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24 #include "main/core.h"
27 #include "ir_uniform.h"
28 #include "glsl_symbol_table.h"
29 #include "program/hash_table.h"
32 * \file link_uniforms.cpp
33 * Assign locations for GLSL uniforms.
35 * \author Ian Romanick <ian.d.romanick@intel.com>
39 * Count the backing storage requirements for a type
42 values_for_type(const glsl_type *type)
44 if (type->is_sampler()) {
46 } else if (type->is_array() && type->fields.array->is_sampler()) {
47 return type->array_size();
49 return type->component_slots();
54 uniform_field_visitor::process(ir_variable *var)
56 const glsl_type *t = var->type;
58 /* Only strdup the name if we actually will need to modify it. */
59 if (t->is_record() || (t->is_array() && t->fields.array->is_record())) {
60 char *name = ralloc_strdup(NULL, var->name);
61 recursion(var->type, &name, strlen(name));
64 this->visit_field(t, var->name);
69 uniform_field_visitor::recursion(const glsl_type *t, char **name,
72 /* Records need to have each field processed individually.
74 * Arrays of records need to have each array element processed
75 * individually, then each field of the resulting array elements processed
79 for (unsigned i = 0; i < t->length; i++) {
80 const char *field = t->fields.structure[i].name;
81 size_t new_length = name_length;
83 /* Append '.field' to the current uniform name. */
84 ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
86 recursion(t->fields.structure[i].type, name, new_length);
88 } else if (t->is_array() && t->fields.array->is_record()) {
89 for (unsigned i = 0; i < t->length; i++) {
90 size_t new_length = name_length;
92 /* Append the subscript to the current uniform name */
93 ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
95 recursion(t->fields.array, name, new_length);
98 this->visit_field(t, *name);
103 * Class to help calculate the storage requirements for a set of uniforms
105 * As uniforms are added to the active set the number of active uniforms and
106 * the storage requirements for those uniforms are accumulated. The active
107 * uniforms are added the the hash table supplied to the constructor.
109 * If the same uniform is added multiple times (i.e., once for each shader
110 * target), it will only be accounted once.
112 class count_uniform_size : public uniform_field_visitor {
114 count_uniform_size(struct string_to_uint_map *map)
115 : num_active_uniforms(0), num_values(0), num_shader_samplers(0),
116 num_shader_uniform_components(0), map(map)
123 this->num_shader_samplers = 0;
124 this->num_shader_uniform_components = 0;
128 * Total number of active uniforms counted
130 unsigned num_active_uniforms;
133 * Number of data values required to back the storage for the active uniforms
138 * Number of samplers used
140 unsigned num_shader_samplers;
143 * Number of uniforms used in the current shader
145 unsigned num_shader_uniform_components;
148 virtual void visit_field(const glsl_type *type, const char *name)
150 assert(!type->is_record());
151 assert(!(type->is_array() && type->fields.array->is_record()));
153 /* Count the number of samplers regardless of whether the uniform is
154 * already in the hash table. The hash table prevents adding the same
155 * uniform for multiple shader targets, but in this case we want to
156 * count it for each shader target.
158 const unsigned values = values_for_type(type);
159 if (type->contains_sampler()) {
160 this->num_shader_samplers +=
161 type->is_array() ? type->array_size() : 1;
163 /* Accumulate the total number of uniform slots used by this shader.
164 * Note that samplers do not count against this limit because they
165 * don't use any storage on current hardware.
167 this->num_shader_uniform_components += values;
170 /* If the uniform is already in the map, there's nothing more to do.
173 if (this->map->get(id, name))
176 this->map->put(this->num_active_uniforms, name);
178 /* Each leaf uniform occupies one entry in the list of active
181 this->num_active_uniforms++;
182 this->num_values += values;
185 struct string_to_uint_map *map;
189 * Class to help parcel out pieces of backing storage to uniforms
191 * Each uniform processed has some range of the \c gl_constant_value
192 * structures associated with it. The association is done by finding
193 * the uniform in the \c string_to_uint_map and using the value from
194 * the map to connect that slot in the \c gl_uniform_storage table
195 * with the next available slot in the \c gl_constant_value array.
198 * This class assumes that every uniform that will be processed is
199 * already in the \c string_to_uint_map. In addition, it assumes that
200 * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
203 class parcel_out_uniform_storage : public uniform_field_visitor {
205 parcel_out_uniform_storage(struct string_to_uint_map *map,
206 struct gl_uniform_storage *uniforms,
207 union gl_constant_value *values)
208 : map(map), uniforms(uniforms), next_sampler(0), values(values)
210 memset(this->targets, 0, sizeof(this->targets));
215 this->shader_samplers_used = 0;
216 this->shader_shadow_samplers = 0;
220 virtual void visit_field(const glsl_type *type, const char *name)
222 assert(!type->is_record());
223 assert(!(type->is_array() && type->fields.array->is_record()));
226 bool found = this->map->get(id, name);
232 /* If there is already storage associated with this uniform, it means
233 * that it was set while processing an earlier shader stage. For
234 * example, we may be processing the uniform in the fragment shader, but
235 * the uniform was already processed in the vertex shader.
237 if (this->uniforms[id].storage != NULL) {
238 /* If the uniform already has storage set from another shader stage,
239 * mark the samplers used for this shader stage.
241 if (type->contains_sampler()) {
242 const unsigned count = MAX2(1, this->uniforms[id].array_elements);
243 const unsigned shadow = (type->is_array())
244 ? type->fields.array->sampler_shadow : type->sampler_shadow;
246 for (unsigned i = 0; i < count; i++) {
247 const unsigned s = this->uniforms[id].sampler + i;
249 this->shader_samplers_used |= 1U << s;
250 this->shader_shadow_samplers |= shadow << s;
257 const glsl_type *base_type;
258 if (type->is_array()) {
259 this->uniforms[id].array_elements = type->length;
260 base_type = type->fields.array;
262 this->uniforms[id].array_elements = 0;
266 if (base_type->is_sampler()) {
267 this->uniforms[id].sampler = this->next_sampler;
269 /* Increment the sampler by 1 for non-arrays and by the number of
270 * array elements for arrays.
272 this->next_sampler += MAX2(1, this->uniforms[id].array_elements);
274 const gl_texture_index target = base_type->sampler_index();
275 const unsigned shadow = base_type->sampler_shadow;
276 for (unsigned i = this->uniforms[id].sampler
277 ; i < this->next_sampler
279 this->targets[i] = target;
280 this->shader_samplers_used |= 1U << i;
281 this->shader_shadow_samplers |= shadow << i;
285 this->uniforms[id].sampler = ~0;
288 this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
289 this->uniforms[id].type = base_type;
290 this->uniforms[id].initialized = 0;
291 this->uniforms[id].num_driver_storage = 0;
292 this->uniforms[id].driver_storage = NULL;
293 this->uniforms[id].storage = this->values;
295 this->values += values_for_type(type);
298 struct string_to_uint_map *map;
300 struct gl_uniform_storage *uniforms;
301 unsigned next_sampler;
304 union gl_constant_value *values;
306 gl_texture_index targets[MAX_SAMPLERS];
309 * Mask of samplers used by the current shader stage.
311 unsigned shader_samplers_used;
314 * Mask of samplers used by the current shader stage for shadows.
316 unsigned shader_shadow_samplers;
320 link_assign_uniform_locations(struct gl_shader_program *prog)
322 ralloc_free(prog->UniformStorage);
323 prog->UniformStorage = NULL;
324 prog->NumUserUniformStorage = 0;
326 if (prog->UniformHash != NULL) {
327 prog->UniformHash->clear();
329 prog->UniformHash = new string_to_uint_map;
332 /* Uniforms that lack an initializer in the shader code have an initial
333 * value of zero. This includes sampler uniforms.
335 * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
337 * "The link time initial value is either the value of the variable's
338 * initializer, if present, or 0 if no initializer is present. Sampler
339 * types cannot have initializers."
341 memset(prog->SamplerUnits, 0, sizeof(prog->SamplerUnits));
343 /* First pass: Count the uniform resources used by the user-defined
344 * uniforms. While this happens, each active uniform will have an index
347 * Note: this is *NOT* the index that is returned to the application by
348 * glGetUniformLocation.
350 count_uniform_size uniform_size(prog->UniformHash);
351 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
352 if (prog->_LinkedShaders[i] == NULL)
355 /* Reset various per-shader target counts.
357 uniform_size.start_shader();
359 foreach_list(node, prog->_LinkedShaders[i]->ir) {
360 ir_variable *const var = ((ir_instruction *) node)->as_variable();
362 if ((var == NULL) || (var->mode != ir_var_uniform))
365 /* FINISHME: Update code to process built-in uniforms!
367 if (strncmp("gl_", var->name, 3) == 0)
370 uniform_size.process(var);
373 prog->_LinkedShaders[i]->num_samplers = uniform_size.num_shader_samplers;
374 prog->_LinkedShaders[i]->num_uniform_components =
375 uniform_size.num_shader_uniform_components;
378 const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
379 const unsigned num_data_slots = uniform_size.num_values;
381 /* On the outside chance that there were no uniforms, bail out.
383 if (num_user_uniforms == 0)
386 struct gl_uniform_storage *uniforms =
387 rzalloc_array(prog, struct gl_uniform_storage, num_user_uniforms);
388 union gl_constant_value *data =
389 rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
391 union gl_constant_value *data_end = &data[num_data_slots];
394 parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
396 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
397 if (prog->_LinkedShaders[i] == NULL)
400 /* Reset various per-shader target counts.
402 parcel.start_shader();
404 foreach_list(node, prog->_LinkedShaders[i]->ir) {
405 ir_variable *const var = ((ir_instruction *) node)->as_variable();
407 if ((var == NULL) || (var->mode != ir_var_uniform))
410 /* FINISHME: Update code to process built-in uniforms!
412 if (strncmp("gl_", var->name, 3) == 0)
418 prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
419 prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
422 assert(sizeof(prog->SamplerTargets) == sizeof(parcel.targets));
423 memcpy(prog->SamplerTargets, parcel.targets, sizeof(prog->SamplerTargets));
426 for (unsigned i = 0; i < num_user_uniforms; i++) {
427 assert(uniforms[i].storage != NULL);
430 assert(parcel.values == data_end);
433 prog->NumUserUniformStorage = num_user_uniforms;
434 prog->UniformStorage = uniforms;
436 link_set_uniform_initializers(prog);