2 * Copyright © 2011 Intel Corporation
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
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;
82 /* Append '.field' to the current uniform name. */
83 ralloc_asprintf_rewrite_tail(name, name_length, ".%s", field);
85 recursion(t->fields.structure[i].type, name,
86 name_length + 1 + strlen(field));
88 } else if (t->is_array() && t->fields.array->is_record()) {
89 for (unsigned i = 0; i < t->length; i++) {
92 /* Append the subscript to the current uniform name */
93 const unsigned subscript_length = snprintf(subscript, 13, "[%u]", i);
94 ralloc_asprintf_rewrite_tail(name, name_length, "%s", subscript);
96 recursion(t->fields.array, name, name_length + subscript_length);
99 this->visit_field(t, *name);
104 * Class to help calculate the storage requirements for a set of uniforms
106 * As uniforms are added to the active set the number of active uniforms and
107 * the storage requirements for those uniforms are accumulated. The active
108 * uniforms are added the the hash table supplied to the constructor.
110 * If the same uniform is added multiple times (i.e., once for each shader
111 * target), it will only be accounted once.
113 class count_uniform_size : public uniform_field_visitor {
115 count_uniform_size(struct string_to_uint_map *map)
116 : num_active_uniforms(0), num_values(0), num_shader_samplers(0),
117 num_shader_uniform_components(0), map(map)
124 this->num_shader_samplers = 0;
125 this->num_shader_uniform_components = 0;
129 * Total number of active uniforms counted
131 unsigned num_active_uniforms;
134 * Number of data values required to back the storage for the active uniforms
139 * Number of samplers used
141 unsigned num_shader_samplers;
144 * Number of uniforms used in the current shader
146 unsigned num_shader_uniform_components;
149 virtual void visit_field(const glsl_type *type, const char *name)
151 assert(!type->is_record());
152 assert(!(type->is_array() && type->fields.array->is_record()));
154 /* Count the number of samplers regardless of whether the uniform is
155 * already in the hash table. The hash table prevents adding the same
156 * uniform for multiple shader targets, but in this case we want to
157 * count it for each shader target.
159 const unsigned values = values_for_type(type);
160 if (type->contains_sampler()) {
161 this->num_shader_samplers +=
162 type->is_array() ? type->array_size() : 1;
164 /* Accumulate the total number of uniform slots used by this shader.
165 * Note that samplers do not count against this limit because they
166 * don't use any storage on current hardware.
168 this->num_shader_uniform_components += values;
171 /* If the uniform is already in the map, there's nothing more to do.
174 if (this->map->get(id, name))
177 char *key = strdup(name);
178 this->map->put(this->num_active_uniforms, key);
180 /* Each leaf uniform occupies one entry in the list of active
183 this->num_active_uniforms++;
184 this->num_values += values;
187 struct string_to_uint_map *map;
191 * Class to help parcel out pieces of backing storage to uniforms
193 * Each uniform processed has some range of the \c gl_constant_value
194 * structures associated with it. The association is done by finding
195 * the uniform in the \c string_to_uint_map and using the value from
196 * the map to connect that slot in the \c gl_uniform_storage table
197 * with the next available slot in the \c gl_constant_value array.
200 * This class assumes that every uniform that will be processed is
201 * already in the \c string_to_uint_map. In addition, it assumes that
202 * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
205 class parcel_out_uniform_storage : public uniform_field_visitor {
207 parcel_out_uniform_storage(struct string_to_uint_map *map,
208 struct gl_uniform_storage *uniforms,
209 union gl_constant_value *values)
210 : map(map), uniforms(uniforms), next_sampler(0), values(values)
212 memset(this->targets, 0, sizeof(this->targets));
217 this->shader_samplers_used = 0;
218 this->shader_shadow_samplers = 0;
222 virtual void visit_field(const glsl_type *type, const char *name)
224 assert(!type->is_record());
225 assert(!(type->is_array() && type->fields.array->is_record()));
228 bool found = this->map->get(id, name);
234 /* If there is already storage associated with this uniform, it means
235 * that it was set while processing an earlier shader stage. For
236 * example, we may be processing the uniform in the fragment shader, but
237 * the uniform was already processed in the vertex shader.
239 if (this->uniforms[id].storage != NULL) {
240 /* If the uniform already has storage set from another shader stage,
241 * mark the samplers used for this shader stage.
243 if (type->contains_sampler()) {
244 const unsigned count = MAX2(1, this->uniforms[id].array_elements);
245 const unsigned shadow = (type->is_array())
246 ? type->fields.array->sampler_shadow : type->sampler_shadow;
248 for (unsigned i = 0; i < count; i++) {
249 const unsigned s = this->uniforms[id].sampler + i;
251 this->shader_samplers_used |= 1U << s;
252 this->shader_shadow_samplers |= shadow << s;
259 const glsl_type *base_type;
260 if (type->is_array()) {
261 this->uniforms[id].array_elements = type->length;
262 base_type = type->fields.array;
264 this->uniforms[id].array_elements = 0;
268 if (base_type->is_sampler()) {
269 this->uniforms[id].sampler = this->next_sampler;
271 /* Increment the sampler by 1 for non-arrays and by the number of
272 * array elements for arrays.
274 this->next_sampler += MAX2(1, this->uniforms[id].array_elements);
276 const gl_texture_index target = base_type->sampler_index();
277 const unsigned shadow = base_type->sampler_shadow;
278 for (unsigned i = this->uniforms[id].sampler
279 ; i < this->next_sampler
281 this->targets[i] = target;
282 this->shader_samplers_used |= 1U << i;
283 this->shader_shadow_samplers |= shadow << i;
287 this->uniforms[id].sampler = ~0;
290 this->uniforms[id].name = strdup(name);
291 this->uniforms[id].type = base_type;
292 this->uniforms[id].initialized = 0;
293 this->uniforms[id].num_driver_storage = 0;
294 this->uniforms[id].driver_storage = NULL;
295 this->uniforms[id].storage = this->values;
297 this->values += values_for_type(type);
300 struct string_to_uint_map *map;
302 struct gl_uniform_storage *uniforms;
303 unsigned next_sampler;
306 union gl_constant_value *values;
308 gl_texture_index targets[MAX_SAMPLERS];
311 * Mask of samplers used by the current shader stage.
313 unsigned shader_samplers_used;
316 * Mask of samplers used by the current shader stage for shadows.
318 unsigned shader_shadow_samplers;
322 link_assign_uniform_locations(struct gl_shader_program *prog)
324 ralloc_free(prog->UniformStorage);
325 prog->UniformStorage = NULL;
326 prog->NumUserUniformStorage = 0;
328 if (prog->UniformHash != NULL) {
329 prog->UniformHash->clear();
331 prog->UniformHash = new string_to_uint_map;
334 for (unsigned i = 0; i < Elements(prog->SamplerUnits); i++) {
335 prog->SamplerUnits[i] = i;
338 /* First pass: Count the uniform resources used by the user-defined
339 * uniforms. While this happens, each active uniform will have an index
342 * Note: this is *NOT* the index that is returned to the application by
343 * glGetUniformLocation.
345 count_uniform_size uniform_size(prog->UniformHash);
346 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
347 if (prog->_LinkedShaders[i] == NULL)
350 /* Reset various per-shader target counts.
352 uniform_size.start_shader();
354 foreach_list(node, prog->_LinkedShaders[i]->ir) {
355 ir_variable *const var = ((ir_instruction *) node)->as_variable();
357 if ((var == NULL) || (var->mode != ir_var_uniform))
360 /* FINISHME: Update code to process built-in uniforms!
362 if (strncmp("gl_", var->name, 3) == 0)
365 uniform_size.process(var);
368 prog->_LinkedShaders[i]->num_samplers = uniform_size.num_shader_samplers;
369 prog->_LinkedShaders[i]->num_uniform_components =
370 uniform_size.num_shader_uniform_components;
373 const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
374 const unsigned num_data_slots = uniform_size.num_values;
376 /* On the outside chance that there were no uniforms, bail out.
378 if (num_user_uniforms == 0)
381 struct gl_uniform_storage *uniforms =
382 rzalloc_array(prog, struct gl_uniform_storage, num_user_uniforms);
383 union gl_constant_value *data =
384 rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
386 union gl_constant_value *data_end = &data[num_data_slots];
389 parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
391 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
392 if (prog->_LinkedShaders[i] == NULL)
395 /* Reset various per-shader target counts.
397 parcel.start_shader();
399 foreach_list(node, prog->_LinkedShaders[i]->ir) {
400 ir_variable *const var = ((ir_instruction *) node)->as_variable();
402 if ((var == NULL) || (var->mode != ir_var_uniform))
405 /* FINISHME: Update code to process built-in uniforms!
407 if (strncmp("gl_", var->name, 3) == 0)
413 prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
414 prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
417 assert(sizeof(prog->SamplerTargets) == sizeof(parcel.targets));
418 memcpy(prog->SamplerTargets, parcel.targets, sizeof(prog->SamplerTargets));
421 for (unsigned i = 0; i < num_user_uniforms; i++) {
422 assert(uniforms[i].storage != NULL);
425 assert(parcel.values == data_end);
428 prog->NumUserUniformStorage = num_user_uniforms;
429 prog->UniformStorage = uniforms;