1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
|
/*
* Copyright © 2011 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"
#include "glsl_symbol_table.h"
#include "program/hash_table.h"
/**
* \file link_uniforms.cpp
* Assign locations for GLSL uniforms.
*
* \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)
{
const glsl_type *t = var->type;
/* Only strdup the name if we actually will need to modify it. */
if (t->is_record() || (t->is_array() && t->fields.array->is_record())) {
char *name = ralloc_strdup(NULL, var->name);
recursion(var->type, &name, strlen(name));
ralloc_free(name);
} else {
this->visit_field(t, var->name);
}
}
void
uniform_field_visitor::recursion(const glsl_type *t, char **name,
unsigned name_length)
{
/* Records need to have each field processed individually.
*
* Arrays of records need to have each array element processed
* individually, then each field of the resulting array elements processed
* individually.
*/
if (t->is_record()) {
for (unsigned i = 0; i < t->length; i++) {
const char *field = t->fields.structure[i].name;
/* Append '.field' to the current uniform name. */
ralloc_asprintf_rewrite_tail(name, name_length, ".%s", field);
recursion(t->fields.structure[i].type, name,
name_length + 1 + strlen(field));
}
} else if (t->is_array() && t->fields.array->is_record()) {
for (unsigned i = 0; i < t->length; i++) {
char subscript[13];
/* Append the subscript to the current uniform name */
const unsigned subscript_length = snprintf(subscript, 13, "[%u]", i);
ralloc_asprintf_rewrite_tail(name, name_length, "%s", subscript);
recursion(t->fields.array, name, name_length + subscript_length);
}
} else {
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), num_shader_samplers(0),
num_shader_uniforms(0), map(map)
{
/* empty */
}
void start_shader()
{
this->num_shader_samplers = 0;
this->num_shader_uniforms = 0;
}
/**
* 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;
/**
* Number of samplers used
*/
unsigned num_shader_samplers;
/**
* Number of uniforms used in the current shader
*/
unsigned num_shader_uniforms;
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()));
/* Count the number of samplers regardless of whether the uniform is
* already in the hash table. The hash table prevents adding the same
* uniform for multiple shader targets, but in this case we want to
* count it for each shader target.
*/
const unsigned values = values_for_type(type);
if (type->contains_sampler()) {
this->num_shader_samplers +=
type->is_array() ? type->array_size() : 1;
} else {
/* Accumulate the total number of uniform slots used by this shader.
* Note that samplers do not count against this limit because they
* don't use any storage on current hardware.
*/
this->num_shader_uniforms += values;
}
/* 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;
}
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;
/* Reset various per-shader target counts.
*/
uniform_size.start_shader();
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);
}
prog->_LinkedShaders[i]->num_samplers = uniform_size.num_shader_samplers;
prog->_LinkedShaders[i]->num_uniform_components =
uniform_size.num_shader_uniforms * 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;
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);
}
assert(parcel.values == data_end);
#endif
prog->NumUserUniformStorage = num_user_uniforms;
prog->UniformStorage = uniforms;
return;
}
|