0,0 → 1,321 |
/* |
* Copyright © 2012 Intel Corporation |
* |
* Permission is hereby granted, free of charge, to any person obtaining a |
* copy of this software and associated documentation files (the "Software"), |
* to deal in the Software without restriction, including without limitation |
* the rights to use, copy, modify, merge, publish, distribute, sublicense, |
* and/or sell copies of the Software, and to permit persons to whom the |
* Software is furnished to do so, subject to the following conditions: |
* |
* The above copyright notice and this permission notice (including the next |
* paragraph) shall be included in all copies or substantial portions of the |
* Software. |
* |
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
* DEALINGS IN THE SOFTWARE. |
*/ |
|
#include "main/core.h" |
#include "ir.h" |
#include "linker.h" |
#include "ir_uniform.h" |
|
/* These functions are put in a "private" namespace instead of being marked |
* static so that the unit tests can access them. See |
* http://code.google.com/p/googletest/wiki/AdvancedGuide#Testing_Private_Code |
*/ |
namespace linker { |
|
gl_uniform_storage * |
get_storage(gl_uniform_storage *storage, unsigned num_storage, |
const char *name) |
{ |
for (unsigned int i = 0; i < num_storage; i++) { |
if (strcmp(name, storage[i].name) == 0) |
return &storage[i]; |
} |
|
return NULL; |
} |
|
static unsigned |
get_uniform_block_index(const gl_shader_program *shProg, |
const char *uniformBlockName) |
{ |
for (unsigned i = 0; i < shProg->NumUniformBlocks; i++) { |
if (!strcmp(shProg->UniformBlocks[i].Name, uniformBlockName)) |
return i; |
} |
|
return GL_INVALID_INDEX; |
} |
|
void |
copy_constant_to_storage(union gl_constant_value *storage, |
const ir_constant *val, |
const enum glsl_base_type base_type, |
const unsigned int elements, |
unsigned int boolean_true) |
{ |
for (unsigned int i = 0; i < elements; i++) { |
switch (base_type) { |
case GLSL_TYPE_UINT: |
storage[i].u = val->value.u[i]; |
break; |
case GLSL_TYPE_INT: |
case GLSL_TYPE_SAMPLER: |
storage[i].i = val->value.i[i]; |
break; |
case GLSL_TYPE_FLOAT: |
storage[i].f = val->value.f[i]; |
break; |
case GLSL_TYPE_DOUBLE: |
/* XXX need to check on big-endian */ |
storage[i * 2].u = *(uint32_t *)&val->value.d[i]; |
storage[i * 2 + 1].u = *(((uint32_t *)&val->value.d[i]) + 1); |
break; |
case GLSL_TYPE_BOOL: |
storage[i].b = val->value.b[i] ? boolean_true : 0; |
break; |
case GLSL_TYPE_ARRAY: |
case GLSL_TYPE_STRUCT: |
case GLSL_TYPE_IMAGE: |
case GLSL_TYPE_ATOMIC_UINT: |
case GLSL_TYPE_INTERFACE: |
case GLSL_TYPE_VOID: |
case GLSL_TYPE_ERROR: |
/* All other types should have already been filtered by other |
* paths in the caller. |
*/ |
assert(!"Should not get here."); |
break; |
} |
} |
} |
|
void |
set_sampler_binding(gl_shader_program *prog, const char *name, int binding) |
{ |
struct gl_uniform_storage *const storage = |
get_storage(prog->UniformStorage, prog->NumUserUniformStorage, name); |
|
if (storage == NULL) { |
assert(storage != NULL); |
return; |
} |
|
const unsigned elements = MAX2(storage->array_elements, 1); |
|
/* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 spec |
* says: |
* |
* "If the binding identifier is used with an array, the first element |
* of the array takes the specified unit and each subsequent element |
* takes the next consecutive unit." |
*/ |
for (unsigned int i = 0; i < elements; i++) { |
storage->storage[i].i = binding + i; |
} |
|
for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) { |
gl_shader *shader = prog->_LinkedShaders[sh]; |
|
if (shader && storage->sampler[sh].active) { |
for (unsigned i = 0; i < elements; i++) { |
unsigned index = storage->sampler[sh].index + i; |
|
shader->SamplerUnits[index] = storage->storage[i].i; |
} |
} |
} |
|
storage->initialized = true; |
} |
|
void |
set_block_binding(gl_shader_program *prog, const char *block_name, int binding) |
{ |
const unsigned block_index = get_uniform_block_index(prog, block_name); |
|
if (block_index == GL_INVALID_INDEX) { |
assert(block_index != GL_INVALID_INDEX); |
return; |
} |
|
/* This is a field of a UBO. val is the binding index. */ |
for (int i = 0; i < MESA_SHADER_STAGES; i++) { |
int stage_index = prog->UniformBlockStageIndex[i][block_index]; |
|
if (stage_index != -1) { |
struct gl_shader *sh = prog->_LinkedShaders[i]; |
sh->UniformBlocks[stage_index].Binding = binding; |
} |
} |
} |
|
void |
set_uniform_initializer(void *mem_ctx, gl_shader_program *prog, |
const char *name, const glsl_type *type, |
ir_constant *val, unsigned int boolean_true) |
{ |
if (type->is_record()) { |
ir_constant *field_constant; |
|
field_constant = (ir_constant *)val->components.get_head(); |
|
for (unsigned int i = 0; i < type->length; i++) { |
const glsl_type *field_type = type->fields.structure[i].type; |
const char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name, |
type->fields.structure[i].name); |
set_uniform_initializer(mem_ctx, prog, field_name, |
field_type, field_constant, boolean_true); |
field_constant = (ir_constant *)field_constant->next; |
} |
return; |
} else if (type->is_array() && type->fields.array->is_record()) { |
const glsl_type *const element_type = type->fields.array; |
|
for (unsigned int i = 0; i < type->length; i++) { |
const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i); |
|
set_uniform_initializer(mem_ctx, prog, element_name, |
element_type, val->array_elements[i], |
boolean_true); |
} |
return; |
} |
|
struct gl_uniform_storage *const storage = |
get_storage(prog->UniformStorage, |
prog->NumUserUniformStorage, |
name); |
if (storage == NULL) { |
assert(storage != NULL); |
return; |
} |
|
if (val->type->is_array()) { |
const enum glsl_base_type base_type = |
val->array_elements[0]->type->base_type; |
const unsigned int elements = val->array_elements[0]->type->components(); |
unsigned int idx = 0; |
unsigned dmul = (base_type == GLSL_TYPE_DOUBLE) ? 2 : 1; |
|
assert(val->type->length >= storage->array_elements); |
for (unsigned int i = 0; i < storage->array_elements; i++) { |
copy_constant_to_storage(& storage->storage[idx], |
val->array_elements[i], |
base_type, |
elements, |
boolean_true); |
|
idx += elements * dmul; |
} |
} else { |
copy_constant_to_storage(storage->storage, |
val, |
val->type->base_type, |
val->type->components(), |
boolean_true); |
|
if (storage->type->is_sampler()) { |
for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) { |
gl_shader *shader = prog->_LinkedShaders[sh]; |
|
if (shader && storage->sampler[sh].active) { |
unsigned index = storage->sampler[sh].index; |
|
shader->SamplerUnits[index] = storage->storage[0].i; |
} |
} |
} |
} |
|
storage->initialized = true; |
} |
} |
|
void |
link_set_uniform_initializers(struct gl_shader_program *prog, |
unsigned int boolean_true) |
{ |
void *mem_ctx = NULL; |
|
for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) { |
struct gl_shader *shader = prog->_LinkedShaders[i]; |
|
if (shader == NULL) |
continue; |
|
foreach_in_list(ir_instruction, node, shader->ir) { |
ir_variable *const var = node->as_variable(); |
|
if (!var || var->data.mode != ir_var_uniform) |
continue; |
|
if (!mem_ctx) |
mem_ctx = ralloc_context(NULL); |
|
if (var->data.explicit_binding) { |
const glsl_type *const type = var->type; |
|
if (type->without_array()->is_sampler()) { |
linker::set_sampler_binding(prog, var->name, var->data.binding); |
} else if (var->is_in_uniform_block()) { |
const glsl_type *const iface_type = var->get_interface_type(); |
|
/* If the variable is an array and it is an interface instance, |
* we need to set the binding for each array element. Just |
* checking that the variable is an array is not sufficient. |
* The variable could be an array element of a uniform block |
* that lacks an instance name. For example: |
* |
* uniform U { |
* float f[4]; |
* }; |
* |
* In this case "f" would pass is_in_uniform_block (above) and |
* type->is_array(), but it will fail is_interface_instance(). |
*/ |
if (var->is_interface_instance() && var->type->is_array()) { |
for (unsigned i = 0; i < var->type->length; i++) { |
const char *name = |
ralloc_asprintf(mem_ctx, "%s[%u]", iface_type->name, i); |
|
/* Section 4.4.3 (Uniform Block Layout Qualifiers) of the |
* GLSL 4.20 spec says: |
* |
* "If the binding identifier is used with a uniform |
* block instanced as an array then the first element |
* of the array takes the specified block binding and |
* each subsequent element takes the next consecutive |
* uniform block binding point." |
*/ |
linker::set_block_binding(prog, name, |
var->data.binding + i); |
} |
} else { |
linker::set_block_binding(prog, iface_type->name, |
var->data.binding); |
} |
} else if (type->contains_atomic()) { |
/* we don't actually need to do anything. */ |
} else { |
assert(!"Explicit binding not on a sampler, UBO or atomic."); |
} |
} else if (var->constant_value) { |
linker::set_uniform_initializer(mem_ctx, prog, var->name, |
var->type, var->constant_value, |
boolean_true); |
} |
} |
} |
|
ralloc_free(mem_ctx); |
} |