
May make life easier for tools like Coverity. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Matt Turner <mattst88@gmail.com>
362 lines
12 KiB
C++
362 lines
12 KiB
C++
/*
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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 "link_uniform_block_active_visitor.h"
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#include "util/hash_table.h"
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#include "program.h"
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namespace {
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class ubo_visitor : public program_resource_visitor {
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public:
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ubo_visitor(void *mem_ctx, gl_uniform_buffer_variable *variables,
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unsigned num_variables)
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: index(0), offset(0), buffer_size(0), variables(variables),
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num_variables(num_variables), mem_ctx(mem_ctx), is_array_instance(false)
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{
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/* empty */
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}
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void process(const glsl_type *type, const char *name)
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{
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this->offset = 0;
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this->buffer_size = 0;
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this->is_array_instance = strchr(name, ']') != NULL;
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this->program_resource_visitor::process(type, name);
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}
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unsigned index;
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unsigned offset;
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unsigned buffer_size;
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gl_uniform_buffer_variable *variables;
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unsigned num_variables;
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void *mem_ctx;
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bool is_array_instance;
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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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(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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virtual void enter_record(const glsl_type *type, const char *name,
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bool row_major) {
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assert(type->is_record());
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this->offset = glsl_align(
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this->offset, type->std140_base_alignment(row_major));
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}
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virtual void leave_record(const glsl_type *type, const char *name,
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bool row_major) {
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assert(type->is_record());
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/* If this is the last field of a structure, apply rule #9. The
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* GL_ARB_uniform_buffer_object spec says:
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*
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* "The structure may have padding at the end; the base offset of
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* the member following the sub-structure is rounded up to the next
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* multiple of the base alignment of the structure."
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*/
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this->offset = glsl_align(
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this->offset, type->std140_base_alignment(row_major));
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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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bool last_field)
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{
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assert(this->index < this->num_variables);
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gl_uniform_buffer_variable *v = &this->variables[this->index++];
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v->Name = ralloc_strdup(mem_ctx, name);
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v->Type = type;
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v->RowMajor = type->without_array()->is_matrix() && row_major;
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if (this->is_array_instance) {
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v->IndexName = ralloc_strdup(mem_ctx, name);
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char *open_bracket = strchr(v->IndexName, '[');
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assert(open_bracket != NULL);
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char *close_bracket = strchr(open_bracket, ']');
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assert(close_bracket != NULL);
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/* Length of the tail without the ']' but with the NUL.
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*/
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unsigned len = strlen(close_bracket + 1) + 1;
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memmove(open_bracket, close_bracket + 1, len);
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} else {
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v->IndexName = v->Name;
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}
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const unsigned alignment = type->std140_base_alignment(v->RowMajor);
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unsigned size = type->std140_size(v->RowMajor);
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this->offset = glsl_align(this->offset, alignment);
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v->Offset = this->offset;
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this->offset += size;
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/* From the GL_ARB_uniform_buffer_object spec:
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*
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* "For uniform blocks laid out according to [std140] rules, the
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* minimum buffer object size returned by the
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* UNIFORM_BLOCK_DATA_SIZE query is derived by taking the offset of
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* the last basic machine unit consumed by the last uniform of the
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* uniform block (including any end-of-array or end-of-structure
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* padding), adding one, and rounding up to the next multiple of
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* the base alignment required for a vec4."
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*/
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this->buffer_size = glsl_align(this->offset, 16);
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}
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};
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class count_block_size : public program_resource_visitor {
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public:
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count_block_size() : num_active_uniforms(0)
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{
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/* empty */
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}
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unsigned num_active_uniforms;
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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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(void) type;
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(void) name;
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(void) row_major;
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this->num_active_uniforms++;
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}
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};
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} /* anonymous namespace */
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struct block {
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const glsl_type *type;
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bool has_instance_name;
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};
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unsigned
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link_uniform_blocks(void *mem_ctx,
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struct gl_shader_program *prog,
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struct gl_shader **shader_list,
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unsigned num_shaders,
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struct gl_uniform_block **blocks_ret)
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{
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/* This hash table will track all of the uniform blocks that have been
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* encountered. Since blocks with the same block-name must be the same,
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* the hash is organized by block-name.
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*/
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struct hash_table *block_hash =
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_mesa_hash_table_create(mem_ctx, _mesa_key_hash_string,
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_mesa_key_string_equal);
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if (block_hash == NULL) {
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_mesa_error_no_memory(__func__);
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linker_error(prog, "out of memory\n");
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return 0;
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}
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/* Determine which uniform blocks are active.
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*/
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link_uniform_block_active_visitor v(mem_ctx, block_hash, prog);
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for (unsigned i = 0; i < num_shaders; i++) {
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visit_list_elements(&v, shader_list[i]->ir);
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}
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/* Count the number of active uniform blocks. Count the total number of
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* active slots in those uniform blocks.
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*/
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unsigned num_blocks = 0;
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unsigned num_variables = 0;
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count_block_size block_size;
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struct hash_entry *entry;
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hash_table_foreach (block_hash, entry) {
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const struct link_uniform_block_active *const b =
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(const struct link_uniform_block_active *) entry->data;
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const glsl_type *const block_type =
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b->type->is_array() ? b->type->fields.array : b->type;
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assert((b->num_array_elements > 0) == b->type->is_array());
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block_size.num_active_uniforms = 0;
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block_size.process(block_type, "");
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if (b->num_array_elements > 0) {
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num_blocks += b->num_array_elements;
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num_variables += b->num_array_elements
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* block_size.num_active_uniforms;
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} else {
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num_blocks++;
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num_variables += block_size.num_active_uniforms;
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}
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}
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if (num_blocks == 0) {
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assert(num_variables == 0);
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_mesa_hash_table_destroy(block_hash, NULL);
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return 0;
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}
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assert(num_variables != 0);
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/* Allocate storage to hold all of the informatation related to uniform
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* blocks that can be queried through the API.
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*/
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gl_uniform_block *blocks =
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ralloc_array(mem_ctx, gl_uniform_block, num_blocks);
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gl_uniform_buffer_variable *variables =
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ralloc_array(blocks, gl_uniform_buffer_variable, num_variables);
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/* Add each variable from each uniform block to the API tracking
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* structures.
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*/
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unsigned i = 0;
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ubo_visitor parcel(blocks, variables, num_variables);
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STATIC_ASSERT(unsigned(GLSL_INTERFACE_PACKING_STD140)
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== unsigned(ubo_packing_std140));
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STATIC_ASSERT(unsigned(GLSL_INTERFACE_PACKING_SHARED)
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== unsigned(ubo_packing_shared));
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STATIC_ASSERT(unsigned(GLSL_INTERFACE_PACKING_PACKED)
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== unsigned(ubo_packing_packed));
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hash_table_foreach (block_hash, entry) {
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const struct link_uniform_block_active *const b =
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(const struct link_uniform_block_active *) entry->data;
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const glsl_type *block_type = b->type;
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if (b->num_array_elements > 0) {
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const char *const name = block_type->fields.array->name;
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assert(b->has_instance_name);
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for (unsigned j = 0; j < b->num_array_elements; j++) {
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blocks[i].Name = ralloc_asprintf(blocks, "%s[%u]", name,
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b->array_elements[j]);
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blocks[i].Uniforms = &variables[parcel.index];
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/* The GL_ARB_shading_language_420pack spec says:
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*
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* "If the binding identifier is used with a uniform block
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* instanced as an array then the first element of the array
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* takes the specified block binding and each subsequent
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* element takes the next consecutive uniform block binding
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* point."
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*/
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blocks[i].Binding = (b->has_binding) ? b->binding + j : 0;
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blocks[i].UniformBufferSize = 0;
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blocks[i]._Packing =
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gl_uniform_block_packing(block_type->interface_packing);
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parcel.process(block_type->fields.array,
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blocks[i].Name);
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blocks[i].UniformBufferSize = parcel.buffer_size;
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blocks[i].NumUniforms =
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(unsigned)(ptrdiff_t)(&variables[parcel.index] - blocks[i].Uniforms);
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i++;
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}
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} else {
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blocks[i].Name = ralloc_strdup(blocks, block_type->name);
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blocks[i].Uniforms = &variables[parcel.index];
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blocks[i].Binding = (b->has_binding) ? b->binding : 0;
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blocks[i].UniformBufferSize = 0;
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blocks[i]._Packing =
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gl_uniform_block_packing(block_type->interface_packing);
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parcel.process(block_type,
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b->has_instance_name ? block_type->name : "");
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blocks[i].UniformBufferSize = parcel.buffer_size;
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blocks[i].NumUniforms =
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(unsigned)(ptrdiff_t)(&variables[parcel.index] - blocks[i].Uniforms);
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i++;
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}
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}
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assert(parcel.index == num_variables);
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_mesa_hash_table_destroy(block_hash, NULL);
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*blocks_ret = blocks;
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return num_blocks;
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}
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bool
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link_uniform_blocks_are_compatible(const gl_uniform_block *a,
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const gl_uniform_block *b)
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{
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assert(strcmp(a->Name, b->Name) == 0);
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/* Page 35 (page 42 of the PDF) in section 4.3.7 of the GLSL 1.50 spec says:
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*
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* "Matched block names within an interface (as defined above) must
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* match in terms of having the same number of declarations with the
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* same sequence of types and the same sequence of member names, as
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* well as having the same member-wise layout qualification....if a
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* matching block is declared as an array, then the array sizes must
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* also match... Any mismatch will generate a link error."
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*
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* Arrays are not yet supported, so there is no check for that.
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*/
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if (a->NumUniforms != b->NumUniforms)
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return false;
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if (a->_Packing != b->_Packing)
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return false;
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for (unsigned i = 0; i < a->NumUniforms; i++) {
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if (strcmp(a->Uniforms[i].Name, b->Uniforms[i].Name) != 0)
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return false;
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if (a->Uniforms[i].Type != b->Uniforms[i].Type)
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return false;
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if (a->Uniforms[i].RowMajor != b->Uniforms[i].RowMajor)
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return false;
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}
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return true;
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}
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