Subversion Repositories Kolibri OS

Rev

Blame | Last modification | View Log | RSS feed

  1. /*
  2.  * Copyright © 2011 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. #include "glsl_symbol_table.h"
  29. #include "program/hash_table.h"
  30. #include "program.h"
  31.  
  32. /**
  33.  * \file link_uniforms.cpp
  34.  * Assign locations for GLSL uniforms.
  35.  *
  36.  * \author Ian Romanick <ian.d.romanick@intel.com>
  37.  */
  38.  
  39. /**
  40.  * Used by linker to indicate uniforms that have no location set.
  41.  */
  42. #define UNMAPPED_UNIFORM_LOC ~0u
  43.  
  44. /**
  45.  * Count the backing storage requirements for a type
  46.  */
  47. static unsigned
  48. values_for_type(const glsl_type *type)
  49. {
  50.    if (type->is_sampler()) {
  51.       return 1;
  52.    } else if (type->is_array() && type->fields.array->is_sampler()) {
  53.       return type->array_size();
  54.    } else {
  55.       return type->component_slots();
  56.    }
  57. }
  58.  
  59. void
  60. program_resource_visitor::process(const glsl_type *type, const char *name)
  61. {
  62.    assert(type->without_array()->is_record()
  63.           || type->without_array()->is_interface());
  64.  
  65.    char *name_copy = ralloc_strdup(NULL, name);
  66.    recursion(type, &name_copy, strlen(name), false, NULL, false);
  67.    ralloc_free(name_copy);
  68. }
  69.  
  70. void
  71. program_resource_visitor::process(ir_variable *var)
  72. {
  73.    const glsl_type *t = var->type;
  74.    const bool row_major =
  75.       var->data.matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
  76.  
  77.    /* false is always passed for the row_major parameter to the other
  78.     * processing functions because no information is available to do
  79.     * otherwise.  See the warning in linker.h.
  80.     */
  81.  
  82.    /* Only strdup the name if we actually will need to modify it. */
  83.    if (var->data.from_named_ifc_block_array) {
  84.       /* lower_named_interface_blocks created this variable by lowering an
  85.        * interface block array to an array variable.  For example if the
  86.        * original source code was:
  87.        *
  88.        *     out Blk { vec4 bar } foo[3];
  89.        *
  90.        * Then the variable is now:
  91.        *
  92.        *     out vec4 bar[3];
  93.        *
  94.        * We need to visit each array element using the names constructed like
  95.        * so:
  96.        *
  97.        *     Blk[0].bar
  98.        *     Blk[1].bar
  99.        *     Blk[2].bar
  100.        */
  101.       assert(t->is_array());
  102.       const glsl_type *ifc_type = var->get_interface_type();
  103.       char *name = ralloc_strdup(NULL, ifc_type->name);
  104.       size_t name_length = strlen(name);
  105.       for (unsigned i = 0; i < t->length; i++) {
  106.          size_t new_length = name_length;
  107.          ralloc_asprintf_rewrite_tail(&name, &new_length, "[%u].%s", i,
  108.                                       var->name);
  109.          /* Note: row_major is only meaningful for uniform blocks, and
  110.           * lowering is only applied to non-uniform interface blocks, so we
  111.           * can safely pass false for row_major.
  112.           */
  113.          recursion(var->type, &name, new_length, row_major, NULL, false);
  114.       }
  115.       ralloc_free(name);
  116.    } else if (var->data.from_named_ifc_block_nonarray) {
  117.       /* lower_named_interface_blocks created this variable by lowering a
  118.        * named interface block (non-array) to an ordinary variable.  For
  119.        * example if the original source code was:
  120.        *
  121.        *     out Blk { vec4 bar } foo;
  122.        *
  123.        * Then the variable is now:
  124.        *
  125.        *     out vec4 bar;
  126.        *
  127.        * We need to visit this variable using the name:
  128.        *
  129.        *     Blk.bar
  130.        */
  131.       const glsl_type *ifc_type = var->get_interface_type();
  132.       char *name = ralloc_asprintf(NULL, "%s.%s", ifc_type->name, var->name);
  133.       /* Note: row_major is only meaningful for uniform blocks, and lowering
  134.        * is only applied to non-uniform interface blocks, so we can safely
  135.        * pass false for row_major.
  136.        */
  137.       recursion(var->type, &name, strlen(name), row_major, NULL, false);
  138.       ralloc_free(name);
  139.    } else if (t->without_array()->is_record()) {
  140.       char *name = ralloc_strdup(NULL, var->name);
  141.       recursion(var->type, &name, strlen(name), row_major, NULL, false);
  142.       ralloc_free(name);
  143.    } else if (t->is_interface()) {
  144.       char *name = ralloc_strdup(NULL, var->type->name);
  145.       recursion(var->type, &name, strlen(name), row_major, NULL, false);
  146.       ralloc_free(name);
  147.    } else if (t->is_array() && t->fields.array->is_interface()) {
  148.       char *name = ralloc_strdup(NULL, var->type->fields.array->name);
  149.       recursion(var->type, &name, strlen(name), row_major, NULL, false);
  150.       ralloc_free(name);
  151.    } else {
  152.       this->visit_field(t, var->name, row_major, NULL, false);
  153.    }
  154. }
  155.  
  156. void
  157. program_resource_visitor::recursion(const glsl_type *t, char **name,
  158.                                     size_t name_length, bool row_major,
  159.                                     const glsl_type *record_type,
  160.                                     bool last_field)
  161. {
  162.    /* Records need to have each field processed individually.
  163.     *
  164.     * Arrays of records need to have each array element processed
  165.     * individually, then each field of the resulting array elements processed
  166.     * individually.
  167.     */
  168.    if (t->is_record() || t->is_interface()) {
  169.       if (record_type == NULL && t->is_record())
  170.          record_type = t;
  171.  
  172.       if (t->is_record())
  173.          this->enter_record(t, *name, row_major);
  174.  
  175.       for (unsigned i = 0; i < t->length; i++) {
  176.          const char *field = t->fields.structure[i].name;
  177.          size_t new_length = name_length;
  178.  
  179.          if (t->fields.structure[i].type->is_record())
  180.             this->visit_field(&t->fields.structure[i]);
  181.  
  182.          /* Append '.field' to the current variable name. */
  183.          if (name_length == 0) {
  184.             ralloc_asprintf_rewrite_tail(name, &new_length, "%s", field);
  185.          } else {
  186.             ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
  187.          }
  188.  
  189.          /* The layout of structures at the top level of the block is set
  190.           * during parsing.  For matrices contained in multiple levels of
  191.           * structures in the block, the inner structures have no layout.
  192.           * These cases must potentially inherit the layout from the outer
  193.           * levels.
  194.           */
  195.          bool field_row_major = row_major;
  196.          const enum glsl_matrix_layout matrix_layout =
  197.             glsl_matrix_layout(t->fields.structure[i].matrix_layout);
  198.          if (matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
  199.             field_row_major = true;
  200.          } else if (matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
  201.             field_row_major = false;
  202.          }
  203.  
  204.          recursion(t->fields.structure[i].type, name, new_length,
  205.                    field_row_major,
  206.                    record_type,
  207.                    (i + 1) == t->length);
  208.  
  209.          /* Only the first leaf-field of the record gets called with the
  210.           * record type pointer.
  211.           */
  212.          record_type = NULL;
  213.       }
  214.  
  215.       if (t->is_record()) {
  216.          (*name)[name_length] = '\0';
  217.          this->leave_record(t, *name, row_major);
  218.       }
  219.    } else if (t->is_array() && (t->fields.array->is_record()
  220.                                 || t->fields.array->is_interface())) {
  221.       if (record_type == NULL && t->fields.array->is_record())
  222.          record_type = t->fields.array;
  223.  
  224.       for (unsigned i = 0; i < t->length; i++) {
  225.          size_t new_length = name_length;
  226.  
  227.          /* Append the subscript to the current variable name */
  228.          ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
  229.  
  230.          recursion(t->fields.array, name, new_length, row_major,
  231.                    record_type,
  232.                    (i + 1) == t->length);
  233.  
  234.          /* Only the first leaf-field of the record gets called with the
  235.           * record type pointer.
  236.           */
  237.          record_type = NULL;
  238.       }
  239.    } else {
  240.       this->visit_field(t, *name, row_major, record_type, last_field);
  241.    }
  242. }
  243.  
  244. void
  245. program_resource_visitor::visit_field(const glsl_type *type, const char *name,
  246.                                       bool row_major,
  247.                                       const glsl_type *,
  248.                                       bool /* last_field */)
  249. {
  250.    visit_field(type, name, row_major);
  251. }
  252.  
  253. void
  254. program_resource_visitor::visit_field(const glsl_struct_field *field)
  255. {
  256.    (void) field;
  257.    /* empty */
  258. }
  259.  
  260. void
  261. program_resource_visitor::enter_record(const glsl_type *, const char *, bool)
  262. {
  263. }
  264.  
  265. void
  266. program_resource_visitor::leave_record(const glsl_type *, const char *, bool)
  267. {
  268. }
  269.  
  270. namespace {
  271.  
  272. /**
  273.  * Class to help calculate the storage requirements for a set of uniforms
  274.  *
  275.  * As uniforms are added to the active set the number of active uniforms and
  276.  * the storage requirements for those uniforms are accumulated.  The active
  277.  * uniforms are added to the hash table supplied to the constructor.
  278.  *
  279.  * If the same uniform is added multiple times (i.e., once for each shader
  280.  * target), it will only be accounted once.
  281.  */
  282. class count_uniform_size : public program_resource_visitor {
  283. public:
  284.    count_uniform_size(struct string_to_uint_map *map)
  285.       : num_active_uniforms(0), num_values(0), num_shader_samplers(0),
  286.         num_shader_images(0), num_shader_uniform_components(0),
  287.         is_ubo_var(false), map(map)
  288.    {
  289.       /* empty */
  290.    }
  291.  
  292.    void start_shader()
  293.    {
  294.       this->num_shader_samplers = 0;
  295.       this->num_shader_images = 0;
  296.       this->num_shader_uniform_components = 0;
  297.    }
  298.  
  299.    void process(ir_variable *var)
  300.    {
  301.       this->is_ubo_var = var->is_in_uniform_block();
  302.       if (var->is_interface_instance())
  303.          program_resource_visitor::process(var->get_interface_type(),
  304.                                            var->get_interface_type()->name);
  305.       else
  306.          program_resource_visitor::process(var);
  307.    }
  308.  
  309.    /**
  310.     * Total number of active uniforms counted
  311.     */
  312.    unsigned num_active_uniforms;
  313.  
  314.    /**
  315.     * Number of data values required to back the storage for the active uniforms
  316.     */
  317.    unsigned num_values;
  318.  
  319.    /**
  320.     * Number of samplers used
  321.     */
  322.    unsigned num_shader_samplers;
  323.  
  324.    /**
  325.     * Number of images used
  326.     */
  327.    unsigned num_shader_images;
  328.  
  329.    /**
  330.     * Number of uniforms used in the current shader
  331.     */
  332.    unsigned num_shader_uniform_components;
  333.  
  334.    bool is_ubo_var;
  335.  
  336. private:
  337.    virtual void visit_field(const glsl_type *type, const char *name,
  338.                             bool row_major)
  339.    {
  340.       assert(!type->without_array()->is_record());
  341.       assert(!type->without_array()->is_interface());
  342.  
  343.       (void) row_major;
  344.  
  345.       /* Count the number of samplers regardless of whether the uniform is
  346.        * already in the hash table.  The hash table prevents adding the same
  347.        * uniform for multiple shader targets, but in this case we want to
  348.        * count it for each shader target.
  349.        */
  350.       const unsigned values = values_for_type(type);
  351.       if (type->contains_sampler()) {
  352.          this->num_shader_samplers += values;
  353.       } else if (type->contains_image()) {
  354.          this->num_shader_images += values;
  355.  
  356.          /* As drivers are likely to represent image uniforms as
  357.           * scalar indices, count them against the limit of uniform
  358.           * components in the default block.  The spec allows image
  359.           * uniforms to use up no more than one scalar slot.
  360.           */
  361.          this->num_shader_uniform_components += values;
  362.       } else {
  363.          /* Accumulate the total number of uniform slots used by this shader.
  364.           * Note that samplers do not count against this limit because they
  365.           * don't use any storage on current hardware.
  366.           */
  367.          if (!is_ubo_var)
  368.             this->num_shader_uniform_components += values;
  369.       }
  370.  
  371.       /* If the uniform is already in the map, there's nothing more to do.
  372.        */
  373.       unsigned id;
  374.       if (this->map->get(id, name))
  375.          return;
  376.  
  377.       this->map->put(this->num_active_uniforms, name);
  378.  
  379.       /* Each leaf uniform occupies one entry in the list of active
  380.        * uniforms.
  381.        */
  382.       this->num_active_uniforms++;
  383.       this->num_values += values;
  384.    }
  385.  
  386.    struct string_to_uint_map *map;
  387. };
  388.  
  389. } /* anonymous namespace */
  390.  
  391. /**
  392.  * Class to help parcel out pieces of backing storage to uniforms
  393.  *
  394.  * Each uniform processed has some range of the \c gl_constant_value
  395.  * structures associated with it.  The association is done by finding
  396.  * the uniform in the \c string_to_uint_map and using the value from
  397.  * the map to connect that slot in the \c gl_uniform_storage table
  398.  * with the next available slot in the \c gl_constant_value array.
  399.  *
  400.  * \warning
  401.  * This class assumes that every uniform that will be processed is
  402.  * already in the \c string_to_uint_map.  In addition, it assumes that
  403.  * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
  404.  * enough."
  405.  */
  406. class parcel_out_uniform_storage : public program_resource_visitor {
  407. public:
  408.    parcel_out_uniform_storage(struct string_to_uint_map *map,
  409.                               struct gl_uniform_storage *uniforms,
  410.                               union gl_constant_value *values)
  411.       : map(map), uniforms(uniforms), values(values)
  412.    {
  413.    }
  414.  
  415.    void start_shader(gl_shader_stage shader_type)
  416.    {
  417.       assert(shader_type < MESA_SHADER_STAGES);
  418.       this->shader_type = shader_type;
  419.  
  420.       this->shader_samplers_used = 0;
  421.       this->shader_shadow_samplers = 0;
  422.       this->next_sampler = 0;
  423.       this->next_image = 0;
  424.       memset(this->targets, 0, sizeof(this->targets));
  425.    }
  426.  
  427.    void set_and_process(struct gl_shader_program *prog,
  428.                         ir_variable *var)
  429.    {
  430.       current_var = var;
  431.       field_counter = 0;
  432.  
  433.       ubo_block_index = -1;
  434.       if (var->is_in_uniform_block()) {
  435.          if (var->is_interface_instance() && var->type->is_array()) {
  436.             unsigned l = strlen(var->get_interface_type()->name);
  437.  
  438.             for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
  439.                if (strncmp(var->get_interface_type()->name,
  440.                            prog->UniformBlocks[i].Name,
  441.                            l) == 0
  442.                    && prog->UniformBlocks[i].Name[l] == '[') {
  443.                   ubo_block_index = i;
  444.                   break;
  445.                }
  446.             }
  447.          } else {
  448.             for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
  449.                if (strcmp(var->get_interface_type()->name,
  450.                           prog->UniformBlocks[i].Name) == 0) {
  451.                   ubo_block_index = i;
  452.                   break;
  453.                }
  454.             }
  455.          }
  456.          assert(ubo_block_index != -1);
  457.  
  458.          /* Uniform blocks that were specified with an instance name must be
  459.           * handled a little bit differently.  The name of the variable is the
  460.           * name used to reference the uniform block instead of being the name
  461.           * of a variable within the block.  Therefore, searching for the name
  462.           * within the block will fail.
  463.           */
  464.          if (var->is_interface_instance()) {
  465.             ubo_byte_offset = 0;
  466.          } else {
  467.             const struct gl_uniform_block *const block =
  468.                &prog->UniformBlocks[ubo_block_index];
  469.  
  470.             assert(var->data.location != -1);
  471.  
  472.             const struct gl_uniform_buffer_variable *const ubo_var =
  473.                &block->Uniforms[var->data.location];
  474.  
  475.             ubo_byte_offset = ubo_var->Offset;
  476.          }
  477.  
  478.          if (var->is_interface_instance())
  479.             process(var->get_interface_type(),
  480.                     var->get_interface_type()->name);
  481.          else
  482.             process(var);
  483.       } else
  484.          process(var);
  485.    }
  486.  
  487.    int ubo_block_index;
  488.    int ubo_byte_offset;
  489.    gl_shader_stage shader_type;
  490.  
  491. private:
  492.    void handle_samplers(const glsl_type *base_type,
  493.                         struct gl_uniform_storage *uniform)
  494.    {
  495.       if (base_type->is_sampler()) {
  496.          uniform->sampler[shader_type].index = this->next_sampler;
  497.          uniform->sampler[shader_type].active = true;
  498.  
  499.          /* Increment the sampler by 1 for non-arrays and by the number of
  500.           * array elements for arrays.
  501.           */
  502.          this->next_sampler +=
  503.                MAX2(1, uniform->array_elements);
  504.  
  505.          const gl_texture_index target = base_type->sampler_index();
  506.          const unsigned shadow = base_type->sampler_shadow;
  507.          for (unsigned i = uniform->sampler[shader_type].index;
  508.               i < MIN2(this->next_sampler, MAX_SAMPLERS);
  509.               i++) {
  510.             this->targets[i] = target;
  511.             this->shader_samplers_used |= 1U << i;
  512.             this->shader_shadow_samplers |= shadow << i;
  513.          }
  514.       } else {
  515.          uniform->sampler[shader_type].index = ~0;
  516.          uniform->sampler[shader_type].active = false;
  517.       }
  518.    }
  519.  
  520.    void handle_images(const glsl_type *base_type,
  521.                       struct gl_uniform_storage *uniform)
  522.    {
  523.       if (base_type->is_image()) {
  524.          uniform->image[shader_type].index = this->next_image;
  525.          uniform->image[shader_type].active = true;
  526.  
  527.          /* Increment the image index by 1 for non-arrays and by the
  528.           * number of array elements for arrays.
  529.           */
  530.          this->next_image += MAX2(1, uniform->array_elements);
  531.  
  532.       } else {
  533.          uniform->image[shader_type].index = ~0;
  534.          uniform->image[shader_type].active = false;
  535.       }
  536.    }
  537.  
  538.    virtual void visit_field(const glsl_type *type, const char *name,
  539.                             bool row_major)
  540.    {
  541.       (void) type;
  542.       (void) name;
  543.       (void) row_major;
  544.       assert(!"Should not get here.");
  545.    }
  546.  
  547.    virtual void enter_record(const glsl_type *type, const char *,
  548.                              bool row_major) {
  549.       assert(type->is_record());
  550.       if (this->ubo_block_index == -1)
  551.          return;
  552.       this->ubo_byte_offset = glsl_align(
  553.             this->ubo_byte_offset, type->std140_base_alignment(row_major));
  554.    }
  555.  
  556.    virtual void leave_record(const glsl_type *type, const char *,
  557.                              bool row_major) {
  558.       assert(type->is_record());
  559.       if (this->ubo_block_index == -1)
  560.          return;
  561.       this->ubo_byte_offset = glsl_align(
  562.             this->ubo_byte_offset, type->std140_base_alignment(row_major));
  563.    }
  564.  
  565.    virtual void visit_field(const glsl_type *type, const char *name,
  566.                             bool row_major, const glsl_type *record_type,
  567.                             bool /* last_field */)
  568.    {
  569.       assert(!type->without_array()->is_record());
  570.       assert(!type->without_array()->is_interface());
  571.  
  572.       unsigned id;
  573.       bool found = this->map->get(id, name);
  574.       assert(found);
  575.  
  576.       if (!found)
  577.          return;
  578.  
  579.       const glsl_type *base_type;
  580.       if (type->is_array()) {
  581.          this->uniforms[id].array_elements = type->length;
  582.          base_type = type->fields.array;
  583.       } else {
  584.          this->uniforms[id].array_elements = 0;
  585.          base_type = type;
  586.       }
  587.  
  588.       /* This assigns uniform indices to sampler and image uniforms. */
  589.       handle_samplers(base_type, &this->uniforms[id]);
  590.       handle_images(base_type, &this->uniforms[id]);
  591.  
  592.       /* If there is already storage associated with this uniform, it means
  593.        * that it was set while processing an earlier shader stage.  For
  594.        * example, we may be processing the uniform in the fragment shader, but
  595.        * the uniform was already processed in the vertex shader.
  596.        */
  597.       if (this->uniforms[id].storage != NULL) {
  598.          return;
  599.       }
  600.  
  601.       /* Assign explicit locations. */
  602.       if (current_var->data.explicit_location) {
  603.          /* Set sequential locations for struct fields. */
  604.          if (record_type != NULL) {
  605.             const unsigned entries = MAX2(1, this->uniforms[id].array_elements);
  606.             this->uniforms[id].remap_location =
  607.                current_var->data.location + field_counter;
  608.             field_counter += entries;
  609.          } else {
  610.             this->uniforms[id].remap_location = current_var->data.location;
  611.          }
  612.       } else {
  613.          /* Initialize to to indicate that no location is set */
  614.          this->uniforms[id].remap_location = UNMAPPED_UNIFORM_LOC;
  615.       }
  616.  
  617.       this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
  618.       this->uniforms[id].type = base_type;
  619.       this->uniforms[id].initialized = 0;
  620.       this->uniforms[id].num_driver_storage = 0;
  621.       this->uniforms[id].driver_storage = NULL;
  622.       this->uniforms[id].storage = this->values;
  623.       this->uniforms[id].atomic_buffer_index = -1;
  624.       this->uniforms[id].hidden =
  625.          current_var->data.how_declared == ir_var_hidden;
  626.       if (this->ubo_block_index != -1) {
  627.          this->uniforms[id].block_index = this->ubo_block_index;
  628.  
  629.          const unsigned alignment = type->std140_base_alignment(row_major);
  630.          this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, alignment);
  631.          this->uniforms[id].offset = this->ubo_byte_offset;
  632.          this->ubo_byte_offset += type->std140_size(row_major);
  633.  
  634.          if (type->is_array()) {
  635.             this->uniforms[id].array_stride =
  636.                glsl_align(type->fields.array->std140_size(row_major), 16);
  637.          } else {
  638.             this->uniforms[id].array_stride = 0;
  639.          }
  640.  
  641.          if (type->without_array()->is_matrix()) {
  642.             const glsl_type *matrix = type->without_array();
  643.             const unsigned N = matrix->base_type == GLSL_TYPE_DOUBLE ? 8 : 4;
  644.             const unsigned items = row_major ? matrix->matrix_columns : matrix->vector_elements;
  645.  
  646.             assert(items <= 4);
  647.             this->uniforms[id].matrix_stride = glsl_align(items * N, 16);
  648.             this->uniforms[id].row_major = row_major;
  649.          } else {
  650.             this->uniforms[id].matrix_stride = 0;
  651.             this->uniforms[id].row_major = false;
  652.          }
  653.       } else {
  654.          this->uniforms[id].block_index = -1;
  655.          this->uniforms[id].offset = -1;
  656.          this->uniforms[id].array_stride = -1;
  657.          this->uniforms[id].matrix_stride = -1;
  658.          this->uniforms[id].row_major = false;
  659.       }
  660.  
  661.       this->values += values_for_type(type);
  662.    }
  663.  
  664.    struct string_to_uint_map *map;
  665.  
  666.    struct gl_uniform_storage *uniforms;
  667.    unsigned next_sampler;
  668.    unsigned next_image;
  669.  
  670. public:
  671.    union gl_constant_value *values;
  672.  
  673.    gl_texture_index targets[MAX_SAMPLERS];
  674.  
  675.    /**
  676.     * Current variable being processed.
  677.     */
  678.    ir_variable *current_var;
  679.  
  680.    /**
  681.     * Field counter is used to take care that uniform structures
  682.     * with explicit locations get sequential locations.
  683.     */
  684.    unsigned field_counter;
  685.  
  686.    /**
  687.     * Mask of samplers used by the current shader stage.
  688.     */
  689.    unsigned shader_samplers_used;
  690.  
  691.    /**
  692.     * Mask of samplers used by the current shader stage for shadows.
  693.     */
  694.    unsigned shader_shadow_samplers;
  695. };
  696.  
  697. /**
  698.  * Merges a uniform block into an array of uniform blocks that may or
  699.  * may not already contain a copy of it.
  700.  *
  701.  * Returns the index of the new block in the array.
  702.  */
  703. int
  704. link_cross_validate_uniform_block(void *mem_ctx,
  705.                                   struct gl_uniform_block **linked_blocks,
  706.                                   unsigned int *num_linked_blocks,
  707.                                   struct gl_uniform_block *new_block)
  708. {
  709.    for (unsigned int i = 0; i < *num_linked_blocks; i++) {
  710.       struct gl_uniform_block *old_block = &(*linked_blocks)[i];
  711.  
  712.       if (strcmp(old_block->Name, new_block->Name) == 0)
  713.          return link_uniform_blocks_are_compatible(old_block, new_block)
  714.             ? i : -1;
  715.    }
  716.  
  717.    *linked_blocks = reralloc(mem_ctx, *linked_blocks,
  718.                              struct gl_uniform_block,
  719.                              *num_linked_blocks + 1);
  720.    int linked_block_index = (*num_linked_blocks)++;
  721.    struct gl_uniform_block *linked_block = &(*linked_blocks)[linked_block_index];
  722.  
  723.    memcpy(linked_block, new_block, sizeof(*new_block));
  724.    linked_block->Uniforms = ralloc_array(*linked_blocks,
  725.                                          struct gl_uniform_buffer_variable,
  726.                                          linked_block->NumUniforms);
  727.  
  728.    memcpy(linked_block->Uniforms,
  729.           new_block->Uniforms,
  730.           sizeof(*linked_block->Uniforms) * linked_block->NumUniforms);
  731.  
  732.    for (unsigned int i = 0; i < linked_block->NumUniforms; i++) {
  733.       struct gl_uniform_buffer_variable *ubo_var =
  734.          &linked_block->Uniforms[i];
  735.  
  736.       if (ubo_var->Name == ubo_var->IndexName) {
  737.          ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
  738.          ubo_var->IndexName = ubo_var->Name;
  739.       } else {
  740.          ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
  741.          ubo_var->IndexName = ralloc_strdup(*linked_blocks, ubo_var->IndexName);
  742.       }
  743.    }
  744.  
  745.    return linked_block_index;
  746. }
  747.  
  748. /**
  749.  * Walks the IR and update the references to uniform blocks in the
  750.  * ir_variables to point at linked shader's list (previously, they
  751.  * would point at the uniform block list in one of the pre-linked
  752.  * shaders).
  753.  */
  754. static void
  755. link_update_uniform_buffer_variables(struct gl_shader *shader)
  756. {
  757.    foreach_in_list(ir_instruction, node, shader->ir) {
  758.       ir_variable *const var = node->as_variable();
  759.  
  760.       if ((var == NULL) || !var->is_in_uniform_block())
  761.          continue;
  762.  
  763.       assert(var->data.mode == ir_var_uniform);
  764.  
  765.       if (var->is_interface_instance()) {
  766.          var->data.location = 0;
  767.          continue;
  768.       }
  769.  
  770.       bool found = false;
  771.       char sentinel = '\0';
  772.  
  773.       if (var->type->is_record()) {
  774.          sentinel = '.';
  775.       } else if (var->type->is_array()
  776.                  && var->type->fields.array->is_record()) {
  777.          sentinel = '[';
  778.       }
  779.  
  780.       const unsigned l = strlen(var->name);
  781.       for (unsigned i = 0; i < shader->NumUniformBlocks; i++) {
  782.          for (unsigned j = 0; j < shader->UniformBlocks[i].NumUniforms; j++) {
  783.             if (sentinel) {
  784.                const char *begin = shader->UniformBlocks[i].Uniforms[j].Name;
  785.                const char *end = strchr(begin, sentinel);
  786.  
  787.                if (end == NULL)
  788.                   continue;
  789.  
  790.                if ((ptrdiff_t) l != (end - begin))
  791.                   continue;
  792.  
  793.                if (strncmp(var->name, begin, l) == 0) {
  794.                   found = true;
  795.                   var->data.location = j;
  796.                   break;
  797.                }
  798.             } else if (!strcmp(var->name,
  799.                                shader->UniformBlocks[i].Uniforms[j].Name)) {
  800.                found = true;
  801.                var->data.location = j;
  802.                break;
  803.             }
  804.          }
  805.          if (found)
  806.             break;
  807.       }
  808.       assert(found);
  809.    }
  810. }
  811.  
  812. /**
  813.  * Scan the program for image uniforms and store image unit access
  814.  * information into the gl_shader data structure.
  815.  */
  816. static void
  817. link_set_image_access_qualifiers(struct gl_shader_program *prog)
  818. {
  819.    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
  820.       gl_shader *sh = prog->_LinkedShaders[i];
  821.  
  822.       if (sh == NULL)
  823.          continue;
  824.  
  825.       foreach_in_list(ir_instruction, node, sh->ir) {
  826.          ir_variable *var = node->as_variable();
  827.  
  828.          if (var && var->data.mode == ir_var_uniform &&
  829.              var->type->contains_image()) {
  830.             unsigned id = 0;
  831.             bool found = prog->UniformHash->get(id, var->name);
  832.             assert(found);
  833.             (void) found;
  834.             const gl_uniform_storage *storage = &prog->UniformStorage[id];
  835.             const unsigned index = storage->image[i].index;
  836.             const GLenum access = (var->data.image_read_only ? GL_READ_ONLY :
  837.                                    var->data.image_write_only ? GL_WRITE_ONLY :
  838.                                    GL_READ_WRITE);
  839.  
  840.             for (unsigned j = 0; j < MAX2(1, storage->array_elements); ++j)
  841.                sh->ImageAccess[index + j] = access;
  842.          }
  843.       }
  844.    }
  845. }
  846.  
  847. /**
  848.  * Sort the array of uniform storage so that the non-hidden uniforms are first
  849.  *
  850.  * This function sorts the list "in place."  This is important because some of
  851.  * the storage accessible from \c uniforms has \c uniforms as its \c ralloc
  852.  * context.  If \c uniforms is freed, some other storage will also be freed.
  853.  */
  854. static unsigned
  855. move_hidden_uniforms_to_end(struct gl_shader_program *prog,
  856.                             struct gl_uniform_storage *uniforms,
  857.                             unsigned num_elements)
  858. {
  859.    struct gl_uniform_storage *sorted_uniforms =
  860.       ralloc_array(prog, struct gl_uniform_storage, num_elements);
  861.    unsigned hidden_uniforms = 0;
  862.    unsigned j = 0;
  863.  
  864.    /* Add the non-hidden uniforms. */
  865.    for (unsigned i = 0; i < num_elements; i++) {
  866.       if (!uniforms[i].hidden)
  867.          sorted_uniforms[j++] = uniforms[i];
  868.    }
  869.  
  870.    /* Add and count the hidden uniforms. */
  871.    for (unsigned i = 0; i < num_elements; i++) {
  872.       if (uniforms[i].hidden) {
  873.          sorted_uniforms[j++] = uniforms[i];
  874.          hidden_uniforms++;
  875.       }
  876.    }
  877.  
  878.    assert(prog->UniformHash != NULL);
  879.    prog->UniformHash->clear();
  880.    for (unsigned i = 0; i < num_elements; i++) {
  881.       if (sorted_uniforms[i].name != NULL)
  882.          prog->UniformHash->put(i, sorted_uniforms[i].name);
  883.    }
  884.  
  885.    memcpy(uniforms, sorted_uniforms, sizeof(uniforms[0]) * num_elements);
  886.    ralloc_free(sorted_uniforms);
  887.  
  888.    return hidden_uniforms;
  889. }
  890.  
  891. void
  892. link_assign_uniform_locations(struct gl_shader_program *prog,
  893.                               unsigned int boolean_true)
  894. {
  895.    ralloc_free(prog->UniformStorage);
  896.    prog->UniformStorage = NULL;
  897.    prog->NumUserUniformStorage = 0;
  898.  
  899.    if (prog->UniformHash != NULL) {
  900.       prog->UniformHash->clear();
  901.    } else {
  902.       prog->UniformHash = new string_to_uint_map;
  903.    }
  904.  
  905.    /* First pass: Count the uniform resources used by the user-defined
  906.     * uniforms.  While this happens, each active uniform will have an index
  907.     * assigned to it.
  908.     *
  909.     * Note: this is *NOT* the index that is returned to the application by
  910.     * glGetUniformLocation.
  911.     */
  912.    count_uniform_size uniform_size(prog->UniformHash);
  913.    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
  914.       struct gl_shader *sh = prog->_LinkedShaders[i];
  915.  
  916.       if (sh == NULL)
  917.          continue;
  918.  
  919.       /* Uniforms that lack an initializer in the shader code have an initial
  920.        * value of zero.  This includes sampler uniforms.
  921.        *
  922.        * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
  923.        *
  924.        *     "The link time initial value is either the value of the variable's
  925.        *     initializer, if present, or 0 if no initializer is present. Sampler
  926.        *     types cannot have initializers."
  927.        */
  928.       memset(sh->SamplerUnits, 0, sizeof(sh->SamplerUnits));
  929.       memset(sh->ImageUnits, 0, sizeof(sh->ImageUnits));
  930.  
  931.       link_update_uniform_buffer_variables(sh);
  932.  
  933.       /* Reset various per-shader target counts.
  934.        */
  935.       uniform_size.start_shader();
  936.  
  937.       foreach_in_list(ir_instruction, node, sh->ir) {
  938.          ir_variable *const var = node->as_variable();
  939.  
  940.          if ((var == NULL) || (var->data.mode != ir_var_uniform))
  941.             continue;
  942.  
  943.          /* FINISHME: Update code to process built-in uniforms!
  944.           */
  945.          if (is_gl_identifier(var->name)) {
  946.             uniform_size.num_shader_uniform_components +=
  947.                var->type->component_slots();
  948.             continue;
  949.          }
  950.  
  951.          uniform_size.process(var);
  952.       }
  953.  
  954.       sh->num_samplers = uniform_size.num_shader_samplers;
  955.       sh->NumImages = uniform_size.num_shader_images;
  956.       sh->num_uniform_components = uniform_size.num_shader_uniform_components;
  957.  
  958.       sh->num_combined_uniform_components = sh->num_uniform_components;
  959.       for (unsigned i = 0; i < sh->NumUniformBlocks; i++) {
  960.          sh->num_combined_uniform_components +=
  961.             sh->UniformBlocks[i].UniformBufferSize / 4;
  962.       }
  963.    }
  964.  
  965.    const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
  966.    const unsigned num_data_slots = uniform_size.num_values;
  967.  
  968.    /* On the outside chance that there were no uniforms, bail out.
  969.     */
  970.    if (num_user_uniforms == 0)
  971.       return;
  972.  
  973.    struct gl_uniform_storage *uniforms =
  974.       rzalloc_array(prog, struct gl_uniform_storage, num_user_uniforms);
  975.    union gl_constant_value *data =
  976.       rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
  977. #ifndef NDEBUG
  978.    union gl_constant_value *data_end = &data[num_data_slots];
  979. #endif
  980.  
  981.    parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
  982.  
  983.    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
  984.       if (prog->_LinkedShaders[i] == NULL)
  985.          continue;
  986.  
  987.       parcel.start_shader((gl_shader_stage)i);
  988.  
  989.       foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
  990.          ir_variable *const var = node->as_variable();
  991.  
  992.          if ((var == NULL) || (var->data.mode != ir_var_uniform))
  993.             continue;
  994.  
  995.          /* FINISHME: Update code to process built-in uniforms!
  996.           */
  997.          if (is_gl_identifier(var->name))
  998.             continue;
  999.  
  1000.          parcel.set_and_process(prog, var);
  1001.       }
  1002.  
  1003.       prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
  1004.       prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
  1005.  
  1006.       STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->SamplerTargets) == sizeof(parcel.targets));
  1007.       memcpy(prog->_LinkedShaders[i]->SamplerTargets, parcel.targets,
  1008.              sizeof(prog->_LinkedShaders[i]->SamplerTargets));
  1009.    }
  1010.  
  1011.    const unsigned hidden_uniforms =
  1012.       move_hidden_uniforms_to_end(prog, uniforms, num_user_uniforms);
  1013.  
  1014.    /* Reserve all the explicit locations of the active uniforms. */
  1015.    for (unsigned i = 0; i < num_user_uniforms; i++) {
  1016.       if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) {
  1017.          /* How many new entries for this uniform? */
  1018.          const unsigned entries = MAX2(1, uniforms[i].array_elements);
  1019.  
  1020.          /* Set remap table entries point to correct gl_uniform_storage. */
  1021.          for (unsigned j = 0; j < entries; j++) {
  1022.             unsigned element_loc = uniforms[i].remap_location + j;
  1023.             assert(prog->UniformRemapTable[element_loc] ==
  1024.                    INACTIVE_UNIFORM_EXPLICIT_LOCATION);
  1025.             prog->UniformRemapTable[element_loc] = &uniforms[i];
  1026.          }
  1027.       }
  1028.    }
  1029.  
  1030.    /* Reserve locations for rest of the uniforms. */
  1031.    for (unsigned i = 0; i < num_user_uniforms; i++) {
  1032.  
  1033.       /* Explicit ones have been set already. */
  1034.       if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC)
  1035.          continue;
  1036.  
  1037.       /* how many new entries for this uniform? */
  1038.       const unsigned entries = MAX2(1, uniforms[i].array_elements);
  1039.  
  1040.       /* resize remap table to fit new entries */
  1041.       prog->UniformRemapTable =
  1042.          reralloc(prog,
  1043.                   prog->UniformRemapTable,
  1044.                   gl_uniform_storage *,
  1045.                   prog->NumUniformRemapTable + entries);
  1046.  
  1047.       /* set pointers for this uniform */
  1048.       for (unsigned j = 0; j < entries; j++)
  1049.          prog->UniformRemapTable[prog->NumUniformRemapTable+j] = &uniforms[i];
  1050.  
  1051.       /* set the base location in remap table for the uniform */
  1052.       uniforms[i].remap_location = prog->NumUniformRemapTable;
  1053.  
  1054.       prog->NumUniformRemapTable += entries;
  1055.    }
  1056.  
  1057. #ifndef NDEBUG
  1058.    for (unsigned i = 0; i < num_user_uniforms; i++) {
  1059.       assert(uniforms[i].storage != NULL);
  1060.    }
  1061.  
  1062.    assert(parcel.values == data_end);
  1063. #endif
  1064.  
  1065.    prog->NumUserUniformStorage = num_user_uniforms;
  1066.    prog->NumHiddenUniforms = hidden_uniforms;
  1067.    prog->UniformStorage = uniforms;
  1068.  
  1069.    link_set_image_access_qualifiers(prog);
  1070.    link_set_uniform_initializers(prog, boolean_true);
  1071.  
  1072.    return;
  1073. }
  1074.