Files
third_party_mesa3d/src/compiler/glsl/link_uniform_initializers.cpp
Timothy Arceri f1293b2f9b glsl: fully split apart buffer block arrays
With this change we create the UBO and SSBO arrays separately from the
beginning rather than putting them into a combined array and splitting
it apart later.

A bug is with UBO and SSBO stage reference querying is also fixed as
we now use the block index to lookup the references in the separate arrays
not the combined buffer block array.

Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
2016-04-06 09:56:24 +10:00

340 lines
12 KiB
C++

/*
* Copyright © 2012 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#include "main/core.h"
#include "ir.h"
#include "linker.h"
#include "ir_uniform.h"
/* These functions are put in a "private" namespace instead of being marked
* static so that the unit tests can access them. See
* http://code.google.com/p/googletest/wiki/AdvancedGuide#Testing_Private_Code
*/
namespace linker {
gl_uniform_storage *
get_storage(gl_uniform_storage *storage, unsigned num_storage,
const char *name)
{
for (unsigned int i = 0; i < num_storage; i++) {
if (strcmp(name, storage[i].name) == 0)
return &storage[i];
}
return NULL;
}
void
copy_constant_to_storage(union gl_constant_value *storage,
const ir_constant *val,
const enum glsl_base_type base_type,
const unsigned int elements,
unsigned int boolean_true)
{
for (unsigned int i = 0; i < elements; i++) {
switch (base_type) {
case GLSL_TYPE_UINT:
storage[i].u = val->value.u[i];
break;
case GLSL_TYPE_INT:
case GLSL_TYPE_SAMPLER:
storage[i].i = val->value.i[i];
break;
case GLSL_TYPE_FLOAT:
storage[i].f = val->value.f[i];
break;
case GLSL_TYPE_DOUBLE:
/* XXX need to check on big-endian */
storage[i * 2].u = *(uint32_t *)&val->value.d[i];
storage[i * 2 + 1].u = *(((uint32_t *)&val->value.d[i]) + 1);
break;
case GLSL_TYPE_BOOL:
storage[i].b = val->value.b[i] ? boolean_true : 0;
break;
case GLSL_TYPE_ARRAY:
case GLSL_TYPE_STRUCT:
case GLSL_TYPE_IMAGE:
case GLSL_TYPE_ATOMIC_UINT:
case GLSL_TYPE_INTERFACE:
case GLSL_TYPE_VOID:
case GLSL_TYPE_SUBROUTINE:
case GLSL_TYPE_FUNCTION:
case GLSL_TYPE_ERROR:
/* All other types should have already been filtered by other
* paths in the caller.
*/
assert(!"Should not get here.");
break;
}
}
}
/**
* Initialize an opaque uniform from the value of an explicit binding
* qualifier specified in the shader. Atomic counters are different because
* they have no storage and should be handled elsewhere.
*/
void
set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
const glsl_type *type, const char *name, int *binding)
{
if (type->is_array() && type->fields.array->is_array()) {
const glsl_type *const element_type = type->fields.array;
for (unsigned int i = 0; i < type->length; i++) {
const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
set_opaque_binding(mem_ctx, prog, element_type,
element_name, binding);
}
} else {
struct gl_uniform_storage *const storage =
get_storage(prog->UniformStorage, prog->NumUniformStorage, name);
if (storage == NULL) {
assert(storage != NULL);
return;
}
const unsigned elements = MAX2(storage->array_elements, 1);
/* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 spec
* says:
*
* "If the binding identifier is used with an array, the first element
* of the array takes the specified unit and each subsequent element
* takes the next consecutive unit."
*/
for (unsigned int i = 0; i < elements; i++) {
storage->storage[i].i = (*binding)++;
}
for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
gl_shader *shader = prog->_LinkedShaders[sh];
if (shader) {
if (storage->type->base_type == GLSL_TYPE_SAMPLER &&
storage->opaque[sh].active) {
for (unsigned i = 0; i < elements; i++) {
const unsigned index = storage->opaque[sh].index + i;
shader->SamplerUnits[index] = storage->storage[i].i;
}
} else if (storage->type->base_type == GLSL_TYPE_IMAGE &&
storage->opaque[sh].active) {
for (unsigned i = 0; i < elements; i++) {
const unsigned index = storage->opaque[sh].index + i;
shader->ImageUnits[index] = storage->storage[i].i;
}
}
}
}
}
}
void
set_block_binding(gl_shader_program *prog, const char *block_name,
unsigned mode, int binding)
{
unsigned num_blocks = mode == ir_var_uniform ? prog->NumUniformBlocks :
prog->NumShaderStorageBlocks;
struct gl_uniform_block *blks = mode == ir_var_uniform ?
prog->UniformBlocks : prog->ShaderStorageBlocks;
for (unsigned i = 0; i < num_blocks; i++) {
if (!strcmp(blks[i].Name, block_name)) {
blks[i].Binding = binding;
return;
}
}
unreachable("Failed to initialize block binding");
}
void
set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
const char *name, const glsl_type *type,
ir_constant *val, unsigned int boolean_true)
{
const glsl_type *t_without_array = type->without_array();
if (type->is_record()) {
ir_constant *field_constant;
field_constant = (ir_constant *)val->components.get_head();
for (unsigned int i = 0; i < type->length; i++) {
const glsl_type *field_type = type->fields.structure[i].type;
const char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
type->fields.structure[i].name);
set_uniform_initializer(mem_ctx, prog, field_name,
field_type, field_constant, boolean_true);
field_constant = (ir_constant *)field_constant->next;
}
return;
} else if (t_without_array->is_record() ||
(type->is_array() && type->fields.array->is_array())) {
const glsl_type *const element_type = type->fields.array;
for (unsigned int i = 0; i < type->length; i++) {
const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
set_uniform_initializer(mem_ctx, prog, element_name,
element_type, val->array_elements[i],
boolean_true);
}
return;
}
struct gl_uniform_storage *const storage =
get_storage(prog->UniformStorage,
prog->NumUniformStorage,
name);
if (storage == NULL) {
assert(storage != NULL);
return;
}
if (val->type->is_array()) {
const enum glsl_base_type base_type =
val->array_elements[0]->type->base_type;
const unsigned int elements = val->array_elements[0]->type->components();
unsigned int idx = 0;
unsigned dmul = (base_type == GLSL_TYPE_DOUBLE) ? 2 : 1;
assert(val->type->length >= storage->array_elements);
for (unsigned int i = 0; i < storage->array_elements; i++) {
copy_constant_to_storage(& storage->storage[idx],
val->array_elements[i],
base_type,
elements,
boolean_true);
idx += elements * dmul;
}
} else {
copy_constant_to_storage(storage->storage,
val,
val->type->base_type,
val->type->components(),
boolean_true);
if (storage->type->is_sampler()) {
for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
gl_shader *shader = prog->_LinkedShaders[sh];
if (shader && storage->opaque[sh].active) {
unsigned index = storage->opaque[sh].index;
shader->SamplerUnits[index] = storage->storage[0].i;
}
}
}
}
}
}
void
link_set_uniform_initializers(struct gl_shader_program *prog,
unsigned int boolean_true)
{
void *mem_ctx = NULL;
for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_shader *shader = prog->_LinkedShaders[i];
if (shader == NULL)
continue;
foreach_in_list(ir_instruction, node, shader->ir) {
ir_variable *const var = node->as_variable();
if (!var || (var->data.mode != ir_var_uniform &&
var->data.mode != ir_var_shader_storage))
continue;
if (!mem_ctx)
mem_ctx = ralloc_context(NULL);
if (var->data.explicit_binding) {
const glsl_type *const type = var->type;
if (type->without_array()->is_sampler() ||
type->without_array()->is_image()) {
int binding = var->data.binding;
linker::set_opaque_binding(mem_ctx, prog, var->type,
var->name, &binding);
} else if (var->is_in_buffer_block()) {
const glsl_type *const iface_type = var->get_interface_type();
/* If the variable is an array and it is an interface instance,
* we need to set the binding for each array element. Just
* checking that the variable is an array is not sufficient.
* The variable could be an array element of a uniform block
* that lacks an instance name. For example:
*
* uniform U {
* float f[4];
* };
*
* In this case "f" would pass is_in_buffer_block (above) and
* type->is_array(), but it will fail is_interface_instance().
*/
if (var->is_interface_instance() && var->type->is_array()) {
for (unsigned i = 0; i < var->type->length; i++) {
const char *name =
ralloc_asprintf(mem_ctx, "%s[%u]", iface_type->name, i);
/* Section 4.4.3 (Uniform Block Layout Qualifiers) of the
* GLSL 4.20 spec says:
*
* "If the binding identifier is used with a uniform
* block instanced as an array then the first element
* of the array takes the specified block binding and
* each subsequent element takes the next consecutive
* uniform block binding point."
*/
linker::set_block_binding(prog, name, var->data.mode,
var->data.binding + i);
}
} else {
linker::set_block_binding(prog, iface_type->name,
var->data.mode,
var->data.binding);
}
} else if (type->contains_atomic()) {
/* we don't actually need to do anything. */
} else {
assert(!"Explicit binding not on a sampler, UBO or atomic.");
}
} else if (var->constant_initializer) {
linker::set_uniform_initializer(mem_ctx, prog, var->name,
var->type, var->constant_initializer,
boolean_true);
}
}
}
ralloc_free(mem_ctx);
}