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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 static inline unsigned int
33 align(unsigned int a, unsigned int align)
35 return (a + align - 1) / align * align;
39 * \file link_uniforms.cpp
40 * Assign locations for GLSL uniforms.
42 * \author Ian Romanick <ian.d.romanick@intel.com>
46 * Count the backing storage requirements for a type
49 values_for_type(const glsl_type *type)
51 if (type->is_sampler()) {
53 } else if (type->is_array() && type->fields.array->is_sampler()) {
54 return type->array_size();
56 return type->component_slots();
61 uniform_field_visitor::process(ir_variable *var)
63 const glsl_type *t = var->type;
65 /* Only strdup the name if we actually will need to modify it. */
66 if (t->is_record() || (t->is_array() && t->fields.array->is_record())) {
67 char *name = ralloc_strdup(NULL, var->name);
68 recursion(var->type, &name, strlen(name));
71 this->visit_field(t, var->name);
76 uniform_field_visitor::recursion(const glsl_type *t, char **name,
79 /* Records need to have each field processed individually.
81 * Arrays of records need to have each array element processed
82 * individually, then each field of the resulting array elements processed
86 for (unsigned i = 0; i < t->length; i++) {
87 const char *field = t->fields.structure[i].name;
88 size_t new_length = name_length;
90 /* Append '.field' to the current uniform name. */
91 ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
93 recursion(t->fields.structure[i].type, name, new_length);
95 } else if (t->is_array() && t->fields.array->is_record()) {
96 for (unsigned i = 0; i < t->length; i++) {
97 size_t new_length = name_length;
99 /* Append the subscript to the current uniform name */
100 ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
102 recursion(t->fields.array, name, new_length);
105 this->visit_field(t, *name);
110 * Class to help calculate the storage requirements for a set of uniforms
112 * As uniforms are added to the active set the number of active uniforms and
113 * the storage requirements for those uniforms are accumulated. The active
114 * uniforms are added the the hash table supplied to the constructor.
116 * If the same uniform is added multiple times (i.e., once for each shader
117 * target), it will only be accounted once.
119 class count_uniform_size : public uniform_field_visitor {
121 count_uniform_size(struct string_to_uint_map *map)
122 : num_active_uniforms(0), num_values(0), num_shader_samplers(0),
123 num_shader_uniform_components(0), map(map)
130 this->num_shader_samplers = 0;
131 this->num_shader_uniform_components = 0;
135 * Total number of active uniforms counted
137 unsigned num_active_uniforms;
140 * Number of data values required to back the storage for the active uniforms
145 * Number of samplers used
147 unsigned num_shader_samplers;
150 * Number of uniforms used in the current shader
152 unsigned num_shader_uniform_components;
155 virtual void visit_field(const glsl_type *type, const char *name)
157 assert(!type->is_record());
158 assert(!(type->is_array() && type->fields.array->is_record()));
160 /* Count the number of samplers regardless of whether the uniform is
161 * already in the hash table. The hash table prevents adding the same
162 * uniform for multiple shader targets, but in this case we want to
163 * count it for each shader target.
165 const unsigned values = values_for_type(type);
166 if (type->contains_sampler()) {
167 this->num_shader_samplers +=
168 type->is_array() ? type->array_size() : 1;
170 /* Accumulate the total number of uniform slots used by this shader.
171 * Note that samplers do not count against this limit because they
172 * don't use any storage on current hardware.
174 this->num_shader_uniform_components += values;
177 /* If the uniform is already in the map, there's nothing more to do.
180 if (this->map->get(id, name))
183 this->map->put(this->num_active_uniforms, name);
185 /* Each leaf uniform occupies one entry in the list of active
188 this->num_active_uniforms++;
189 this->num_values += values;
192 struct string_to_uint_map *map;
196 * Class to help parcel out pieces of backing storage to uniforms
198 * Each uniform processed has some range of the \c gl_constant_value
199 * structures associated with it. The association is done by finding
200 * the uniform in the \c string_to_uint_map and using the value from
201 * the map to connect that slot in the \c gl_uniform_storage table
202 * with the next available slot in the \c gl_constant_value array.
205 * This class assumes that every uniform that will be processed is
206 * already in the \c string_to_uint_map. In addition, it assumes that
207 * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
210 class parcel_out_uniform_storage : public uniform_field_visitor {
212 parcel_out_uniform_storage(struct string_to_uint_map *map,
213 struct gl_uniform_storage *uniforms,
214 union gl_constant_value *values)
215 : map(map), uniforms(uniforms), next_sampler(0), values(values)
217 memset(this->targets, 0, sizeof(this->targets));
222 this->shader_samplers_used = 0;
223 this->shader_shadow_samplers = 0;
226 void set_and_process(struct gl_shader_program *prog,
230 if (var->uniform_block != -1) {
231 struct gl_uniform_block *block =
232 &prog->UniformBlocks[var->uniform_block];
234 ubo_block_index = var->uniform_block;
235 ubo_var_index = var->location;
236 ubo_var = &block->Uniforms[var->location];
237 ubo_byte_offset = ubo_var->Offset;
243 struct gl_uniform_buffer_variable *ubo_var;
249 virtual void visit_field(const glsl_type *type, const char *name)
251 assert(!type->is_record());
252 assert(!(type->is_array() && type->fields.array->is_record()));
255 bool found = this->map->get(id, name);
261 /* If there is already storage associated with this uniform, it means
262 * that it was set while processing an earlier shader stage. For
263 * example, we may be processing the uniform in the fragment shader, but
264 * the uniform was already processed in the vertex shader.
266 if (this->uniforms[id].storage != NULL) {
267 /* If the uniform already has storage set from another shader stage,
268 * mark the samplers used for this shader stage.
270 if (type->contains_sampler()) {
271 const unsigned count = MAX2(1, this->uniforms[id].array_elements);
272 const unsigned shadow = (type->is_array())
273 ? type->fields.array->sampler_shadow : type->sampler_shadow;
275 for (unsigned i = 0; i < count; i++) {
276 const unsigned s = this->uniforms[id].sampler + i;
278 this->shader_samplers_used |= 1U << s;
279 this->shader_shadow_samplers |= shadow << s;
286 const glsl_type *base_type;
287 if (type->is_array()) {
288 this->uniforms[id].array_elements = type->length;
289 base_type = type->fields.array;
291 this->uniforms[id].array_elements = 0;
295 if (base_type->is_sampler()) {
296 this->uniforms[id].sampler = this->next_sampler;
298 /* Increment the sampler by 1 for non-arrays and by the number of
299 * array elements for arrays.
301 this->next_sampler += MAX2(1, this->uniforms[id].array_elements);
303 const gl_texture_index target = base_type->sampler_index();
304 const unsigned shadow = base_type->sampler_shadow;
305 for (unsigned i = this->uniforms[id].sampler
306 ; i < this->next_sampler
308 this->targets[i] = target;
309 this->shader_samplers_used |= 1U << i;
310 this->shader_shadow_samplers |= shadow << i;
314 this->uniforms[id].sampler = ~0;
317 this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
318 this->uniforms[id].type = base_type;
319 this->uniforms[id].initialized = 0;
320 this->uniforms[id].num_driver_storage = 0;
321 this->uniforms[id].driver_storage = NULL;
322 this->uniforms[id].storage = this->values;
324 this->uniforms[id].block_index = this->ubo_block_index;
326 unsigned alignment = type->std140_base_alignment(ubo_var->RowMajor);
327 this->ubo_byte_offset = align(this->ubo_byte_offset, alignment);
328 this->uniforms[id].offset = this->ubo_byte_offset;
329 this->ubo_byte_offset += type->std140_size(ubo_var->RowMajor);
331 this->uniforms[id].array_stride = 0;
332 this->uniforms[id].matrix_stride = 0;
333 this->uniforms[id].row_major = base_type->is_matrix() &&
336 this->uniforms[id].block_index = -1;
337 this->uniforms[id].offset = -1;
338 this->uniforms[id].array_stride = -1;
339 this->uniforms[id].matrix_stride = -1;
340 this->uniforms[id].row_major = false;
343 this->values += values_for_type(type);
346 struct string_to_uint_map *map;
348 struct gl_uniform_storage *uniforms;
349 unsigned next_sampler;
352 union gl_constant_value *values;
354 gl_texture_index targets[MAX_SAMPLERS];
357 * Mask of samplers used by the current shader stage.
359 unsigned shader_samplers_used;
362 * Mask of samplers used by the current shader stage for shadows.
364 unsigned shader_shadow_samplers;
368 * Merges a uniform block into an array of uniform blocks that may or
369 * may not already contain a copy of it.
371 * Returns the index of the new block in the array.
374 link_cross_validate_uniform_block(void *mem_ctx,
375 struct gl_uniform_block **linked_blocks,
376 unsigned int *num_linked_blocks,
377 struct gl_uniform_block *new_block)
379 for (unsigned int i = 0; i < *num_linked_blocks; i++) {
380 struct gl_uniform_block *old_block = &(*linked_blocks)[i];
381 if (strcmp(old_block->Name, new_block->Name) == 0) {
382 if (old_block->NumUniforms != new_block->NumUniforms) {
386 for (unsigned j = 0; j < old_block->NumUniforms; j++) {
387 if (strcmp(old_block->Uniforms[j].Name,
388 new_block->Uniforms[j].Name) != 0)
391 if (old_block->Uniforms[j].Offset !=
392 new_block->Uniforms[j].Offset)
395 if (old_block->Uniforms[j].RowMajor !=
396 new_block->Uniforms[j].RowMajor)
403 *linked_blocks = reralloc(mem_ctx, *linked_blocks,
404 struct gl_uniform_block,
405 *num_linked_blocks + 1);
406 int linked_block_index = (*num_linked_blocks)++;
407 struct gl_uniform_block *linked_block = &(*linked_blocks)[linked_block_index];
409 memcpy(linked_block, new_block, sizeof(*new_block));
410 linked_block->Uniforms = ralloc_array(*linked_blocks,
411 struct gl_uniform_buffer_variable,
412 linked_block->NumUniforms);
414 memcpy(linked_block->Uniforms,
416 sizeof(*linked_block->Uniforms) * linked_block->NumUniforms);
418 for (unsigned int i = 0; i < linked_block->NumUniforms; i++) {
419 struct gl_uniform_buffer_variable *ubo_var =
420 &linked_block->Uniforms[i];
422 ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
425 return linked_block_index;
429 * Walks the IR and update the references to uniform blocks in the
430 * ir_variables to point at linked shader's list (previously, they
431 * would point at the uniform block list in one of the pre-linked
435 link_update_uniform_buffer_variables(struct gl_shader *shader)
437 foreach_list(node, shader->ir) {
438 ir_variable *const var = ((ir_instruction *) node)->as_variable();
440 if ((var == NULL) || (var->uniform_block == -1))
443 assert(var->mode == ir_var_uniform);
446 for (unsigned i = 0; i < shader->NumUniformBlocks; i++) {
447 for (unsigned j = 0; j < shader->UniformBlocks[i].NumUniforms; j++) {
448 if (!strcmp(var->name, shader->UniformBlocks[i].Uniforms[j].Name)) {
450 var->uniform_block = i;
465 link_assign_uniform_block_offsets(struct gl_shader *shader)
467 for (unsigned b = 0; b < shader->NumUniformBlocks; b++) {
468 struct gl_uniform_block *block = &shader->UniformBlocks[b];
471 for (unsigned int i = 0; i < block->NumUniforms; i++) {
472 struct gl_uniform_buffer_variable *ubo_var = &block->Uniforms[i];
473 const struct glsl_type *type = ubo_var->Type;
475 unsigned alignment = type->std140_base_alignment(ubo_var->RowMajor);
476 unsigned size = type->std140_size(ubo_var->RowMajor);
478 offset = align(offset, alignment);
479 ubo_var->Offset = offset;
482 block->UniformBufferSize = offset;
487 link_assign_uniform_locations(struct gl_shader_program *prog)
489 ralloc_free(prog->UniformStorage);
490 prog->UniformStorage = NULL;
491 prog->NumUserUniformStorage = 0;
493 if (prog->UniformHash != NULL) {
494 prog->UniformHash->clear();
496 prog->UniformHash = new string_to_uint_map;
499 /* Uniforms that lack an initializer in the shader code have an initial
500 * value of zero. This includes sampler uniforms.
502 * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
504 * "The link time initial value is either the value of the variable's
505 * initializer, if present, or 0 if no initializer is present. Sampler
506 * types cannot have initializers."
508 memset(prog->SamplerUnits, 0, sizeof(prog->SamplerUnits));
510 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
511 if (prog->_LinkedShaders[i] == NULL)
514 if (!link_update_uniform_buffer_variables(prog->_LinkedShaders[i]))
518 /* First pass: Count the uniform resources used by the user-defined
519 * uniforms. While this happens, each active uniform will have an index
522 * Note: this is *NOT* the index that is returned to the application by
523 * glGetUniformLocation.
525 count_uniform_size uniform_size(prog->UniformHash);
526 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
527 if (prog->_LinkedShaders[i] == NULL)
530 /* Reset various per-shader target counts.
532 uniform_size.start_shader();
534 foreach_list(node, prog->_LinkedShaders[i]->ir) {
535 ir_variable *const var = ((ir_instruction *) node)->as_variable();
537 if ((var == NULL) || (var->mode != ir_var_uniform))
540 /* FINISHME: Update code to process built-in uniforms!
542 if (strncmp("gl_", var->name, 3) == 0)
545 uniform_size.process(var);
548 prog->_LinkedShaders[i]->num_samplers = uniform_size.num_shader_samplers;
549 prog->_LinkedShaders[i]->num_uniform_components =
550 uniform_size.num_shader_uniform_components;
553 const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
554 const unsigned num_data_slots = uniform_size.num_values;
556 /* On the outside chance that there were no uniforms, bail out.
558 if (num_user_uniforms == 0)
561 struct gl_uniform_storage *uniforms =
562 rzalloc_array(prog, struct gl_uniform_storage, num_user_uniforms);
563 union gl_constant_value *data =
564 rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
566 union gl_constant_value *data_end = &data[num_data_slots];
569 parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
571 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
572 if (prog->_LinkedShaders[i] == NULL)
575 /* Reset various per-shader target counts.
577 parcel.start_shader();
579 foreach_list(node, prog->_LinkedShaders[i]->ir) {
580 ir_variable *const var = ((ir_instruction *) node)->as_variable();
582 if ((var == NULL) || (var->mode != ir_var_uniform))
585 /* FINISHME: Update code to process built-in uniforms!
587 if (strncmp("gl_", var->name, 3) == 0)
590 parcel.set_and_process(prog, var);
593 prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
594 prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
597 assert(sizeof(prog->SamplerTargets) == sizeof(parcel.targets));
598 memcpy(prog->SamplerTargets, parcel.targets, sizeof(prog->SamplerTargets));
601 for (unsigned i = 0; i < num_user_uniforms; i++) {
602 assert(uniforms[i].storage != NULL);
605 assert(parcel.values == data_end);
608 prog->NumUserUniformStorage = num_user_uniforms;
609 prog->UniformStorage = uniforms;
611 link_set_uniform_initializers(prog);