else {
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this->uniforms[id].block_index = -1;
|
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this->uniforms[id].offset = -1;
|
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this->uniforms[id].array_stride = -1;
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this->uniforms[id].matrix_stride = -1;
|
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this->uniforms[id].row_major = false;
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}
|
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|
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this->values += values_for_type(type);
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}
|
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|
|
struct string_to_uint_map *map;
|
|
|
|
struct gl_uniform_storage *uniforms;
|
|
unsigned next_sampler;
|
|
|
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public:
|
|
union gl_constant_value *values;
|
|
|
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gl_texture_index targets[MAX_SAMPLERS];
|
|
|
|
/**
|
|
* 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_list(node, shader->ir) {
|
|
ir_variable *const var = ((ir_instruction *) node)->as_variable();
|
|
|
|
if ((var == NULL) || !var->is_in_uniform_block())
|
|
continue;
|
|
|
|
assert(var->mode == ir_var_uniform);
|
|
|
|
if (var->is_interface_instance()) {
|
|
var->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 (l != (end - begin))
|
|
continue;
|
|
|
|
if (strncmp(var->name, begin, l) == 0) {
|
|
found = true;
|
|
var->location = j;
|
|
break;
|
|
}
|
|
} else if (!strcmp(var->name,
|
|
shader->UniformBlocks[i].Uniforms[j].Name)) {
|
|
found = true;
|
|
var->location = j;
|
|
break;
|
|
}
|
|
}
|
|
if (found)
|
|
break;
|
|
}
|
|
assert(found);
|
|
}
|
|
}
|
|
|
|
void
|
|
link_assign_uniform_block_offsets(struct gl_shader *shader)
|
|
{
|
|
for (unsigned b = 0; b < shader->NumUniformBlocks; b++) {
|
|
struct gl_uniform_block *block = &shader->UniformBlocks[b];
|
|
|
|
unsigned offset = 0;
|
|
for (unsigned int i = 0; i < block->NumUniforms; i++) {
|
|
struct gl_uniform_buffer_variable *ubo_var = &block->Uniforms[i];
|
|
const struct glsl_type *type = ubo_var->Type;
|
|
|
|
unsigned alignment = type->std140_base_alignment(ubo_var->RowMajor);
|
|
unsigned size = type->std140_size(ubo_var->RowMajor);
|
|
|
|
offset = glsl_align(offset, alignment);
|
|
ubo_var->Offset = offset;
|
|
offset += size;
|
|
}
|
|
|
|
/* From the GL_ARB_uniform_buffer_object spec:
|
|
*
|
|
* "For uniform blocks laid out according to [std140] rules,
|
|
* the minimum buffer object size returned by the
|
|
* UNIFORM_BLOCK_DATA_SIZE query is derived by taking the
|
|
* offset of the last basic machine unit consumed by the
|
|
* last uniform of the uniform block (including any
|
|
* end-of-array or end-of-structure padding), adding one,
|
|
* and rounding up to the next multiple of the base
|
|
* alignment required for a vec4."
|
|
*/
|
|
block->UniformBufferSize = glsl_align(offset, 16);
|
|
}
|
|
}
|
|
|
|
void
|
|
link_assign_uniform_locations(struct gl_shader_program *prog)
|
|
{
|
|
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_TYPES; 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));
|
|
|
|
link_update_uniform_buffer_variables(sh);
|
|
|
|
/* Reset various per-shader target counts.
|
|
*/
|
|
uniform_size.start_shader();
|
|
|
|
foreach_list(node, sh->ir) {
|
|
ir_variable *const var = ((ir_instruction *) node)->as_variable();
|
|
|
|
if ((var == NULL) || (var->mode != ir_var_uniform))
|
|
continue;
|
|
|
|
/* FINISHME: Update code to process built-in uniforms!
|
|
*/
|
|
if (strncmp("gl_", var->name, 3) == 0) {
|
|
uniform_size.num_shader_uniform_components +=
|
|
var->type->component_slots();
|
|
continue;
|
|
}
|
|
|
|
uniform_size.process(var);
|
|
}
|
|
|
|
sh->num_samplers = uniform_size.num_shader_samplers;
|
|
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_TYPES; i++) {
|
|
if (prog->_LinkedShaders[i] == NULL)
|
|
continue;
|
|
|
|
parcel.start_shader((gl_shader_type)i);
|
|
|
|
foreach_list(node, prog->_LinkedShaders[i]->ir) {
|
|
ir_variable *const var = ((ir_instruction *) node)->as_variable();
|
|
|
|
if ((var == NULL) || (var->mode != ir_var_uniform))
|
|
continue;
|
|
|
|
/* FINISHME: Update code to process built-in uniforms!
|
|
*/
|
|
if (strncmp("gl_", var->name, 3) == 0)
|
|
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));
|
|
}
|
|
|
|
/* Determine the size of the largest uniform array queryable via
|
|
* glGetUniformLocation. Using this as the location scale guarantees that
|
|
* there is enough "room" for the array index to be stored in the low order
|
|
* part of the uniform location. It also makes the locations be more
|
|
* tightly packed.
|
|
*/
|
|
unsigned max_array_size = 1;
|
|
for (unsigned i = 0; i < num_user_uniforms; i++) {
|
|
if (uniforms[i].array_elements > max_array_size)
|
|
max_array_size = uniforms[i].array_elements;
|
|
}
|
|
|
|
prog->UniformLocationBaseScale = max_array_size;
|
|
|
|
#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->UniformStorage = uniforms;
|
|
|
|
link_set_uniform_initializers(prog);
|
|
|
|
return;
|
|
}
|