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-rw-r--r--mesalib/src/glsl/link_uniforms.cpp249
1 files changed, 249 insertions, 0 deletions
diff --git a/mesalib/src/glsl/link_uniforms.cpp b/mesalib/src/glsl/link_uniforms.cpp
index 6dd1f5354..b9d5361b0 100644
--- a/mesalib/src/glsl/link_uniforms.cpp
+++ b/mesalib/src/glsl/link_uniforms.cpp
@@ -24,6 +24,7 @@
#include "main/core.h"
#include "ir.h"
#include "linker.h"
+#include "ir_uniform.h"
#include "glsl_symbol_table.h"
#include "program/hash_table.h"
@@ -34,6 +35,21 @@
* \author Ian Romanick <ian.d.romanick@intel.com>
*/
+/**
+ * Count the backing storage requirements for a type
+ */
+static unsigned
+values_for_type(const glsl_type *type)
+{
+ if (type->is_sampler()) {
+ return 1;
+ } else if (type->is_array() && type->fields.array->is_sampler()) {
+ return type->array_size();
+ } else {
+ return type->component_slots();
+ }
+}
+
void
uniform_field_visitor::process(ir_variable *var)
{
@@ -83,3 +99,236 @@ uniform_field_visitor::recursion(const glsl_type *t, char **name,
this->visit_field(t, *name);
}
}
+
+/**
+ * Class to help calculate the storage requirements for a set of uniforms
+ *
+ * As uniforms are added to the active set the number of active uniforms and
+ * the storage requirements for those uniforms are accumulated. The active
+ * uniforms are added the the hash table supplied to the constructor.
+ *
+ * If the same uniform is added multiple times (i.e., once for each shader
+ * target), it will only be accounted once.
+ */
+class count_uniform_size : public uniform_field_visitor {
+public:
+ count_uniform_size(struct string_to_uint_map *map)
+ : num_active_uniforms(0), num_values(0), map(map)
+ {
+ /* empty */
+ }
+
+ /**
+ * Total number of active uniforms counted
+ */
+ unsigned num_active_uniforms;
+
+ /**
+ * Number of data values required to back the storage for the active uniforms
+ */
+ unsigned num_values;
+
+private:
+ virtual void visit_field(const glsl_type *type, const char *name)
+ {
+ assert(!type->is_record());
+ assert(!(type->is_array() && type->fields.array->is_record()));
+
+ /* If the uniform is already in the map, there's nothing more to do.
+ */
+ unsigned id;
+ if (this->map->get(id, name))
+ return;
+
+ char *key = strdup(name);
+ this->map->put(this->num_active_uniforms, key);
+
+ /* Each leaf uniform occupies one entry in the list of active
+ * uniforms.
+ */
+ this->num_active_uniforms++;
+ this->num_values += values_for_type(type);
+ }
+
+ struct string_to_uint_map *map;
+};
+
+/**
+ * Class to help parcel out pieces of backing storage to uniforms
+ *
+ * Each uniform processed has some range of the \c gl_constant_value
+ * structures associated with it. The association is done by finding
+ * the uniform in the \c string_to_uint_map and using the value from
+ * the map to connect that slot in the \c gl_uniform_storage table
+ * with the next available slot in the \c gl_constant_value array.
+ *
+ * \warning
+ * This class assumes that every uniform that will be processed is
+ * already in the \c string_to_uint_map. In addition, it assumes that
+ * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
+ * enough."
+ */
+class parcel_out_uniform_storage : public uniform_field_visitor {
+public:
+ parcel_out_uniform_storage(struct string_to_uint_map *map,
+ struct gl_uniform_storage *uniforms,
+ union gl_constant_value *values)
+ : map(map), uniforms(uniforms), next_sampler(0), values(values)
+ {
+ /* empty */
+ }
+
+private:
+ virtual void visit_field(const glsl_type *type, const char *name)
+ {
+ assert(!type->is_record());
+ assert(!(type->is_array() && type->fields.array->is_record()));
+
+ unsigned id;
+ bool found = this->map->get(id, name);
+ assert(found);
+
+ if (!found)
+ return;
+
+ /* If there is already storage associated with this uniform, it means
+ * that it was set while processing an earlier shader stage. For
+ * example, we may be processing the uniform in the fragment shader, but
+ * the uniform was already processed in the vertex shader.
+ */
+ if (this->uniforms[id].storage != NULL)
+ return;
+
+ const glsl_type *base_type;
+ if (type->is_array()) {
+ this->uniforms[id].array_elements = type->length;
+ base_type = type->fields.array;
+ } else {
+ this->uniforms[id].array_elements = 0;
+ base_type = type;
+ }
+
+ if (base_type->is_sampler()) {
+ this->uniforms[id].sampler = this->next_sampler;
+
+ /* Increment the sampler by 1 for non-arrays and by the number of
+ * array elements for arrays.
+ */
+ this->next_sampler += MAX2(1, this->uniforms[id].array_elements);
+ } else {
+ this->uniforms[id].sampler = ~0;
+ }
+
+ this->uniforms[id].name = strdup(name);
+ this->uniforms[id].type = base_type;
+ this->uniforms[id].initialized = 0;
+ this->uniforms[id].num_driver_storage = 0;
+ this->uniforms[id].driver_storage = NULL;
+ this->uniforms[id].storage = this->values;
+
+ this->values += values_for_type(type);
+ }
+
+ struct string_to_uint_map *map;
+
+ struct gl_uniform_storage *uniforms;
+ unsigned next_sampler;
+
+public:
+ union gl_constant_value *values;
+};
+
+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;
+ }
+
+ for (unsigned i = 0; i < Elements(prog->SamplerUnits); i++) {
+ prog->SamplerUnits[i] = i;
+ }
+
+ /* 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++) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
+
+ 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;
+
+ uniform_size.process(var);
+ }
+ }
+
+ 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;
+
+ 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.process(var);
+ }
+ }
+
+#ifndef NDEBUG
+ for (unsigned i = 0; i < num_user_uniforms; i++) {
+ assert(uniforms[i].storage != NULL);
+ }
+#endif
+
+ assert(parcel.values == data_end);
+
+ prog->NumUserUniformStorage = num_user_uniforms;
+ prog->UniformStorage = uniforms;
+
+ return;
+}