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-rw-r--r--src/compiler/glsl/link_uniforms.cpp1780
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diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp
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index cb1655a97e0..00000000000
--- a/src/compiler/glsl/link_uniforms.cpp
+++ /dev/null
@@ -1,1780 +0,0 @@
-/*
- * 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 "ir.h"
-#include "linker.h"
-#include "ir_uniform.h"
-#include "glsl_symbol_table.h"
-#include "program.h"
-#include "string_to_uint_map.h"
-#include "ir_array_refcount.h"
-
-#include "main/mtypes.h"
-#include "util/strndup.h"
-
-/**
- * \file link_uniforms.cpp
- * Assign locations for GLSL uniforms.
- *
- * \author Ian Romanick <ian.d.romanick@intel.com>
- */
-
-/**
- * Used by linker to indicate uniforms that have no location set.
- */
-#define UNMAPPED_UNIFORM_LOC ~0u
-
-static char*
-get_top_level_name(const char *name)
-{
- const char *first_dot = strchr(name, '.');
- const char *first_square_bracket = strchr(name, '[');
- int name_size = 0;
-
- /* The ARB_program_interface_query spec says:
- *
- * "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying
- * the number of active array elements of the top-level shader storage
- * block member containing to the active variable is written to
- * <params>. If the top-level block member is not declared as an
- * array, the value one is written to <params>. If the top-level block
- * member is an array with no declared size, the value zero is written
- * to <params>."
- */
-
- /* The buffer variable is on top level.*/
- if (!first_square_bracket && !first_dot)
- name_size = strlen(name);
- else if ((!first_square_bracket ||
- (first_dot && first_dot < first_square_bracket)))
- name_size = first_dot - name;
- else
- name_size = first_square_bracket - name;
-
- return strndup(name, name_size);
-}
-
-static char*
-get_var_name(const char *name)
-{
- const char *first_dot = strchr(name, '.');
-
- if (!first_dot)
- return strdup(name);
-
- return strndup(first_dot+1, strlen(first_dot) - 1);
-}
-
-static bool
-is_top_level_shader_storage_block_member(const char* name,
- const char* interface_name,
- const char* field_name)
-{
- bool result = false;
-
- /* If the given variable is already a top-level shader storage
- * block member, then return array_size = 1.
- * We could have two possibilities: if we have an instanced
- * shader storage block or not instanced.
- *
- * For the first, we check create a name as it was in top level and
- * compare it with the real name. If they are the same, then
- * the variable is already at top-level.
- *
- * Full instanced name is: interface name + '.' + var name +
- * NULL character
- */
- int name_length = strlen(interface_name) + 1 + strlen(field_name) + 1;
- char *full_instanced_name = (char *) calloc(name_length, sizeof(char));
- if (!full_instanced_name) {
- fprintf(stderr, "%s: Cannot allocate space for name\n", __func__);
- return false;
- }
-
- snprintf(full_instanced_name, name_length, "%s.%s",
- interface_name, field_name);
-
- /* Check if its top-level shader storage block member of an
- * instanced interface block, or of a unnamed interface block.
- */
- if (strcmp(name, full_instanced_name) == 0 ||
- strcmp(name, field_name) == 0)
- result = true;
-
- free(full_instanced_name);
- return result;
-}
-
-static int
-get_array_size(struct gl_uniform_storage *uni, const glsl_struct_field *field,
- char *interface_name, char *var_name)
-{
- /* The ARB_program_interface_query spec says:
- *
- * "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying
- * the number of active array elements of the top-level shader storage
- * block member containing to the active variable is written to
- * <params>. If the top-level block member is not declared as an
- * array, the value one is written to <params>. If the top-level block
- * member is an array with no declared size, the value zero is written
- * to <params>."
- */
- if (is_top_level_shader_storage_block_member(uni->name,
- interface_name,
- var_name))
- return 1;
- else if (field->type->is_array())
- return field->type->length;
-
- return 1;
-}
-
-static int
-get_array_stride(struct gl_uniform_storage *uni, const glsl_type *iface,
- const glsl_struct_field *field, char *interface_name,
- char *var_name, bool use_std430_as_default)
-{
- /* The ARB_program_interface_query spec says:
- *
- * "For the property TOP_LEVEL_ARRAY_STRIDE, a single integer
- * identifying the stride between array elements of the top-level
- * shader storage block member containing the active variable is
- * written to <params>. For top-level block members declared as
- * arrays, the value written is the difference, in basic machine units,
- * between the offsets of the active variable for consecutive elements
- * in the top-level array. For top-level block members not declared as
- * an array, zero is written to <params>."
- */
- if (field->type->is_array()) {
- const enum glsl_matrix_layout matrix_layout =
- glsl_matrix_layout(field->matrix_layout);
- bool row_major = matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
- const glsl_type *array_type = field->type->fields.array;
-
- if (is_top_level_shader_storage_block_member(uni->name,
- interface_name,
- var_name))
- return 0;
-
- if (GLSL_INTERFACE_PACKING_STD140 ==
- iface->get_internal_ifc_packing(use_std430_as_default)) {
- if (array_type->is_struct() || array_type->is_array())
- return glsl_align(array_type->std140_size(row_major), 16);
- else
- return MAX2(array_type->std140_base_alignment(row_major), 16);
- } else {
- return array_type->std430_array_stride(row_major);
- }
- }
- return 0;
-}
-
-static void
-calculate_array_size_and_stride(struct gl_shader_program *shProg,
- struct gl_uniform_storage *uni,
- bool use_std430_as_default)
-{
- if (!uni->is_shader_storage)
- return;
-
- int block_index = uni->block_index;
- int array_size = -1;
- int array_stride = -1;
- char *var_name = get_top_level_name(uni->name);
- char *interface_name =
- get_top_level_name(uni->is_shader_storage ?
- shProg->data->ShaderStorageBlocks[block_index].Name :
- shProg->data->UniformBlocks[block_index].Name);
-
- if (strcmp(var_name, interface_name) == 0) {
- /* Deal with instanced array of SSBOs */
- char *temp_name = get_var_name(uni->name);
- if (!temp_name) {
- linker_error(shProg, "Out of memory during linking.\n");
- goto write_top_level_array_size_and_stride;
- }
- free(var_name);
- var_name = get_top_level_name(temp_name);
- free(temp_name);
- if (!var_name) {
- linker_error(shProg, "Out of memory during linking.\n");
- goto write_top_level_array_size_and_stride;
- }
- }
-
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- const gl_linked_shader *sh = shProg->_LinkedShaders[i];
- if (sh == NULL)
- continue;
-
- foreach_in_list(ir_instruction, node, sh->ir) {
- ir_variable *var = node->as_variable();
- if (!var || !var->get_interface_type() ||
- var->data.mode != ir_var_shader_storage)
- continue;
-
- const glsl_type *iface = var->get_interface_type();
-
- if (strcmp(interface_name, iface->name) != 0)
- continue;
-
- for (unsigned i = 0; i < iface->length; i++) {
- const glsl_struct_field *field = &iface->fields.structure[i];
- if (strcmp(field->name, var_name) != 0)
- continue;
-
- array_stride = get_array_stride(uni, iface, field, interface_name,
- var_name, use_std430_as_default);
- array_size = get_array_size(uni, field, interface_name, var_name);
- goto write_top_level_array_size_and_stride;
- }
- }
- }
-write_top_level_array_size_and_stride:
- free(interface_name);
- free(var_name);
- uni->top_level_array_stride = array_stride;
- uni->top_level_array_size = array_size;
-}
-
-void
-program_resource_visitor::process(const glsl_type *type, const char *name,
- bool use_std430_as_default)
-{
- assert(type->without_array()->is_struct()
- || type->without_array()->is_interface());
-
- unsigned record_array_count = 1;
- char *name_copy = ralloc_strdup(NULL, name);
-
- enum glsl_interface_packing packing =
- type->get_internal_ifc_packing(use_std430_as_default);
-
- recursion(type, &name_copy, strlen(name), false, NULL, packing, false,
- record_array_count, NULL);
- ralloc_free(name_copy);
-}
-
-void
-program_resource_visitor::process(ir_variable *var, bool use_std430_as_default)
-{
- const glsl_type *t =
- var->data.from_named_ifc_block ? var->get_interface_type() : var->type;
- process(var, t, use_std430_as_default);
-}
-
-void
-program_resource_visitor::process(ir_variable *var, const glsl_type *var_type,
- bool use_std430_as_default)
-{
- unsigned record_array_count = 1;
- const bool row_major =
- var->data.matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
-
- enum glsl_interface_packing packing = var->get_interface_type() ?
- var->get_interface_type()->
- get_internal_ifc_packing(use_std430_as_default) :
- var->type->get_internal_ifc_packing(use_std430_as_default);
-
- const glsl_type *t = var_type;
- const glsl_type *t_without_array = t->without_array();
-
- /* false is always passed for the row_major parameter to the other
- * processing functions because no information is available to do
- * otherwise. See the warning in linker.h.
- */
- if (t_without_array->is_struct() ||
- (t->is_array() && t->fields.array->is_array())) {
- char *name = ralloc_strdup(NULL, var->name);
- recursion(var->type, &name, strlen(name), row_major, NULL, packing,
- false, record_array_count, NULL);
- ralloc_free(name);
- } else if (t_without_array->is_interface()) {
- char *name = ralloc_strdup(NULL, t_without_array->name);
- const glsl_struct_field *ifc_member = var->data.from_named_ifc_block ?
- &t_without_array->
- fields.structure[t_without_array->field_index(var->name)] : NULL;
-
- recursion(t, &name, strlen(name), row_major, NULL, packing,
- false, record_array_count, ifc_member);
- ralloc_free(name);
- } else {
- this->set_record_array_count(record_array_count);
- this->visit_field(t, var->name, row_major, NULL, packing, false);
- }
-}
-
-void
-program_resource_visitor::recursion(const glsl_type *t, char **name,
- size_t name_length, bool row_major,
- const glsl_type *record_type,
- const enum glsl_interface_packing packing,
- bool last_field,
- unsigned record_array_count,
- const glsl_struct_field *named_ifc_member)
-{
- /* 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_interface() && named_ifc_member) {
- ralloc_asprintf_rewrite_tail(name, &name_length, ".%s",
- named_ifc_member->name);
- recursion(named_ifc_member->type, name, name_length, row_major, NULL,
- packing, false, record_array_count, NULL);
- } else if (t->is_struct() || t->is_interface()) {
- if (record_type == NULL && t->is_struct())
- record_type = t;
-
- if (t->is_struct())
- this->enter_record(t, *name, row_major, packing);
-
- for (unsigned i = 0; i < t->length; i++) {
- const char *field = t->fields.structure[i].name;
- size_t new_length = name_length;
-
- if (t->is_interface() && t->fields.structure[i].offset != -1)
- this->set_buffer_offset(t->fields.structure[i].offset);
-
- /* Append '.field' to the current variable name. */
- if (name_length == 0) {
- ralloc_asprintf_rewrite_tail(name, &new_length, "%s", field);
- } else {
- ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
- }
-
- /* The layout of structures at the top level of the block is set
- * during parsing. For matrices contained in multiple levels of
- * structures in the block, the inner structures have no layout.
- * These cases must potentially inherit the layout from the outer
- * levels.
- */
- bool field_row_major = row_major;
- const enum glsl_matrix_layout matrix_layout =
- glsl_matrix_layout(t->fields.structure[i].matrix_layout);
- if (matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
- field_row_major = true;
- } else if (matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
- field_row_major = false;
- }
-
- recursion(t->fields.structure[i].type, name, new_length,
- field_row_major,
- record_type,
- packing,
- (i + 1) == t->length, record_array_count, NULL);
-
- /* Only the first leaf-field of the record gets called with the
- * record type pointer.
- */
- record_type = NULL;
- }
-
- if (t->is_struct()) {
- (*name)[name_length] = '\0';
- this->leave_record(t, *name, row_major, packing);
- }
- } else if (t->without_array()->is_struct() ||
- t->without_array()->is_interface() ||
- (t->is_array() && t->fields.array->is_array())) {
- if (record_type == NULL && t->fields.array->is_struct())
- record_type = t->fields.array;
-
- unsigned length = t->length;
-
- /* Shader storage block unsized arrays: add subscript [0] to variable
- * names.
- */
- if (t->is_unsized_array())
- length = 1;
-
- record_array_count *= length;
-
- for (unsigned i = 0; i < length; i++) {
- size_t new_length = name_length;
-
- /* Append the subscript to the current variable name */
- ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
-
- recursion(t->fields.array, name, new_length, row_major,
- record_type,
- packing,
- (i + 1) == t->length, record_array_count,
- named_ifc_member);
-
- /* Only the first leaf-field of the record gets called with the
- * record type pointer.
- */
- record_type = NULL;
- }
- } else {
- this->set_record_array_count(record_array_count);
- this->visit_field(t, *name, row_major, record_type, packing, last_field);
- }
-}
-
-void
-program_resource_visitor::enter_record(const glsl_type *, const char *, bool,
- const enum glsl_interface_packing)
-{
-}
-
-void
-program_resource_visitor::leave_record(const glsl_type *, const char *, bool,
- const enum glsl_interface_packing)
-{
-}
-
-void
-program_resource_visitor::set_buffer_offset(unsigned)
-{
-}
-
-void
-program_resource_visitor::set_record_array_count(unsigned)
-{
-}
-
-namespace {
-
-/**
- * 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 to 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 program_resource_visitor {
-public:
- count_uniform_size(struct string_to_uint_map *map,
- struct string_to_uint_map *hidden_map,
- bool use_std430_as_default)
- : num_active_uniforms(0), num_hidden_uniforms(0), num_values(0),
- num_shader_samplers(0), num_shader_images(0),
- num_shader_uniform_components(0), num_shader_subroutines(0),
- is_buffer_block(false), is_shader_storage(false), map(map),
- hidden_map(hidden_map), current_var(NULL),
- use_std430_as_default(use_std430_as_default)
- {
- /* empty */
- }
-
- void start_shader()
- {
- this->num_shader_samplers = 0;
- this->num_shader_images = 0;
- this->num_shader_uniform_components = 0;
- this->num_shader_subroutines = 0;
- }
-
- void process(ir_variable *var)
- {
- this->current_var = var;
- this->is_buffer_block = var->is_in_buffer_block();
- this->is_shader_storage = var->is_in_shader_storage_block();
- if (var->is_interface_instance())
- program_resource_visitor::process(var->get_interface_type(),
- var->get_interface_type()->name,
- use_std430_as_default);
- else
- program_resource_visitor::process(var, use_std430_as_default);
- }
-
- /**
- * Total number of active uniforms counted
- */
- unsigned num_active_uniforms;
-
- unsigned num_hidden_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 images used
- */
- unsigned num_shader_images;
-
- /**
- * Number of uniforms used in the current shader
- */
- unsigned num_shader_uniform_components;
-
- /**
- * Number of subroutine uniforms used
- */
- unsigned num_shader_subroutines;
-
- bool is_buffer_block;
- bool is_shader_storage;
-
- struct string_to_uint_map *map;
-
-private:
- virtual void visit_field(const glsl_type *type, const char *name,
- bool /* row_major */,
- const glsl_type * /* record_type */,
- const enum glsl_interface_packing,
- bool /* last_field */)
- {
- assert(!type->without_array()->is_struct());
- assert(!type->without_array()->is_interface());
- assert(!(type->is_array() && type->fields.array->is_array()));
-
- /* 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 = type->component_slots();
- if (type->contains_subroutine()) {
- this->num_shader_subroutines += values;
- } else if (type->contains_sampler() && !current_var->data.bindless) {
- /* Samplers (bound or bindless) are counted as two components as
- * specified by ARB_bindless_texture. */
- this->num_shader_samplers += values / 2;
- } else if (type->contains_image() && !current_var->data.bindless) {
- /* Images (bound or bindless) are counted as two components as
- * specified by ARB_bindless_texture. */
- this->num_shader_images += values / 2;
-
- /* As drivers are likely to represent image uniforms as
- * scalar indices, count them against the limit of uniform
- * components in the default block. The spec allows image
- * uniforms to use up no more than one scalar slot.
- */
- if (!is_shader_storage)
- this->num_shader_uniform_components += values;
- } 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.
- */
- if (!is_buffer_block)
- this->num_shader_uniform_components += values;
- }
-
- /* If the uniform is already in the map, there's nothing more to do.
- */
- unsigned id;
- if (this->map->get(id, name))
- return;
-
- if (this->current_var->data.how_declared == ir_var_hidden) {
- this->hidden_map->put(this->num_hidden_uniforms, name);
- this->num_hidden_uniforms++;
- } else {
- this->map->put(this->num_active_uniforms-this->num_hidden_uniforms,
- name);
- }
-
- /* Each leaf uniform occupies one entry in the list of active
- * uniforms.
- */
- this->num_active_uniforms++;
-
- if(!is_gl_identifier(name) && !is_shader_storage && !is_buffer_block)
- this->num_values += values;
- }
-
- struct string_to_uint_map *hidden_map;
-
- /**
- * Current variable being processed.
- */
- ir_variable *current_var;
-
- bool use_std430_as_default;
-};
-
-} /* anonymous namespace */
-
-unsigned
-link_calculate_matrix_stride(const glsl_type *matrix, bool row_major,
- enum glsl_interface_packing packing)
-{
- const unsigned N = matrix->is_double() ? 8 : 4;
- const unsigned items =
- row_major ? matrix->matrix_columns : matrix->vector_elements;
-
- assert(items <= 4);
-
- /* Matrix stride for std430 mat2xY matrices are not rounded up to
- * vec4 size.
- *
- * Section 7.6.2.2 "Standard Uniform Block Layout" of the OpenGL 4.3 spec
- * says:
- *
- * 2. If the member is a two- or four-component vector with components
- * consuming N basic machine units, the base alignment is 2N or 4N,
- * respectively.
- * ...
- * 4. If the member is an array of scalars or vectors, the base
- * alignment and array stride are set to match the base alignment of
- * a single array element, according to rules (1), (2), and (3), and
- * rounded up to the base alignment of a vec4.
- * ...
- * 7. If the member is a row-major matrix with C columns and R rows, the
- * matrix is stored identically to an array of R row vectors with C
- * components each, according to rule (4).
- * ...
- *
- * When using the std430 storage layout, shader storage blocks will be
- * laid out in buffer storage identically to uniform and shader storage
- * blocks using the std140 layout, except that the base alignment and
- * stride of arrays of scalars and vectors in rule 4 and of structures
- * in rule 9 are not rounded up a multiple of the base alignment of a
- * vec4.
- */
- return packing == GLSL_INTERFACE_PACKING_STD430
- ? (items < 3 ? items * N : glsl_align(items * N, 16))
- : glsl_align(items * N, 16);
-}
-
-/**
- * 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 program_resource_visitor {
-public:
- parcel_out_uniform_storage(struct gl_shader_program *prog,
- struct string_to_uint_map *map,
- struct gl_uniform_storage *uniforms,
- union gl_constant_value *values,
- bool use_std430_as_default)
- : buffer_block_index(0), ubo_byte_offset(0),
- shader_type(MESA_SHADER_NONE),
- prog(prog), map(map), uniforms(uniforms),
- next_sampler(0), next_bindless_sampler(0), next_image(0),
- next_bindless_image(0), next_subroutine(0),
- use_std430_as_default(use_std430_as_default),
- field_counter(0), current_var(NULL), explicit_location(0),
- record_array_count(0), record_next_sampler(NULL),
- record_next_image(NULL), record_next_bindless_sampler(NULL),
- record_next_bindless_image(NULL),
- values(values),
- shader_samplers_used(0), shader_shadow_samplers(0),
- num_bindless_samplers(0),
- bindless_targets(NULL), num_bindless_images(0),
- bindless_access(NULL),
- shader_storage_blocks_write_access(0)
- {
- memset(this->targets, 0, sizeof(this->targets));
- }
-
- virtual ~parcel_out_uniform_storage()
- {
- free(this->bindless_targets);
- free(this->bindless_access);
- }
-
- void start_shader(gl_shader_stage shader_type)
- {
- assert(shader_type < MESA_SHADER_STAGES);
- this->shader_type = shader_type;
-
- this->shader_samplers_used = 0;
- this->shader_shadow_samplers = 0;
- this->next_sampler = 0;
- this->next_image = 0;
- this->next_subroutine = 0;
- this->record_array_count = 1;
- memset(this->targets, 0, sizeof(this->targets));
-
- this->num_bindless_samplers = 0;
- this->next_bindless_sampler = 0;
- free(this->bindless_targets);
- this->bindless_targets = NULL;
-
- this->num_bindless_images = 0;
- this->next_bindless_image = 0;
- free(this->bindless_access);
- this->bindless_access = NULL;
- this->shader_storage_blocks_write_access = 0;
- }
-
- void set_and_process(ir_variable *var)
- {
- current_var = var;
- field_counter = 0;
- this->record_next_sampler = new string_to_uint_map;
- this->record_next_bindless_sampler = new string_to_uint_map;
- this->record_next_image = new string_to_uint_map;
- this->record_next_bindless_image = new string_to_uint_map;
-
- buffer_block_index = -1;
- if (var->is_in_buffer_block()) {
- struct gl_uniform_block *blks = var->is_in_shader_storage_block() ?
- prog->data->ShaderStorageBlocks : prog->data->UniformBlocks;
- unsigned num_blks = var->is_in_shader_storage_block() ?
- prog->data->NumShaderStorageBlocks : prog->data->NumUniformBlocks;
- bool is_interface_array =
- var->is_interface_instance() && var->type->is_array();
-
- if (is_interface_array) {
- unsigned l = strlen(var->get_interface_type()->name);
-
- for (unsigned i = 0; i < num_blks; i++) {
- if (strncmp(var->get_interface_type()->name, blks[i].Name, l)
- == 0 && blks[i].Name[l] == '[') {
- buffer_block_index = i;
- break;
- }
- }
- } else {
- for (unsigned i = 0; i < num_blks; i++) {
- if (strcmp(var->get_interface_type()->name, blks[i].Name) == 0) {
- buffer_block_index = i;
- break;
- }
- }
- }
- assert(buffer_block_index != -1);
-
- if (var->is_in_shader_storage_block() &&
- !var->data.memory_read_only) {
- unsigned array_size = is_interface_array ?
- var->type->array_size() : 1;
-
- STATIC_ASSERT(MAX_SHADER_STORAGE_BUFFERS <= 32);
-
- /* Shaders that use too many SSBOs will fail to compile, which
- * we don't care about.
- *
- * This is true for shaders that do not use too many SSBOs:
- */
- if (buffer_block_index + array_size <= 32) {
- shader_storage_blocks_write_access |=
- u_bit_consecutive(buffer_block_index, array_size);
- }
- }
-
- /* Uniform blocks that were specified with an instance name must be
- * handled a little bit differently. The name of the variable is the
- * name used to reference the uniform block instead of being the name
- * of a variable within the block. Therefore, searching for the name
- * within the block will fail.
- */
- if (var->is_interface_instance()) {
- ubo_byte_offset = 0;
- process(var->get_interface_type(),
- var->get_interface_type()->name,
- use_std430_as_default);
- } else {
- const struct gl_uniform_block *const block =
- &blks[buffer_block_index];
-
- assert(var->data.location != -1);
-
- const struct gl_uniform_buffer_variable *const ubo_var =
- &block->Uniforms[var->data.location];
-
- ubo_byte_offset = ubo_var->Offset;
- process(var, use_std430_as_default);
- }
- } else {
- /* Store any explicit location and reset data location so we can
- * reuse this variable for storing the uniform slot number.
- */
- this->explicit_location = current_var->data.location;
- current_var->data.location = -1;
-
- process(var, use_std430_as_default);
- }
- delete this->record_next_sampler;
- delete this->record_next_bindless_sampler;
- delete this->record_next_image;
- delete this->record_next_bindless_image;
- }
-
- int buffer_block_index;
- int ubo_byte_offset;
- gl_shader_stage shader_type;
-
-private:
- bool set_opaque_indices(const glsl_type *base_type,
- struct gl_uniform_storage *uniform,
- const char *name, unsigned &next_index,
- struct string_to_uint_map *record_next_index)
- {
- assert(base_type->is_sampler() || base_type->is_image());
-
- if (this->record_array_count > 1) {
- unsigned inner_array_size = MAX2(1, uniform->array_elements);
- char *name_copy = ralloc_strdup(NULL, name);
-
- /* Remove all array subscripts from the sampler/image name */
- char *str_start;
- const char *str_end;
- while((str_start = strchr(name_copy, '[')) &&
- (str_end = strchr(name_copy, ']'))) {
- memmove(str_start, str_end + 1, 1 + strlen(str_end + 1));
- }
-
- unsigned index = 0;
- if (record_next_index->get(index, name_copy)) {
- /* In this case, we've already seen this uniform so we just use the
- * next sampler/image index recorded the last time we visited.
- */
- uniform->opaque[shader_type].index = index;
- index = inner_array_size + uniform->opaque[shader_type].index;
- record_next_index->put(index, name_copy);
-
- ralloc_free(name_copy);
- /* Return as everything else has already been initialised in a
- * previous pass.
- */
- return false;
- } else {
- /* We've never seen this uniform before so we need to allocate
- * enough indices to store it.
- *
- * Nested struct arrays behave like arrays of arrays so we need to
- * increase the index by the total number of elements of the
- * sampler/image in case there is more than one sampler/image
- * inside the structs. This allows the offset to be easily
- * calculated for indirect indexing.
- */
- uniform->opaque[shader_type].index = next_index;
- next_index += inner_array_size * this->record_array_count;
-
- /* Store the next index for future passes over the struct array
- */
- index = uniform->opaque[shader_type].index + inner_array_size;
- record_next_index->put(index, name_copy);
- ralloc_free(name_copy);
- }
- } else {
- /* Increment the sampler/image by 1 for non-arrays and by the number
- * of array elements for arrays.
- */
- uniform->opaque[shader_type].index = next_index;
- next_index += MAX2(1, uniform->array_elements);
- }
- return true;
- }
-
- void handle_samplers(const glsl_type *base_type,
- struct gl_uniform_storage *uniform, const char *name)
- {
- if (base_type->is_sampler()) {
- uniform->opaque[shader_type].active = true;
-
- const gl_texture_index target = base_type->sampler_index();
- const unsigned shadow = base_type->sampler_shadow;
-
- if (current_var->data.bindless) {
- if (!set_opaque_indices(base_type, uniform, name,
- this->next_bindless_sampler,
- this->record_next_bindless_sampler))
- return;
-
- this->num_bindless_samplers = this->next_bindless_sampler;
-
- this->bindless_targets = (gl_texture_index *)
- realloc(this->bindless_targets,
- this->num_bindless_samplers * sizeof(gl_texture_index));
-
- for (unsigned i = uniform->opaque[shader_type].index;
- i < this->num_bindless_samplers;
- i++) {
- this->bindless_targets[i] = target;
- }
- } else {
- if (!set_opaque_indices(base_type, uniform, name,
- this->next_sampler,
- this->record_next_sampler))
- return;
-
- for (unsigned i = uniform->opaque[shader_type].index;
- i < MIN2(this->next_sampler, MAX_SAMPLERS);
- i++) {
- this->targets[i] = target;
- this->shader_samplers_used |= 1U << i;
- this->shader_shadow_samplers |= shadow << i;
- }
- }
- }
- }
-
- void handle_images(const glsl_type *base_type,
- struct gl_uniform_storage *uniform, const char *name)
- {
- if (base_type->is_image()) {
- uniform->opaque[shader_type].active = true;
-
- /* Set image access qualifiers */
- const GLenum access =
- current_var->data.memory_read_only ?
- (current_var->data.memory_write_only ? GL_NONE :
- GL_READ_ONLY) :
- (current_var->data.memory_write_only ? GL_WRITE_ONLY :
- GL_READ_WRITE);
-
- if (current_var->data.bindless) {
- if (!set_opaque_indices(base_type, uniform, name,
- this->next_bindless_image,
- this->record_next_bindless_image))
- return;
-
- this->num_bindless_images = this->next_bindless_image;
-
- this->bindless_access = (GLenum *)
- realloc(this->bindless_access,
- this->num_bindless_images * sizeof(GLenum));
-
- for (unsigned i = uniform->opaque[shader_type].index;
- i < this->num_bindless_images;
- i++) {
- this->bindless_access[i] = access;
- }
- } else {
- if (!set_opaque_indices(base_type, uniform, name,
- this->next_image,
- this->record_next_image))
- return;
-
- for (unsigned i = uniform->opaque[shader_type].index;
- i < MIN2(this->next_image, MAX_IMAGE_UNIFORMS);
- i++) {
- prog->_LinkedShaders[shader_type]->Program->sh.ImageAccess[i] = access;
- }
- }
- }
- }
-
- void handle_subroutines(const glsl_type *base_type,
- struct gl_uniform_storage *uniform)
- {
- if (base_type->is_subroutine()) {
- uniform->opaque[shader_type].index = this->next_subroutine;
- uniform->opaque[shader_type].active = true;
-
- prog->_LinkedShaders[shader_type]->Program->sh.NumSubroutineUniforms++;
-
- /* Increment the subroutine index by 1 for non-arrays and by the
- * number of array elements for arrays.
- */
- this->next_subroutine += MAX2(1, uniform->array_elements);
-
- }
- }
-
- virtual void set_buffer_offset(unsigned offset)
- {
- this->ubo_byte_offset = offset;
- }
-
- virtual void set_record_array_count(unsigned record_array_count)
- {
- this->record_array_count = record_array_count;
- }
-
- virtual void enter_record(const glsl_type *type, const char *,
- bool row_major,
- const enum glsl_interface_packing packing)
- {
- assert(type->is_struct());
- if (this->buffer_block_index == -1)
- return;
- if (packing == GLSL_INTERFACE_PACKING_STD430)
- this->ubo_byte_offset = glsl_align(
- this->ubo_byte_offset, type->std430_base_alignment(row_major));
- else
- this->ubo_byte_offset = glsl_align(
- this->ubo_byte_offset, type->std140_base_alignment(row_major));
- }
-
- virtual void leave_record(const glsl_type *type, const char *,
- bool row_major,
- const enum glsl_interface_packing packing)
- {
- assert(type->is_struct());
- if (this->buffer_block_index == -1)
- return;
- if (packing == GLSL_INTERFACE_PACKING_STD430)
- this->ubo_byte_offset = glsl_align(
- this->ubo_byte_offset, type->std430_base_alignment(row_major));
- else
- this->ubo_byte_offset = glsl_align(
- this->ubo_byte_offset, type->std140_base_alignment(row_major));
- }
-
- virtual void visit_field(const glsl_type *type, const char *name,
- bool row_major, const glsl_type * /* record_type */,
- const enum glsl_interface_packing packing,
- bool /* last_field */)
- {
- assert(!type->without_array()->is_struct());
- assert(!type->without_array()->is_interface());
- assert(!(type->is_array() && type->fields.array->is_array()));
-
- unsigned id = 0;
- bool found = this->map->get(id, name);
- assert(found);
-
- if (!found)
- 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;
- }
-
- /* Initialise opaque data */
- this->uniforms[id].opaque[shader_type].index = ~0;
- this->uniforms[id].opaque[shader_type].active = false;
-
- if (current_var->data.used || base_type->is_subroutine())
- this->uniforms[id].active_shader_mask |= 1 << shader_type;
-
- /* This assigns uniform indices to sampler and image uniforms. */
- handle_samplers(base_type, &this->uniforms[id], name);
- handle_images(base_type, &this->uniforms[id], name);
- handle_subroutines(base_type, &this->uniforms[id]);
-
- /* For array of arrays or struct arrays the base location may have
- * already been set so don't set it again.
- */
- if (buffer_block_index == -1 && current_var->data.location == -1) {
- current_var->data.location = id;
- }
-
- /* If there is already storage associated with this uniform or if the
- * uniform is set as builtin, 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 || this->uniforms[id].builtin) {
- return;
- }
-
- /* Assign explicit locations. */
- if (current_var->data.explicit_location) {
- /* Set sequential locations for struct fields. */
- if (current_var->type->without_array()->is_struct() ||
- current_var->type->is_array_of_arrays()) {
- const unsigned entries = MAX2(1, this->uniforms[id].array_elements);
- this->uniforms[id].remap_location =
- this->explicit_location + field_counter;
- field_counter += entries;
- } else {
- this->uniforms[id].remap_location = this->explicit_location;
- }
- } else {
- /* Initialize to to indicate that no location is set */
- this->uniforms[id].remap_location = UNMAPPED_UNIFORM_LOC;
- }
-
- this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
- this->uniforms[id].type = base_type;
- this->uniforms[id].num_driver_storage = 0;
- this->uniforms[id].driver_storage = NULL;
- this->uniforms[id].atomic_buffer_index = -1;
- this->uniforms[id].hidden =
- current_var->data.how_declared == ir_var_hidden;
- this->uniforms[id].builtin = is_gl_identifier(name);
-
- this->uniforms[id].is_shader_storage =
- current_var->is_in_shader_storage_block();
- this->uniforms[id].is_bindless = current_var->data.bindless;
-
- /* Do not assign storage if the uniform is a builtin or buffer object */
- if (!this->uniforms[id].builtin &&
- !this->uniforms[id].is_shader_storage &&
- this->buffer_block_index == -1)
- this->uniforms[id].storage = this->values;
-
- if (this->buffer_block_index != -1) {
- this->uniforms[id].block_index = this->buffer_block_index;
-
- unsigned alignment = type->std140_base_alignment(row_major);
- if (packing == GLSL_INTERFACE_PACKING_STD430)
- alignment = type->std430_base_alignment(row_major);
- this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, alignment);
- this->uniforms[id].offset = this->ubo_byte_offset;
- if (packing == GLSL_INTERFACE_PACKING_STD430)
- this->ubo_byte_offset += type->std430_size(row_major);
- else
- this->ubo_byte_offset += type->std140_size(row_major);
-
- if (type->is_array()) {
- if (packing == GLSL_INTERFACE_PACKING_STD430)
- this->uniforms[id].array_stride =
- type->without_array()->std430_array_stride(row_major);
- else
- this->uniforms[id].array_stride =
- glsl_align(type->without_array()->std140_size(row_major),
- 16);
- } else {
- this->uniforms[id].array_stride = 0;
- }
-
- if (type->without_array()->is_matrix()) {
- this->uniforms[id].matrix_stride =
- link_calculate_matrix_stride(type->without_array(),
- row_major,
- packing);
- this->uniforms[id].row_major = row_major;
- } else {
- this->uniforms[id].matrix_stride = 0;
- this->uniforms[id].row_major = false;
- }
- } else {
- this->uniforms[id].block_index = -1;
- this->uniforms[id].offset = -1;
- this->uniforms[id].array_stride = -1;
- this->uniforms[id].matrix_stride = -1;
- this->uniforms[id].row_major = false;
- }
-
- if (!this->uniforms[id].builtin &&
- !this->uniforms[id].is_shader_storage &&
- this->buffer_block_index == -1)
- this->values += type->component_slots();
-
- calculate_array_size_and_stride(prog, &this->uniforms[id],
- use_std430_as_default);
- }
-
- /**
- * Current program being processed.
- */
- struct gl_shader_program *prog;
-
- struct string_to_uint_map *map;
-
- struct gl_uniform_storage *uniforms;
- unsigned next_sampler;
- unsigned next_bindless_sampler;
- unsigned next_image;
- unsigned next_bindless_image;
- unsigned next_subroutine;
-
- bool use_std430_as_default;
-
- /**
- * Field counter is used to take care that uniform structures
- * with explicit locations get sequential locations.
- */
- unsigned field_counter;
-
- /**
- * Current variable being processed.
- */
- ir_variable *current_var;
-
- /* Used to store the explicit location from current_var so that we can
- * reuse the location field for storing the uniform slot id.
- */
- int explicit_location;
-
- /* Stores total struct array elements including nested structs */
- unsigned record_array_count;
-
- /* Map for temporarily storing next sampler index when handling samplers in
- * struct arrays.
- */
- struct string_to_uint_map *record_next_sampler;
-
- /* Map for temporarily storing next imager index when handling images in
- * struct arrays.
- */
- struct string_to_uint_map *record_next_image;
-
- /* Map for temporarily storing next bindless sampler index when handling
- * bindless samplers in struct arrays.
- */
- struct string_to_uint_map *record_next_bindless_sampler;
-
- /* Map for temporarily storing next bindless image index when handling
- * bindless images in struct arrays.
- */
- struct string_to_uint_map *record_next_bindless_image;
-
-public:
- union gl_constant_value *values;
-
- 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;
-
- /**
- * Number of bindless samplers used by the current shader stage.
- */
- unsigned num_bindless_samplers;
-
- /**
- * Texture targets for bindless samplers used by the current stage.
- */
- gl_texture_index *bindless_targets;
-
- /**
- * Number of bindless images used by the current shader stage.
- */
- unsigned num_bindless_images;
-
- /**
- * Access types for bindless images used by the current stage.
- */
- GLenum *bindless_access;
-
- /**
- * Bitmask of shader storage blocks not declared as read-only.
- */
- unsigned shader_storage_blocks_write_access;
-};
-
-static bool
-variable_is_referenced(ir_array_refcount_visitor &v, ir_variable *var)
-{
- ir_array_refcount_entry *const entry = v.get_variable_entry(var);
-
- return entry->is_referenced;
-
-}
-
-/**
- * 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_linked_shader *shader,
- unsigned stage)
-{
- ir_array_refcount_visitor v;
-
- v.run(shader->ir);
-
- foreach_in_list(ir_instruction, node, shader->ir) {
- ir_variable *const var = node->as_variable();
-
- if (var == NULL || !var->is_in_buffer_block())
- continue;
-
- assert(var->data.mode == ir_var_uniform ||
- var->data.mode == ir_var_shader_storage);
-
- unsigned num_blocks = var->data.mode == ir_var_uniform ?
- shader->Program->info.num_ubos : shader->Program->info.num_ssbos;
- struct gl_uniform_block **blks = var->data.mode == ir_var_uniform ?
- shader->Program->sh.UniformBlocks :
- shader->Program->sh.ShaderStorageBlocks;
-
- if (var->is_interface_instance()) {
- const ir_array_refcount_entry *const entry = v.get_variable_entry(var);
-
- if (entry->is_referenced) {
- /* Since this is an interface instance, the instance type will be
- * same as the array-stripped variable type. If the variable type
- * is an array, then the block names will be suffixed with [0]
- * through [n-1]. Unlike for non-interface instances, there will
- * not be structure types here, so the only name sentinel that we
- * have to worry about is [.
- */
- assert(var->type->without_array() == var->get_interface_type());
- const char sentinel = var->type->is_array() ? '[' : '\0';
-
- const ptrdiff_t len = strlen(var->get_interface_type()->name);
- for (unsigned i = 0; i < num_blocks; i++) {
- const char *const begin = blks[i]->Name;
- const char *const end = strchr(begin, sentinel);
-
- if (end == NULL)
- continue;
-
- if (len != (end - begin))
- continue;
-
- /* Even when a match is found, do not "break" here. This could
- * be an array of instances, and all elements of the array need
- * to be marked as referenced.
- */
- if (strncmp(begin, var->get_interface_type()->name, len) == 0 &&
- (!var->type->is_array() ||
- entry->is_linearized_index_referenced(blks[i]->linearized_array_index))) {
- blks[i]->stageref |= 1U << stage;
- }
- }
- }
-
- var->data.location = 0;
- continue;
- }
-
- bool found = false;
- char sentinel = '\0';
-
- if (var->type->is_struct()) {
- sentinel = '.';
- } else if (var->type->is_array() && (var->type->fields.array->is_array()
- || var->type->without_array()->is_struct())) {
- sentinel = '[';
- }
-
- const unsigned l = strlen(var->name);
- for (unsigned i = 0; i < num_blocks; i++) {
- for (unsigned j = 0; j < blks[i]->NumUniforms; j++) {
- if (sentinel) {
- const char *begin = blks[i]->Uniforms[j].Name;
- const char *end = strchr(begin, sentinel);
-
- if (end == NULL)
- continue;
-
- if ((ptrdiff_t) l != (end - begin))
- continue;
-
- found = strncmp(var->name, begin, l) == 0;
- } else {
- found = strcmp(var->name, blks[i]->Uniforms[j].Name) == 0;
- }
-
- if (found) {
- var->data.location = j;
-
- if (variable_is_referenced(v, var))
- blks[i]->stageref |= 1U << stage;
-
- break;
- }
- }
-
- if (found)
- break;
- }
- assert(found);
- }
-}
-
-/**
- * Combine the hidden uniform hash map with the uniform hash map so that the
- * hidden uniforms will be given indicies at the end of the uniform storage
- * array.
- */
-static void
-assign_hidden_uniform_slot_id(const char *name, unsigned hidden_id,
- void *closure)
-{
- count_uniform_size *uniform_size = (count_uniform_size *) closure;
- unsigned hidden_uniform_start = uniform_size->num_active_uniforms -
- uniform_size->num_hidden_uniforms;
-
- uniform_size->map->put(hidden_uniform_start + hidden_id, name);
-}
-
-static void
-link_setup_uniform_remap_tables(struct gl_context *ctx,
- struct gl_shader_program *prog)
-{
- unsigned total_entries = prog->NumExplicitUniformLocations;
- unsigned empty_locs = prog->NumUniformRemapTable - total_entries;
-
- /* Reserve all the explicit locations of the active uniforms. */
- for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
- if (prog->data->UniformStorage[i].type->is_subroutine() ||
- prog->data->UniformStorage[i].is_shader_storage)
- continue;
-
- if (prog->data->UniformStorage[i].remap_location !=
- UNMAPPED_UNIFORM_LOC) {
- /* How many new entries for this uniform? */
- const unsigned entries =
- MAX2(1, prog->data->UniformStorage[i].array_elements);
-
- /* Set remap table entries point to correct gl_uniform_storage. */
- for (unsigned j = 0; j < entries; j++) {
- unsigned element_loc =
- prog->data->UniformStorage[i].remap_location + j;
- assert(prog->UniformRemapTable[element_loc] ==
- INACTIVE_UNIFORM_EXPLICIT_LOCATION);
- prog->UniformRemapTable[element_loc] =
- &prog->data->UniformStorage[i];
- }
- }
- }
-
- /* Reserve locations for rest of the uniforms. */
- for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
-
- if (prog->data->UniformStorage[i].type->is_subroutine() ||
- prog->data->UniformStorage[i].is_shader_storage)
- continue;
-
- /* Built-in uniforms should not get any location. */
- if (prog->data->UniformStorage[i].builtin)
- continue;
-
- /* Explicit ones have been set already. */
- if (prog->data->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
- continue;
-
- /* how many new entries for this uniform? */
- const unsigned entries =
- MAX2(1, prog->data->UniformStorage[i].array_elements);
-
- /* Find UniformRemapTable for empty blocks where we can fit this uniform. */
- int chosen_location = -1;
-
- if (empty_locs)
- chosen_location = link_util_find_empty_block(prog, &prog->data->UniformStorage[i]);
-
- /* Add new entries to the total amount for checking against MAX_UNIFORM-
- * _LOCATIONS. This only applies to the default uniform block (-1),
- * because locations of uniform block entries are not assignable.
- */
- if (prog->data->UniformStorage[i].block_index == -1)
- total_entries += entries;
-
- if (chosen_location != -1) {
- empty_locs -= entries;
- } else {
- chosen_location = prog->NumUniformRemapTable;
-
- /* resize remap table to fit new entries */
- prog->UniformRemapTable =
- reralloc(prog,
- prog->UniformRemapTable,
- gl_uniform_storage *,
- prog->NumUniformRemapTable + entries);
- prog->NumUniformRemapTable += entries;
- }
-
- /* set pointers for this uniform */
- for (unsigned j = 0; j < entries; j++)
- prog->UniformRemapTable[chosen_location + j] =
- &prog->data->UniformStorage[i];
-
- /* set the base location in remap table for the uniform */
- prog->data->UniformStorage[i].remap_location = chosen_location;
- }
-
- /* Verify that total amount of entries for explicit and implicit locations
- * is less than MAX_UNIFORM_LOCATIONS.
- */
-
- if (total_entries > ctx->Const.MaxUserAssignableUniformLocations) {
- linker_error(prog, "count of uniform locations > MAX_UNIFORM_LOCATIONS"
- "(%u > %u)", total_entries,
- ctx->Const.MaxUserAssignableUniformLocations);
- }
-
- /* Reserve all the explicit locations of the active subroutine uniforms. */
- for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
- if (!prog->data->UniformStorage[i].type->is_subroutine())
- continue;
-
- if (prog->data->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
- continue;
-
- /* How many new entries for this uniform? */
- const unsigned entries =
- MAX2(1, prog->data->UniformStorage[i].array_elements);
-
- unsigned mask = prog->data->linked_stages;
- while (mask) {
- const int j = u_bit_scan(&mask);
- struct gl_program *p = prog->_LinkedShaders[j]->Program;
-
- if (!prog->data->UniformStorage[i].opaque[j].active)
- continue;
-
- /* Set remap table entries point to correct gl_uniform_storage. */
- for (unsigned k = 0; k < entries; k++) {
- unsigned element_loc =
- prog->data->UniformStorage[i].remap_location + k;
- assert(p->sh.SubroutineUniformRemapTable[element_loc] ==
- INACTIVE_UNIFORM_EXPLICIT_LOCATION);
- p->sh.SubroutineUniformRemapTable[element_loc] =
- &prog->data->UniformStorage[i];
- }
- }
- }
-
- /* reserve subroutine locations */
- for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
- if (!prog->data->UniformStorage[i].type->is_subroutine())
- continue;
-
- if (prog->data->UniformStorage[i].remap_location !=
- UNMAPPED_UNIFORM_LOC)
- continue;
-
- const unsigned entries =
- MAX2(1, prog->data->UniformStorage[i].array_elements);
-
- unsigned mask = prog->data->linked_stages;
- while (mask) {
- const int j = u_bit_scan(&mask);
- struct gl_program *p = prog->_LinkedShaders[j]->Program;
-
- if (!prog->data->UniformStorage[i].opaque[j].active)
- continue;
-
- p->sh.SubroutineUniformRemapTable =
- reralloc(p,
- p->sh.SubroutineUniformRemapTable,
- gl_uniform_storage *,
- p->sh.NumSubroutineUniformRemapTable + entries);
-
- for (unsigned k = 0; k < entries; k++) {
- p->sh.SubroutineUniformRemapTable[p->sh.NumSubroutineUniformRemapTable + k] =
- &prog->data->UniformStorage[i];
- }
- prog->data->UniformStorage[i].remap_location =
- p->sh.NumSubroutineUniformRemapTable;
- p->sh.NumSubroutineUniformRemapTable += entries;
- }
- }
-}
-
-static void
-link_assign_uniform_storage(struct gl_context *ctx,
- struct gl_shader_program *prog,
- const unsigned num_data_slots)
-{
- /* On the outside chance that there were no uniforms, bail out.
- */
- if (prog->data->NumUniformStorage == 0)
- return;
-
- unsigned int boolean_true = ctx->Const.UniformBooleanTrue;
-
- union gl_constant_value *data;
- if (prog->data->UniformStorage == NULL) {
- prog->data->UniformStorage = rzalloc_array(prog->data,
- struct gl_uniform_storage,
- prog->data->NumUniformStorage);
- data = rzalloc_array(prog->data->UniformStorage,
- union gl_constant_value, num_data_slots);
- prog->data->UniformDataDefaults =
- rzalloc_array(prog->data->UniformStorage,
- union gl_constant_value, num_data_slots);
- } else {
- data = prog->data->UniformDataSlots;
- }
-
-#ifndef NDEBUG
- union gl_constant_value *data_end = &data[num_data_slots];
-#endif
-
- parcel_out_uniform_storage parcel(prog, prog->UniformHash,
- prog->data->UniformStorage, data,
- ctx->Const.UseSTD430AsDefaultPacking);
-
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- struct gl_linked_shader *shader = prog->_LinkedShaders[i];
-
- if (!shader)
- continue;
-
- parcel.start_shader((gl_shader_stage)i);
-
- foreach_in_list(ir_instruction, node, shader->ir) {
- ir_variable *const var = node->as_variable();
-
- if ((var == NULL) || (var->data.mode != ir_var_uniform &&
- var->data.mode != ir_var_shader_storage))
- continue;
-
- parcel.set_and_process(var);
- }
-
- shader->Program->SamplersUsed = parcel.shader_samplers_used;
- shader->shadow_samplers = parcel.shader_shadow_samplers;
- shader->Program->sh.ShaderStorageBlocksWriteAccess =
- parcel.shader_storage_blocks_write_access;
-
- if (parcel.num_bindless_samplers > 0) {
- shader->Program->sh.NumBindlessSamplers = parcel.num_bindless_samplers;
- shader->Program->sh.BindlessSamplers =
- rzalloc_array(shader->Program, gl_bindless_sampler,
- parcel.num_bindless_samplers);
- for (unsigned j = 0; j < parcel.num_bindless_samplers; j++) {
- shader->Program->sh.BindlessSamplers[j].target =
- parcel.bindless_targets[j];
- }
- }
-
- if (parcel.num_bindless_images > 0) {
- shader->Program->sh.NumBindlessImages = parcel.num_bindless_images;
- shader->Program->sh.BindlessImages =
- rzalloc_array(shader->Program, gl_bindless_image,
- parcel.num_bindless_images);
- for (unsigned j = 0; j < parcel.num_bindless_images; j++) {
- shader->Program->sh.BindlessImages[j].access =
- parcel.bindless_access[j];
- }
- }
-
- STATIC_ASSERT(ARRAY_SIZE(shader->Program->sh.SamplerTargets) ==
- ARRAY_SIZE(parcel.targets));
- for (unsigned j = 0; j < ARRAY_SIZE(parcel.targets); j++)
- shader->Program->sh.SamplerTargets[j] = parcel.targets[j];
- }
-
-#ifndef NDEBUG
- for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
- assert(prog->data->UniformStorage[i].storage != NULL ||
- prog->data->UniformStorage[i].builtin ||
- prog->data->UniformStorage[i].is_shader_storage ||
- prog->data->UniformStorage[i].block_index != -1);
- }
-
- assert(parcel.values == data_end);
-#endif
-
- link_setup_uniform_remap_tables(ctx, prog);
-
- /* Set shader cache fields */
- prog->data->NumUniformDataSlots = num_data_slots;
- prog->data->UniformDataSlots = data;
-
- link_set_uniform_initializers(prog, boolean_true);
-}
-
-void
-link_assign_uniform_locations(struct gl_shader_program *prog,
- struct gl_context *ctx)
-{
- ralloc_free(prog->data->UniformStorage);
- prog->data->UniformStorage = NULL;
- prog->data->NumUniformStorage = 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.
- */
- struct string_to_uint_map *hiddenUniforms = new string_to_uint_map;
- count_uniform_size uniform_size(prog->UniformHash, hiddenUniforms,
- ctx->Const.UseSTD430AsDefaultPacking);
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- struct gl_linked_shader *sh = prog->_LinkedShaders[i];
-
- if (sh == NULL)
- continue;
-
- link_update_uniform_buffer_variables(sh, i);
-
- /* Reset various per-shader target counts.
- */
- uniform_size.start_shader();
-
- foreach_in_list(ir_instruction, node, sh->ir) {
- ir_variable *const var = node->as_variable();
-
- if ((var == NULL) || (var->data.mode != ir_var_uniform &&
- var->data.mode != ir_var_shader_storage))
- continue;
-
- uniform_size.process(var);
- }
-
- if (uniform_size.num_shader_samplers >
- ctx->Const.Program[i].MaxTextureImageUnits) {
- linker_error(prog, "Too many %s shader texture samplers\n",
- _mesa_shader_stage_to_string(i));
- continue;
- }
-
- if (uniform_size.num_shader_images >
- ctx->Const.Program[i].MaxImageUniforms) {
- linker_error(prog, "Too many %s shader image uniforms (%u > %u)\n",
- _mesa_shader_stage_to_string(i),
- sh->Program->info.num_images,
- ctx->Const.Program[i].MaxImageUniforms);
- continue;
- }
-
- sh->Program->info.num_textures = uniform_size.num_shader_samplers;
- sh->Program->info.num_images = uniform_size.num_shader_images;
- 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->Program->info.num_ubos; i++) {
- sh->num_combined_uniform_components +=
- sh->Program->sh.UniformBlocks[i]->UniformBufferSize / 4;
- }
- }
-
- if (prog->data->LinkStatus == LINKING_FAILURE) {
- delete hiddenUniforms;
- return;
- }
-
- prog->data->NumUniformStorage = uniform_size.num_active_uniforms;
- prog->data->NumHiddenUniforms = uniform_size.num_hidden_uniforms;
-
- /* assign hidden uniforms a slot id */
- hiddenUniforms->iterate(assign_hidden_uniform_slot_id, &uniform_size);
- delete hiddenUniforms;
-
- link_assign_uniform_storage(ctx, prog, uniform_size.num_values);
-}