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  1. /*
  2.  * Copyright © 2012 Intel Corporation
  3.  *
  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:
  10.  *
  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
  13.  * Software.
  14.  *
  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.
  22.  */
  23.  
  24. #include "main/core.h"
  25. #include "ir.h"
  26. #include "linker.h"
  27. #include "ir_uniform.h"
  28.  
  29. /* These functions are put in a "private" namespace instead of being marked
  30.  * static so that the unit tests can access them.  See
  31.  * http://code.google.com/p/googletest/wiki/AdvancedGuide#Testing_Private_Code
  32.  */
  33. namespace linker {
  34.  
  35. gl_uniform_storage *
  36. get_storage(gl_uniform_storage *storage, unsigned num_storage,
  37.             const char *name)
  38. {
  39.    for (unsigned int i = 0; i < num_storage; i++) {
  40.       if (strcmp(name, storage[i].name) == 0)
  41.          return &storage[i];
  42.    }
  43.  
  44.    return NULL;
  45. }
  46.  
  47. static unsigned
  48. get_uniform_block_index(const gl_shader_program *shProg,
  49.                         const char *uniformBlockName)
  50. {
  51.    for (unsigned i = 0; i < shProg->NumUniformBlocks; i++) {
  52.       if (!strcmp(shProg->UniformBlocks[i].Name, uniformBlockName))
  53.          return i;
  54.    }
  55.  
  56.    return GL_INVALID_INDEX;
  57. }
  58.  
  59. void
  60. copy_constant_to_storage(union gl_constant_value *storage,
  61.                          const ir_constant *val,
  62.                          const enum glsl_base_type base_type,
  63.                          const unsigned int elements,
  64.                          unsigned int boolean_true)
  65. {
  66.    for (unsigned int i = 0; i < elements; i++) {
  67.       switch (base_type) {
  68.       case GLSL_TYPE_UINT:
  69.          storage[i].u = val->value.u[i];
  70.          break;
  71.       case GLSL_TYPE_INT:
  72.       case GLSL_TYPE_SAMPLER:
  73.          storage[i].i = val->value.i[i];
  74.          break;
  75.       case GLSL_TYPE_FLOAT:
  76.          storage[i].f = val->value.f[i];
  77.          break;
  78.       case GLSL_TYPE_DOUBLE:
  79.          /* XXX need to check on big-endian */
  80.          storage[i * 2].u = *(uint32_t *)&val->value.d[i];
  81.          storage[i * 2 + 1].u = *(((uint32_t *)&val->value.d[i]) + 1);
  82.          break;
  83.       case GLSL_TYPE_BOOL:
  84.          storage[i].b = val->value.b[i] ? boolean_true : 0;
  85.          break;
  86.       case GLSL_TYPE_ARRAY:
  87.       case GLSL_TYPE_STRUCT:
  88.       case GLSL_TYPE_IMAGE:
  89.       case GLSL_TYPE_ATOMIC_UINT:
  90.       case GLSL_TYPE_INTERFACE:
  91.       case GLSL_TYPE_VOID:
  92.       case GLSL_TYPE_ERROR:
  93.          /* All other types should have already been filtered by other
  94.           * paths in the caller.
  95.           */
  96.          assert(!"Should not get here.");
  97.          break;
  98.       }
  99.    }
  100. }
  101.  
  102. void
  103. set_sampler_binding(gl_shader_program *prog, const char *name, int binding)
  104. {
  105.    struct gl_uniform_storage *const storage =
  106.       get_storage(prog->UniformStorage, prog->NumUserUniformStorage, name);
  107.  
  108.    if (storage == NULL) {
  109.       assert(storage != NULL);
  110.       return;
  111.    }
  112.  
  113.    const unsigned elements = MAX2(storage->array_elements, 1);
  114.  
  115.    /* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 spec
  116.     * says:
  117.     *
  118.     *     "If the binding identifier is used with an array, the first element
  119.     *     of the array takes the specified unit and each subsequent element
  120.     *     takes the next consecutive unit."
  121.     */
  122.    for (unsigned int i = 0; i < elements; i++) {
  123.       storage->storage[i].i = binding + i;
  124.    }
  125.  
  126.    for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
  127.       gl_shader *shader = prog->_LinkedShaders[sh];
  128.  
  129.       if (shader && storage->sampler[sh].active) {
  130.          for (unsigned i = 0; i < elements; i++) {
  131.             unsigned index = storage->sampler[sh].index + i;
  132.  
  133.             shader->SamplerUnits[index] = storage->storage[i].i;
  134.          }
  135.       }
  136.    }
  137.  
  138.    storage->initialized = true;
  139. }
  140.  
  141. void
  142. set_block_binding(gl_shader_program *prog, const char *block_name, int binding)
  143. {
  144.    const unsigned block_index = get_uniform_block_index(prog, block_name);
  145.  
  146.    if (block_index == GL_INVALID_INDEX) {
  147.       assert(block_index != GL_INVALID_INDEX);
  148.       return;
  149.    }
  150.  
  151.       /* This is a field of a UBO.  val is the binding index. */
  152.       for (int i = 0; i < MESA_SHADER_STAGES; i++) {
  153.          int stage_index = prog->UniformBlockStageIndex[i][block_index];
  154.  
  155.          if (stage_index != -1) {
  156.             struct gl_shader *sh = prog->_LinkedShaders[i];
  157.             sh->UniformBlocks[stage_index].Binding = binding;
  158.          }
  159.       }
  160. }
  161.  
  162. void
  163. set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
  164.                         const char *name, const glsl_type *type,
  165.                         ir_constant *val, unsigned int boolean_true)
  166. {
  167.    if (type->is_record()) {
  168.       ir_constant *field_constant;
  169.  
  170.       field_constant = (ir_constant *)val->components.get_head();
  171.  
  172.       for (unsigned int i = 0; i < type->length; i++) {
  173.          const glsl_type *field_type = type->fields.structure[i].type;
  174.          const char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
  175.                                             type->fields.structure[i].name);
  176.          set_uniform_initializer(mem_ctx, prog, field_name,
  177.                                  field_type, field_constant, boolean_true);
  178.          field_constant = (ir_constant *)field_constant->next;
  179.       }
  180.       return;
  181.    } else if (type->is_array() && type->fields.array->is_record()) {
  182.       const glsl_type *const element_type = type->fields.array;
  183.  
  184.       for (unsigned int i = 0; i < type->length; i++) {
  185.          const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
  186.  
  187.          set_uniform_initializer(mem_ctx, prog, element_name,
  188.                                  element_type, val->array_elements[i],
  189.                                  boolean_true);
  190.       }
  191.       return;
  192.    }
  193.  
  194.    struct gl_uniform_storage *const storage =
  195.       get_storage(prog->UniformStorage,
  196.                   prog->NumUserUniformStorage,
  197.                   name);
  198.    if (storage == NULL) {
  199.       assert(storage != NULL);
  200.       return;
  201.    }
  202.  
  203.    if (val->type->is_array()) {
  204.       const enum glsl_base_type base_type =
  205.          val->array_elements[0]->type->base_type;
  206.       const unsigned int elements = val->array_elements[0]->type->components();
  207.       unsigned int idx = 0;
  208.       unsigned dmul = (base_type == GLSL_TYPE_DOUBLE) ? 2 : 1;
  209.  
  210.       assert(val->type->length >= storage->array_elements);
  211.       for (unsigned int i = 0; i < storage->array_elements; i++) {
  212.          copy_constant_to_storage(& storage->storage[idx],
  213.                                   val->array_elements[i],
  214.                                   base_type,
  215.                                   elements,
  216.                                   boolean_true);
  217.  
  218.          idx += elements * dmul;
  219.       }
  220.    } else {
  221.       copy_constant_to_storage(storage->storage,
  222.                                val,
  223.                                val->type->base_type,
  224.                                val->type->components(),
  225.                                boolean_true);
  226.  
  227.       if (storage->type->is_sampler()) {
  228.          for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
  229.             gl_shader *shader = prog->_LinkedShaders[sh];
  230.  
  231.             if (shader && storage->sampler[sh].active) {
  232.                unsigned index = storage->sampler[sh].index;
  233.  
  234.                shader->SamplerUnits[index] = storage->storage[0].i;
  235.             }
  236.          }
  237.       }
  238.    }
  239.  
  240.    storage->initialized = true;
  241. }
  242. }
  243.  
  244. void
  245. link_set_uniform_initializers(struct gl_shader_program *prog,
  246.                               unsigned int boolean_true)
  247. {
  248.    void *mem_ctx = NULL;
  249.  
  250.    for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
  251.       struct gl_shader *shader = prog->_LinkedShaders[i];
  252.  
  253.       if (shader == NULL)
  254.          continue;
  255.  
  256.       foreach_in_list(ir_instruction, node, shader->ir) {
  257.          ir_variable *const var = node->as_variable();
  258.  
  259.          if (!var || var->data.mode != ir_var_uniform)
  260.             continue;
  261.  
  262.          if (!mem_ctx)
  263.             mem_ctx = ralloc_context(NULL);
  264.  
  265.          if (var->data.explicit_binding) {
  266.             const glsl_type *const type = var->type;
  267.  
  268.             if (type->without_array()->is_sampler()) {
  269.                linker::set_sampler_binding(prog, var->name, var->data.binding);
  270.             } else if (var->is_in_uniform_block()) {
  271.                const glsl_type *const iface_type = var->get_interface_type();
  272.  
  273.                /* If the variable is an array and it is an interface instance,
  274.                 * we need to set the binding for each array element.  Just
  275.                 * checking that the variable is an array is not sufficient.
  276.                 * The variable could be an array element of a uniform block
  277.                 * that lacks an instance name.  For example:
  278.                 *
  279.                 *     uniform U {
  280.                 *         float f[4];
  281.                 *     };
  282.                 *
  283.                 * In this case "f" would pass is_in_uniform_block (above) and
  284.                 * type->is_array(), but it will fail is_interface_instance().
  285.                 */
  286.                if (var->is_interface_instance() && var->type->is_array()) {
  287.                   for (unsigned i = 0; i < var->type->length; i++) {
  288.                      const char *name =
  289.                         ralloc_asprintf(mem_ctx, "%s[%u]", iface_type->name, i);
  290.  
  291.                      /* Section 4.4.3 (Uniform Block Layout Qualifiers) of the
  292.                       * GLSL 4.20 spec says:
  293.                       *
  294.                       *     "If the binding identifier is used with a uniform
  295.                       *     block instanced as an array then the first element
  296.                       *     of the array takes the specified block binding and
  297.                       *     each subsequent element takes the next consecutive
  298.                       *     uniform block binding point."
  299.                       */
  300.                      linker::set_block_binding(prog, name,
  301.                                                var->data.binding + i);
  302.                   }
  303.                } else {
  304.                   linker::set_block_binding(prog, iface_type->name,
  305.                                             var->data.binding);
  306.                }
  307.             } else if (type->contains_atomic()) {
  308.                /* we don't actually need to do anything. */
  309.             } else {
  310.                assert(!"Explicit binding not on a sampler, UBO or atomic.");
  311.             }
  312.          } else if (var->constant_value) {
  313.             linker::set_uniform_initializer(mem_ctx, prog, var->name,
  314.                                             var->type, var->constant_value,
  315.                                             boolean_true);
  316.          }
  317.       }
  318.    }
  319.  
  320.    ralloc_free(mem_ctx);
  321. }
  322.