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  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.  * Count the backing storage requirements for a type
  41.  */
  42. static unsigned
  43. values_for_type(const glsl_type *type)
  44. {
  45.    if (type->is_sampler()) {
  46.       return 1;
  47.    } else if (type->is_array() && type->fields.array->is_sampler()) {
  48.       return type->array_size();
  49.    } else {
  50.       return type->component_slots();
  51.    }
  52. }
  53.  
  54. void
  55. program_resource_visitor::process(const glsl_type *type, const char *name)
  56. {
  57.    assert(type->is_record()
  58.           || (type->is_array() && type->fields.array->is_record())
  59.           || type->is_interface()
  60.           || (type->is_array() && type->fields.array->is_interface()));
  61.  
  62.    char *name_copy = ralloc_strdup(NULL, name);
  63.    recursion(type, &name_copy, strlen(name), false, NULL);
  64.    ralloc_free(name_copy);
  65. }
  66.  
  67. void
  68. program_resource_visitor::process(ir_variable *var)
  69. {
  70.    const glsl_type *t = var->type;
  71.  
  72.    /* false is always passed for the row_major parameter to the other
  73.     * processing functions because no information is available to do
  74.     * otherwise.  See the warning in linker.h.
  75.     */
  76.  
  77.    /* Only strdup the name if we actually will need to modify it. */
  78.    if (t->is_record() || (t->is_array() && t->fields.array->is_record())) {
  79.       char *name = ralloc_strdup(NULL, var->name);
  80.       recursion(var->type, &name, strlen(name), false, NULL);
  81.       ralloc_free(name);
  82.    } else if (t->is_interface()) {
  83.       char *name = ralloc_strdup(NULL, var->type->name);
  84.       recursion(var->type, &name, strlen(name), false, NULL);
  85.       ralloc_free(name);
  86.    } else if (t->is_array() && t->fields.array->is_interface()) {
  87.       char *name = ralloc_strdup(NULL, var->type->fields.array->name);
  88.       recursion(var->type, &name, strlen(name), false, NULL);
  89.       ralloc_free(name);
  90.    } else {
  91.       this->visit_field(t, var->name, false, NULL);
  92.    }
  93. }
  94.  
  95. void
  96. program_resource_visitor::recursion(const glsl_type *t, char **name,
  97.                                     size_t name_length, bool row_major,
  98.                                     const glsl_type *record_type)
  99. {
  100.    /* Records need to have each field processed individually.
  101.     *
  102.     * Arrays of records need to have each array element processed
  103.     * individually, then each field of the resulting array elements processed
  104.     * individually.
  105.     */
  106.    if (t->is_record() || t->is_interface()) {
  107.       if (record_type == NULL && t->is_record())
  108.          record_type = t;
  109.  
  110.       for (unsigned i = 0; i < t->length; i++) {
  111.          const char *field = t->fields.structure[i].name;
  112.          size_t new_length = name_length;
  113.  
  114.          if (t->fields.structure[i].type->is_record())
  115.             this->visit_field(&t->fields.structure[i]);
  116.  
  117.          /* Append '.field' to the current variable name. */
  118.          if (name_length == 0) {
  119.             ralloc_asprintf_rewrite_tail(name, &new_length, "%s", field);
  120.          } else {
  121.             ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
  122.          }
  123.  
  124.          recursion(t->fields.structure[i].type, name, new_length,
  125.                    t->fields.structure[i].row_major, record_type);
  126.  
  127.          /* Only the first leaf-field of the record gets called with the
  128.           * record type pointer.
  129.           */
  130.          record_type = NULL;
  131.       }
  132.    } else if (t->is_array() && (t->fields.array->is_record()
  133.                                 || t->fields.array->is_interface())) {
  134.       if (record_type == NULL && t->fields.array->is_record())
  135.          record_type = t->fields.array;
  136.  
  137.       for (unsigned i = 0; i < t->length; i++) {
  138.          size_t new_length = name_length;
  139.  
  140.          /* Append the subscript to the current variable name */
  141.          ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
  142.  
  143.          recursion(t->fields.array, name, new_length, row_major,
  144.                    record_type);
  145.  
  146.          /* Only the first leaf-field of the record gets called with the
  147.           * record type pointer.
  148.           */
  149.          record_type = NULL;
  150.       }
  151.    } else {
  152.       this->visit_field(t, *name, row_major, record_type);
  153.    }
  154. }
  155.  
  156. void
  157. program_resource_visitor::visit_field(const glsl_type *type, const char *name,
  158.                                       bool row_major,
  159.                                       const glsl_type *record_type)
  160. {
  161.    visit_field(type, name, row_major);
  162. }
  163.  
  164. void
  165. program_resource_visitor::visit_field(const glsl_struct_field *field)
  166. {
  167.    (void) field;
  168.    /* empty */
  169. }
  170.  
  171. /**
  172.  * Class to help calculate the storage requirements for a set of uniforms
  173.  *
  174.  * As uniforms are added to the active set the number of active uniforms and
  175.  * the storage requirements for those uniforms are accumulated.  The active
  176.  * uniforms are added the the hash table supplied to the constructor.
  177.  *
  178.  * If the same uniform is added multiple times (i.e., once for each shader
  179.  * target), it will only be accounted once.
  180.  */
  181. class count_uniform_size : public program_resource_visitor {
  182. public:
  183.    count_uniform_size(struct string_to_uint_map *map)
  184.       : num_active_uniforms(0), num_values(0), num_shader_samplers(0),
  185.         num_shader_uniform_components(0), is_ubo_var(false), map(map)
  186.    {
  187.       /* empty */
  188.    }
  189.  
  190.    void start_shader()
  191.    {
  192.       this->num_shader_samplers = 0;
  193.       this->num_shader_uniform_components = 0;
  194.    }
  195.  
  196.    void process(ir_variable *var)
  197.    {
  198.       this->is_ubo_var = var->is_in_uniform_block();
  199.       if (var->is_interface_instance())
  200.          program_resource_visitor::process(var->interface_type,
  201.                                            var->interface_type->name);
  202.       else
  203.          program_resource_visitor::process(var);
  204.    }
  205.  
  206.    /**
  207.     * Total number of active uniforms counted
  208.     */
  209.    unsigned num_active_uniforms;
  210.  
  211.    /**
  212.     * Number of data values required to back the storage for the active uniforms
  213.     */
  214.    unsigned num_values;
  215.  
  216.    /**
  217.     * Number of samplers used
  218.     */
  219.    unsigned num_shader_samplers;
  220.  
  221.    /**
  222.     * Number of uniforms used in the current shader
  223.     */
  224.    unsigned num_shader_uniform_components;
  225.  
  226.    bool is_ubo_var;
  227.  
  228. private:
  229.    virtual void visit_field(const glsl_type *type, const char *name,
  230.                             bool row_major)
  231.    {
  232.       assert(!type->is_record());
  233.       assert(!(type->is_array() && type->fields.array->is_record()));
  234.       assert(!type->is_interface());
  235.       assert(!(type->is_array() && type->fields.array->is_interface()));
  236.  
  237.       (void) row_major;
  238.  
  239.       /* Count the number of samplers regardless of whether the uniform is
  240.        * already in the hash table.  The hash table prevents adding the same
  241.        * uniform for multiple shader targets, but in this case we want to
  242.        * count it for each shader target.
  243.        */
  244.       const unsigned values = values_for_type(type);
  245.       if (type->contains_sampler()) {
  246.          this->num_shader_samplers +=
  247.             type->is_array() ? type->array_size() : 1;
  248.       } else {
  249.          /* Accumulate the total number of uniform slots used by this shader.
  250.           * Note that samplers do not count against this limit because they
  251.           * don't use any storage on current hardware.
  252.           */
  253.          if (!is_ubo_var)
  254.             this->num_shader_uniform_components += values;
  255.       }
  256.  
  257.       /* If the uniform is already in the map, there's nothing more to do.
  258.        */
  259.       unsigned id;
  260.       if (this->map->get(id, name))
  261.          return;
  262.  
  263.       this->map->put(this->num_active_uniforms, name);
  264.  
  265.       /* Each leaf uniform occupies one entry in the list of active
  266.        * uniforms.
  267.        */
  268.       this->num_active_uniforms++;
  269.       this->num_values += values;
  270.    }
  271.  
  272.    struct string_to_uint_map *map;
  273. };
  274.  
  275. /**
  276.  * Class to help parcel out pieces of backing storage to uniforms
  277.  *
  278.  * Each uniform processed has some range of the \c gl_constant_value
  279.  * structures associated with it.  The association is done by finding
  280.  * the uniform in the \c string_to_uint_map and using the value from
  281.  * the map to connect that slot in the \c gl_uniform_storage table
  282.  * with the next available slot in the \c gl_constant_value array.
  283.  *
  284.  * \warning
  285.  * This class assumes that every uniform that will be processed is
  286.  * already in the \c string_to_uint_map.  In addition, it assumes that
  287.  * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
  288.  * enough."
  289.  */
  290. class parcel_out_uniform_storage : public program_resource_visitor {
  291. public:
  292.    parcel_out_uniform_storage(struct string_to_uint_map *map,
  293.                               struct gl_uniform_storage *uniforms,
  294.                               union gl_constant_value *values)
  295.       : map(map), uniforms(uniforms), values(values)
  296.    {
  297.    }
  298.  
  299.    void start_shader(gl_shader_type shader_type)
  300.    {
  301.       assert(shader_type < MESA_SHADER_TYPES);
  302.       this->shader_type = shader_type;
  303.  
  304.       this->shader_samplers_used = 0;
  305.       this->shader_shadow_samplers = 0;
  306.       this->next_sampler = 0;
  307.       memset(this->targets, 0, sizeof(this->targets));
  308.    }
  309.  
  310.    void set_and_process(struct gl_shader_program *prog,
  311.                         ir_variable *var)
  312.    {
  313.       ubo_block_index = -1;
  314.       if (var->is_in_uniform_block()) {
  315.          if (var->is_interface_instance() && var->type->is_array()) {
  316.             unsigned l = strlen(var->interface_type->name);
  317.  
  318.             for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
  319.                if (strncmp(var->interface_type->name,
  320.                            prog->UniformBlocks[i].Name,
  321.                            l) == 0
  322.                    && prog->UniformBlocks[i].Name[l] == '[') {
  323.                   ubo_block_index = i;
  324.                   break;
  325.                }
  326.             }
  327.          } else {
  328.             for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
  329.                if (strcmp(var->interface_type->name,
  330.                           prog->UniformBlocks[i].Name) == 0) {
  331.                   ubo_block_index = i;
  332.                   break;
  333.                }
  334.             }
  335.          }
  336.          assert(ubo_block_index != -1);
  337.  
  338.          /* Uniform blocks that were specified with an instance name must be
  339.           * handled a little bit differently.  The name of the variable is the
  340.           * name used to reference the uniform block instead of being the name
  341.           * of a variable within the block.  Therefore, searching for the name
  342.           * within the block will fail.
  343.           */
  344.          if (var->is_interface_instance()) {
  345.             ubo_byte_offset = 0;
  346.             ubo_row_major = false;
  347.          } else {
  348.             const struct gl_uniform_block *const block =
  349.                &prog->UniformBlocks[ubo_block_index];
  350.  
  351.             assert(var->location != -1);
  352.  
  353.             const struct gl_uniform_buffer_variable *const ubo_var =
  354.                &block->Uniforms[var->location];
  355.  
  356.             ubo_row_major = ubo_var->RowMajor;
  357.             ubo_byte_offset = ubo_var->Offset;
  358.          }
  359.  
  360.          if (var->is_interface_instance())
  361.             process(var->interface_type, var->interface_type->name);
  362.          else
  363.             process(var);
  364.       } else
  365.          process(var);
  366.    }
  367.  
  368.    int ubo_block_index;
  369.    int ubo_byte_offset;
  370.    bool ubo_row_major;
  371.    gl_shader_type shader_type;
  372.  
  373. private:
  374.    void handle_samplers(const glsl_type *base_type,
  375.                         struct gl_uniform_storage *uniform)
  376.    {
  377.       if (base_type->is_sampler()) {
  378.          uniform->sampler[shader_type].index = this->next_sampler;
  379.          uniform->sampler[shader_type].active = true;
  380.  
  381.          /* Increment the sampler by 1 for non-arrays and by the number of
  382.           * array elements for arrays.
  383.           */
  384.          this->next_sampler +=
  385.                MAX2(1, uniform->array_elements);
  386.  
  387.          const gl_texture_index target = base_type->sampler_index();
  388.          const unsigned shadow = base_type->sampler_shadow;
  389.          for (unsigned i = uniform->sampler[shader_type].index;
  390.               i < MIN2(this->next_sampler, MAX_SAMPLERS);
  391.               i++) {
  392.             this->targets[i] = target;
  393.             this->shader_samplers_used |= 1U << i;
  394.             this->shader_shadow_samplers |= shadow << i;
  395.          }
  396.       } else {
  397.          uniform->sampler[shader_type].index = ~0;
  398.          uniform->sampler[shader_type].active = false;
  399.       }
  400.    }
  401.  
  402.    virtual void visit_field(const glsl_type *type, const char *name,
  403.                             bool row_major)
  404.    {
  405.       (void) type;
  406.       (void) name;
  407.       (void) row_major;
  408.       assert(!"Should not get here.");
  409.    }
  410.  
  411.    virtual void visit_field(const glsl_type *type, const char *name,
  412.                             bool row_major, const glsl_type *record_type)
  413.    {
  414.       assert(!type->is_record());
  415.       assert(!(type->is_array() && type->fields.array->is_record()));
  416.       assert(!type->is_interface());
  417.       assert(!(type->is_array() && type->fields.array->is_interface()));
  418.  
  419.       (void) row_major;
  420.  
  421.       unsigned id;
  422.       bool found = this->map->get(id, name);
  423.       assert(found);
  424.  
  425.       if (!found)
  426.          return;
  427.  
  428.       const glsl_type *base_type;
  429.       if (type->is_array()) {
  430.          this->uniforms[id].array_elements = type->length;
  431.          base_type = type->fields.array;
  432.       } else {
  433.          this->uniforms[id].array_elements = 0;
  434.          base_type = type;
  435.       }
  436.  
  437.       /* This assigns sampler uniforms to sampler units. */
  438.       handle_samplers(base_type, &this->uniforms[id]);
  439.  
  440.       /* If there is already storage associated with this uniform, it means
  441.        * that it was set while processing an earlier shader stage.  For
  442.        * example, we may be processing the uniform in the fragment shader, but
  443.        * the uniform was already processed in the vertex shader.
  444.        */
  445.       if (this->uniforms[id].storage != NULL) {
  446.          return;
  447.       }
  448.  
  449.       this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
  450.       this->uniforms[id].type = base_type;
  451.       this->uniforms[id].initialized = 0;
  452.       this->uniforms[id].num_driver_storage = 0;
  453.       this->uniforms[id].driver_storage = NULL;
  454.       this->uniforms[id].storage = this->values;
  455.       if (this->ubo_block_index != -1) {
  456.          this->uniforms[id].block_index = this->ubo_block_index;
  457.  
  458.          const unsigned alignment = record_type
  459.             ? record_type->std140_base_alignment(ubo_row_major)
  460.             : type->std140_base_alignment(ubo_row_major);
  461.          this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, alignment);
  462.          this->uniforms[id].offset = this->ubo_byte_offset;
  463.          this->ubo_byte_offset += type->std140_size(ubo_row_major);
  464.  
  465.          if (type->is_array()) {
  466.             this->uniforms[id].array_stride =
  467.                glsl_align(type->fields.array->std140_size(ubo_row_major), 16);
  468.          } else {
  469.             this->uniforms[id].array_stride = 0;
  470.          }
  471.  
  472.          if (type->is_matrix() ||
  473.              (type->is_array() && type->fields.array->is_matrix())) {
  474.             this->uniforms[id].matrix_stride = 16;
  475.             this->uniforms[id].row_major = ubo_row_major;
  476.          } else {
  477.             this->uniforms[id].matrix_stride = 0;
  478.             this->uniforms[id].row_major = false;
  479.          }
  480.       } else {
  481.          this->uniforms[id].block_index = -1;
  482.          this->uniforms[id].offset = -1;
  483.          this->uniforms[id].array_stride = -1;
  484.          this->uniforms[id].matrix_stride = -1;
  485.          this->uniforms[id].row_major = false;
  486.       }
  487.  
  488.       this->values += values_for_type(type);
  489.    }
  490.  
  491.    struct string_to_uint_map *map;
  492.  
  493.    struct gl_uniform_storage *uniforms;
  494.    unsigned next_sampler;
  495.  
  496. public:
  497.    union gl_constant_value *values;
  498.  
  499.    gl_texture_index targets[MAX_SAMPLERS];
  500.  
  501.    /**
  502.     * Mask of samplers used by the current shader stage.
  503.     */
  504.    unsigned shader_samplers_used;
  505.  
  506.    /**
  507.     * Mask of samplers used by the current shader stage for shadows.
  508.     */
  509.    unsigned shader_shadow_samplers;
  510. };
  511.  
  512. /**
  513.  * Merges a uniform block into an array of uniform blocks that may or
  514.  * may not already contain a copy of it.
  515.  *
  516.  * Returns the index of the new block in the array.
  517.  */
  518. int
  519. link_cross_validate_uniform_block(void *mem_ctx,
  520.                                   struct gl_uniform_block **linked_blocks,
  521.                                   unsigned int *num_linked_blocks,
  522.                                   struct gl_uniform_block *new_block)
  523. {
  524.    for (unsigned int i = 0; i < *num_linked_blocks; i++) {
  525.       struct gl_uniform_block *old_block = &(*linked_blocks)[i];
  526.  
  527.       if (strcmp(old_block->Name, new_block->Name) == 0)
  528.          return link_uniform_blocks_are_compatible(old_block, new_block)
  529.             ? i : -1;
  530.    }
  531.  
  532.    *linked_blocks = reralloc(mem_ctx, *linked_blocks,
  533.                              struct gl_uniform_block,
  534.                              *num_linked_blocks + 1);
  535.    int linked_block_index = (*num_linked_blocks)++;
  536.    struct gl_uniform_block *linked_block = &(*linked_blocks)[linked_block_index];
  537.  
  538.    memcpy(linked_block, new_block, sizeof(*new_block));
  539.    linked_block->Uniforms = ralloc_array(*linked_blocks,
  540.                                          struct gl_uniform_buffer_variable,
  541.                                          linked_block->NumUniforms);
  542.  
  543.    memcpy(linked_block->Uniforms,
  544.           new_block->Uniforms,
  545.           sizeof(*linked_block->Uniforms) * linked_block->NumUniforms);
  546.  
  547.    for (unsigned int i = 0; i < linked_block->NumUniforms; i++) {
  548.       struct gl_uniform_buffer_variable *ubo_var =
  549.          &linked_block->Uniforms[i];
  550.  
  551.       if (ubo_var->Name == ubo_var->IndexName) {
  552.          ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
  553.          ubo_var->IndexName = ubo_var->Name;
  554.       } else {
  555.          ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
  556.          ubo_var->IndexName = ralloc_strdup(*linked_blocks, ubo_var->IndexName);
  557.       }
  558.    }
  559.  
  560.    return linked_block_index;
  561. }
  562.  
  563. /**
  564.  * Walks the IR and update the references to uniform blocks in the
  565.  * ir_variables to point at linked shader's list (previously, they
  566.  * would point at the uniform block list in one of the pre-linked
  567.  * shaders).
  568.  */
  569. static void
  570. link_update_uniform_buffer_variables(struct gl_shader *shader)
  571. {
  572.    foreach_list(node, shader->ir) {
  573.       ir_variable *const var = ((ir_instruction *) node)->as_variable();
  574.  
  575.       if ((var == NULL) || !var->is_in_uniform_block())
  576.          continue;
  577.  
  578.       assert(var->mode == ir_var_uniform);
  579.  
  580.       if (var->is_interface_instance()) {
  581.          var->location = 0;
  582.          continue;
  583.       }
  584.  
  585.       bool found = false;
  586.       char sentinel = '\0';
  587.  
  588.       if (var->type->is_record()) {
  589.          sentinel = '.';
  590.       } else if (var->type->is_array()
  591.                  && var->type->fields.array->is_record()) {
  592.          sentinel = '[';
  593.       }
  594.  
  595.       const unsigned l = strlen(var->name);
  596.       for (unsigned i = 0; i < shader->NumUniformBlocks; i++) {
  597.          for (unsigned j = 0; j < shader->UniformBlocks[i].NumUniforms; j++) {
  598.             if (sentinel) {
  599.                const char *begin = shader->UniformBlocks[i].Uniforms[j].Name;
  600.                const char *end = strchr(begin, sentinel);
  601.  
  602.                if (end == NULL)
  603.                   continue;
  604.  
  605.                if (l != (end - begin))
  606.                   continue;
  607.  
  608.                if (strncmp(var->name, begin, l) == 0) {
  609.                   found = true;
  610.                   var->location = j;
  611.                   break;
  612.                }
  613.             } else if (!strcmp(var->name,
  614.                                shader->UniformBlocks[i].Uniforms[j].Name)) {
  615.                found = true;
  616.                var->location = j;
  617.                break;
  618.             }
  619.          }
  620.          if (found)
  621.             break;
  622.       }
  623.       assert(found);
  624.    }
  625. }
  626.  
  627. void
  628. link_assign_uniform_block_offsets(struct gl_shader *shader)
  629. {
  630.    for (unsigned b = 0; b < shader->NumUniformBlocks; b++) {
  631.       struct gl_uniform_block *block = &shader->UniformBlocks[b];
  632.  
  633.       unsigned offset = 0;
  634.       for (unsigned int i = 0; i < block->NumUniforms; i++) {
  635.          struct gl_uniform_buffer_variable *ubo_var = &block->Uniforms[i];
  636.          const struct glsl_type *type = ubo_var->Type;
  637.  
  638.          unsigned alignment = type->std140_base_alignment(ubo_var->RowMajor);
  639.          unsigned size = type->std140_size(ubo_var->RowMajor);
  640.  
  641.          offset = glsl_align(offset, alignment);
  642.          ubo_var->Offset = offset;
  643.          offset += size;
  644.       }
  645.  
  646.       /* From the GL_ARB_uniform_buffer_object spec:
  647.        *
  648.        *     "For uniform blocks laid out according to [std140] rules,
  649.        *      the minimum buffer object size returned by the
  650.        *      UNIFORM_BLOCK_DATA_SIZE query is derived by taking the
  651.        *      offset of the last basic machine unit consumed by the
  652.        *      last uniform of the uniform block (including any
  653.        *      end-of-array or end-of-structure padding), adding one,
  654.        *      and rounding up to the next multiple of the base
  655.        *      alignment required for a vec4."
  656.        */
  657.       block->UniformBufferSize = glsl_align(offset, 16);
  658.    }
  659. }
  660.  
  661. void
  662. link_assign_uniform_locations(struct gl_shader_program *prog)
  663. {
  664.    ralloc_free(prog->UniformStorage);
  665.    prog->UniformStorage = NULL;
  666.    prog->NumUserUniformStorage = 0;
  667.  
  668.    if (prog->UniformHash != NULL) {
  669.       prog->UniformHash->clear();
  670.    } else {
  671.       prog->UniformHash = new string_to_uint_map;
  672.    }
  673.  
  674.    /* First pass: Count the uniform resources used by the user-defined
  675.     * uniforms.  While this happens, each active uniform will have an index
  676.     * assigned to it.
  677.     *
  678.     * Note: this is *NOT* the index that is returned to the application by
  679.     * glGetUniformLocation.
  680.     */
  681.    count_uniform_size uniform_size(prog->UniformHash);
  682.    for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
  683.       struct gl_shader *sh = prog->_LinkedShaders[i];
  684.  
  685.       if (sh == NULL)
  686.          continue;
  687.  
  688.       /* Uniforms that lack an initializer in the shader code have an initial
  689.        * value of zero.  This includes sampler uniforms.
  690.        *
  691.        * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
  692.        *
  693.        *     "The link time initial value is either the value of the variable's
  694.        *     initializer, if present, or 0 if no initializer is present. Sampler
  695.        *     types cannot have initializers."
  696.        */
  697.       memset(sh->SamplerUnits, 0, sizeof(sh->SamplerUnits));
  698.  
  699.       link_update_uniform_buffer_variables(sh);
  700.  
  701.       /* Reset various per-shader target counts.
  702.        */
  703.       uniform_size.start_shader();
  704.  
  705.       foreach_list(node, sh->ir) {
  706.          ir_variable *const var = ((ir_instruction *) node)->as_variable();
  707.  
  708.          if ((var == NULL) || (var->mode != ir_var_uniform))
  709.             continue;
  710.  
  711.          /* FINISHME: Update code to process built-in uniforms!
  712.           */
  713.          if (strncmp("gl_", var->name, 3) == 0) {
  714.             uniform_size.num_shader_uniform_components +=
  715.                var->type->component_slots();
  716.             continue;
  717.          }
  718.  
  719.          uniform_size.process(var);
  720.       }
  721.  
  722.       sh->num_samplers = uniform_size.num_shader_samplers;
  723.       sh->num_uniform_components = uniform_size.num_shader_uniform_components;
  724.  
  725.       sh->num_combined_uniform_components = sh->num_uniform_components;
  726.       for (unsigned i = 0; i < sh->NumUniformBlocks; i++) {
  727.          sh->num_combined_uniform_components +=
  728.             sh->UniformBlocks[i].UniformBufferSize / 4;
  729.       }
  730.    }
  731.  
  732.    const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
  733.    const unsigned num_data_slots = uniform_size.num_values;
  734.  
  735.    /* On the outside chance that there were no uniforms, bail out.
  736.     */
  737.    if (num_user_uniforms == 0)
  738.       return;
  739.  
  740.    struct gl_uniform_storage *uniforms =
  741.       rzalloc_array(prog, struct gl_uniform_storage, num_user_uniforms);
  742.    union gl_constant_value *data =
  743.       rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
  744. #ifndef NDEBUG
  745.    union gl_constant_value *data_end = &data[num_data_slots];
  746. #endif
  747.  
  748.    parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
  749.  
  750.    for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
  751.       if (prog->_LinkedShaders[i] == NULL)
  752.          continue;
  753.  
  754.       parcel.start_shader((gl_shader_type)i);
  755.  
  756.       foreach_list(node, prog->_LinkedShaders[i]->ir) {
  757.          ir_variable *const var = ((ir_instruction *) node)->as_variable();
  758.  
  759.          if ((var == NULL) || (var->mode != ir_var_uniform))
  760.             continue;
  761.  
  762.          /* FINISHME: Update code to process built-in uniforms!
  763.           */
  764.          if (strncmp("gl_", var->name, 3) == 0)
  765.             continue;
  766.  
  767.          parcel.set_and_process(prog, var);
  768.       }
  769.  
  770.       prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
  771.       prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
  772.  
  773.       STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->SamplerTargets) == sizeof(parcel.targets));
  774.       memcpy(prog->_LinkedShaders[i]->SamplerTargets, parcel.targets,
  775.              sizeof(prog->_LinkedShaders[i]->SamplerTargets));
  776.    }
  777.  
  778.    /* Determine the size of the largest uniform array queryable via
  779.     * glGetUniformLocation.  Using this as the location scale guarantees that
  780.     * there is enough "room" for the array index to be stored in the low order
  781.     * part of the uniform location.  It also makes the locations be more
  782.     * tightly packed.
  783.     */
  784.    unsigned max_array_size = 1;
  785.    for (unsigned i = 0; i < num_user_uniforms; i++) {
  786.       if (uniforms[i].array_elements > max_array_size)
  787.          max_array_size = uniforms[i].array_elements;
  788.    }
  789.  
  790.    prog->UniformLocationBaseScale = max_array_size;
  791.  
  792. #ifndef NDEBUG
  793.    for (unsigned i = 0; i < num_user_uniforms; i++) {
  794.       assert(uniforms[i].storage != NULL);
  795.    }
  796.  
  797.    assert(parcel.values == data_end);
  798. #endif
  799.  
  800.    prog->NumUserUniformStorage = num_user_uniforms;
  801.    prog->UniformStorage = uniforms;
  802.  
  803.    link_set_uniform_initializers(prog);
  804.  
  805.    return;
  806. }
  807.