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.h" 30 #include "string_to_uint_map.h" 31 #include "ir_array_refcount.h" 32 33 /** 34 * \file link_uniforms.cpp 35 * Assign locations for GLSL uniforms. 36 * 37 * \author Ian Romanick <ian.d.romanick (at) intel.com> 38 */ 39 40 /** 41 * Used by linker to indicate uniforms that have no location set. 42 */ 43 #define UNMAPPED_UNIFORM_LOC ~0u 44 45 void 46 program_resource_visitor::process(const glsl_type *type, const char *name, 47 bool use_std430_as_default) 48 { 49 assert(type->without_array()->is_record() 50 || type->without_array()->is_interface()); 51 52 unsigned record_array_count = 1; 53 char *name_copy = ralloc_strdup(NULL, name); 54 55 enum glsl_interface_packing packing = 56 type->get_internal_ifc_packing(use_std430_as_default); 57 58 recursion(type, &name_copy, strlen(name), false, NULL, packing, false, 59 record_array_count, NULL); 60 ralloc_free(name_copy); 61 } 62 63 void 64 program_resource_visitor::process(ir_variable *var, bool use_std430_as_default) 65 { 66 unsigned record_array_count = 1; 67 const bool row_major = 68 var->data.matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR; 69 70 enum glsl_interface_packing packing = var->get_interface_type() ? 71 var->get_interface_type()-> 72 get_internal_ifc_packing(use_std430_as_default) : 73 var->type->get_internal_ifc_packing(use_std430_as_default); 74 75 const glsl_type *t = 76 var->data.from_named_ifc_block ? var->get_interface_type() : var->type; 77 const glsl_type *t_without_array = t->without_array(); 78 79 /* false is always passed for the row_major parameter to the other 80 * processing functions because no information is available to do 81 * otherwise. See the warning in linker.h. 82 */ 83 if (t_without_array->is_record() || 84 (t->is_array() && t->fields.array->is_array())) { 85 char *name = ralloc_strdup(NULL, var->name); 86 recursion(var->type, &name, strlen(name), row_major, NULL, packing, 87 false, record_array_count, NULL); 88 ralloc_free(name); 89 } else if (t_without_array->is_interface()) { 90 char *name = ralloc_strdup(NULL, t_without_array->name); 91 const glsl_struct_field *ifc_member = var->data.from_named_ifc_block ? 92 &t_without_array-> 93 fields.structure[t_without_array->field_index(var->name)] : NULL; 94 95 recursion(t, &name, strlen(name), row_major, NULL, packing, 96 false, record_array_count, ifc_member); 97 ralloc_free(name); 98 } else { 99 this->set_record_array_count(record_array_count); 100 this->visit_field(t, var->name, row_major, NULL, packing, false); 101 } 102 } 103 104 void 105 program_resource_visitor::recursion(const glsl_type *t, char **name, 106 size_t name_length, bool row_major, 107 const glsl_type *record_type, 108 const enum glsl_interface_packing packing, 109 bool last_field, 110 unsigned record_array_count, 111 const glsl_struct_field *named_ifc_member) 112 { 113 /* Records need to have each field processed individually. 114 * 115 * Arrays of records need to have each array element processed 116 * individually, then each field of the resulting array elements processed 117 * individually. 118 */ 119 if (t->is_interface() && named_ifc_member) { 120 ralloc_asprintf_rewrite_tail(name, &name_length, ".%s", 121 named_ifc_member->name); 122 recursion(named_ifc_member->type, name, name_length, row_major, NULL, 123 packing, false, record_array_count, NULL); 124 } else if (t->is_record() || t->is_interface()) { 125 if (record_type == NULL && t->is_record()) 126 record_type = t; 127 128 if (t->is_record()) 129 this->enter_record(t, *name, row_major, packing); 130 131 for (unsigned i = 0; i < t->length; i++) { 132 const char *field = t->fields.structure[i].name; 133 size_t new_length = name_length; 134 135 if (t->is_interface() && t->fields.structure[i].offset != -1) 136 this->set_buffer_offset(t->fields.structure[i].offset); 137 138 /* Append '.field' to the current variable name. */ 139 if (name_length == 0) { 140 ralloc_asprintf_rewrite_tail(name, &new_length, "%s", field); 141 } else { 142 ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field); 143 } 144 145 /* The layout of structures at the top level of the block is set 146 * during parsing. For matrices contained in multiple levels of 147 * structures in the block, the inner structures have no layout. 148 * These cases must potentially inherit the layout from the outer 149 * levels. 150 */ 151 bool field_row_major = row_major; 152 const enum glsl_matrix_layout matrix_layout = 153 glsl_matrix_layout(t->fields.structure[i].matrix_layout); 154 if (matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) { 155 field_row_major = true; 156 } else if (matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) { 157 field_row_major = false; 158 } 159 160 recursion(t->fields.structure[i].type, name, new_length, 161 field_row_major, 162 record_type, 163 packing, 164 (i + 1) == t->length, record_array_count, NULL); 165 166 /* Only the first leaf-field of the record gets called with the 167 * record type pointer. 168 */ 169 record_type = NULL; 170 } 171 172 if (t->is_record()) { 173 (*name)[name_length] = '\0'; 174 this->leave_record(t, *name, row_major, packing); 175 } 176 } else if (t->without_array()->is_record() || 177 t->without_array()->is_interface() || 178 (t->is_array() && t->fields.array->is_array())) { 179 if (record_type == NULL && t->fields.array->is_record()) 180 record_type = t->fields.array; 181 182 unsigned length = t->length; 183 184 /* Shader storage block unsized arrays: add subscript [0] to variable 185 * names. 186 */ 187 if (t->is_unsized_array()) 188 length = 1; 189 190 record_array_count *= length; 191 192 for (unsigned i = 0; i < length; i++) { 193 size_t new_length = name_length; 194 195 /* Append the subscript to the current variable name */ 196 ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i); 197 198 recursion(t->fields.array, name, new_length, row_major, 199 record_type, 200 packing, 201 (i + 1) == t->length, record_array_count, 202 named_ifc_member); 203 204 /* Only the first leaf-field of the record gets called with the 205 * record type pointer. 206 */ 207 record_type = NULL; 208 } 209 } else { 210 this->set_record_array_count(record_array_count); 211 this->visit_field(t, *name, row_major, record_type, packing, last_field); 212 } 213 } 214 215 void 216 program_resource_visitor::enter_record(const glsl_type *, const char *, bool, 217 const enum glsl_interface_packing) 218 { 219 } 220 221 void 222 program_resource_visitor::leave_record(const glsl_type *, const char *, bool, 223 const enum glsl_interface_packing) 224 { 225 } 226 227 void 228 program_resource_visitor::set_buffer_offset(unsigned) 229 { 230 } 231 232 void 233 program_resource_visitor::set_record_array_count(unsigned) 234 { 235 } 236 237 namespace { 238 239 /** 240 * Class to help calculate the storage requirements for a set of uniforms 241 * 242 * As uniforms are added to the active set the number of active uniforms and 243 * the storage requirements for those uniforms are accumulated. The active 244 * uniforms are added to the hash table supplied to the constructor. 245 * 246 * If the same uniform is added multiple times (i.e., once for each shader 247 * target), it will only be accounted once. 248 */ 249 class count_uniform_size : public program_resource_visitor { 250 public: 251 count_uniform_size(struct string_to_uint_map *map, 252 struct string_to_uint_map *hidden_map, 253 bool use_std430_as_default) 254 : num_active_uniforms(0), num_hidden_uniforms(0), num_values(0), 255 num_shader_samplers(0), num_shader_images(0), 256 num_shader_uniform_components(0), num_shader_subroutines(0), 257 is_buffer_block(false), is_shader_storage(false), map(map), 258 hidden_map(hidden_map), current_var(NULL), 259 use_std430_as_default(use_std430_as_default) 260 { 261 /* empty */ 262 } 263 264 void start_shader() 265 { 266 this->num_shader_samplers = 0; 267 this->num_shader_images = 0; 268 this->num_shader_uniform_components = 0; 269 this->num_shader_subroutines = 0; 270 } 271 272 void process(ir_variable *var) 273 { 274 this->current_var = var; 275 this->is_buffer_block = var->is_in_buffer_block(); 276 this->is_shader_storage = var->is_in_shader_storage_block(); 277 if (var->is_interface_instance()) 278 program_resource_visitor::process(var->get_interface_type(), 279 var->get_interface_type()->name, 280 use_std430_as_default); 281 else 282 program_resource_visitor::process(var, use_std430_as_default); 283 } 284 285 /** 286 * Total number of active uniforms counted 287 */ 288 unsigned num_active_uniforms; 289 290 unsigned num_hidden_uniforms; 291 292 /** 293 * Number of data values required to back the storage for the active uniforms 294 */ 295 unsigned num_values; 296 297 /** 298 * Number of samplers used 299 */ 300 unsigned num_shader_samplers; 301 302 /** 303 * Number of images used 304 */ 305 unsigned num_shader_images; 306 307 /** 308 * Number of uniforms used in the current shader 309 */ 310 unsigned num_shader_uniform_components; 311 312 /** 313 * Number of subroutine uniforms used 314 */ 315 unsigned num_shader_subroutines; 316 317 bool is_buffer_block; 318 bool is_shader_storage; 319 320 struct string_to_uint_map *map; 321 322 private: 323 virtual void visit_field(const glsl_type *type, const char *name, 324 bool /* row_major */, 325 const glsl_type * /* record_type */, 326 const enum glsl_interface_packing, 327 bool /* last_field */) 328 { 329 assert(!type->without_array()->is_record()); 330 assert(!type->without_array()->is_interface()); 331 assert(!(type->is_array() && type->fields.array->is_array())); 332 333 /* Count the number of samplers regardless of whether the uniform is 334 * already in the hash table. The hash table prevents adding the same 335 * uniform for multiple shader targets, but in this case we want to 336 * count it for each shader target. 337 */ 338 const unsigned values = type->component_slots(); 339 if (type->contains_subroutine()) { 340 this->num_shader_subroutines += values; 341 } else if (type->contains_sampler() && !current_var->data.bindless) { 342 /* Samplers (bound or bindless) are counted as two components as 343 * specified by ARB_bindless_texture. */ 344 this->num_shader_samplers += values / 2; 345 } else if (type->contains_image() && !current_var->data.bindless) { 346 /* Images (bound or bindless) are counted as two components as 347 * specified by ARB_bindless_texture. */ 348 this->num_shader_images += values / 2; 349 350 /* As drivers are likely to represent image uniforms as 351 * scalar indices, count them against the limit of uniform 352 * components in the default block. The spec allows image 353 * uniforms to use up no more than one scalar slot. 354 */ 355 if (!is_shader_storage) 356 this->num_shader_uniform_components += values; 357 } else { 358 /* Accumulate the total number of uniform slots used by this shader. 359 * Note that samplers do not count against this limit because they 360 * don't use any storage on current hardware. 361 */ 362 if (!is_buffer_block) 363 this->num_shader_uniform_components += values; 364 } 365 366 /* If the uniform is already in the map, there's nothing more to do. 367 */ 368 unsigned id; 369 if (this->map->get(id, name)) 370 return; 371 372 if (this->current_var->data.how_declared == ir_var_hidden) { 373 this->hidden_map->put(this->num_hidden_uniforms, name); 374 this->num_hidden_uniforms++; 375 } else { 376 this->map->put(this->num_active_uniforms-this->num_hidden_uniforms, 377 name); 378 } 379 380 /* Each leaf uniform occupies one entry in the list of active 381 * uniforms. 382 */ 383 this->num_active_uniforms++; 384 385 if(!is_gl_identifier(name) && !is_shader_storage && !is_buffer_block) 386 this->num_values += values; 387 } 388 389 struct string_to_uint_map *hidden_map; 390 391 /** 392 * Current variable being processed. 393 */ 394 ir_variable *current_var; 395 396 bool use_std430_as_default; 397 }; 398 399 } /* anonymous namespace */ 400 401 unsigned 402 link_calculate_matrix_stride(const glsl_type *matrix, bool row_major, 403 enum glsl_interface_packing packing) 404 { 405 const unsigned N = matrix->is_double() ? 8 : 4; 406 const unsigned items = 407 row_major ? matrix->matrix_columns : matrix->vector_elements; 408 409 assert(items <= 4); 410 411 /* Matrix stride for std430 mat2xY matrices are not rounded up to 412 * vec4 size. 413 * 414 * Section 7.6.2.2 "Standard Uniform Block Layout" of the OpenGL 4.3 spec 415 * says: 416 * 417 * 2. If the member is a two- or four-component vector with components 418 * consuming N basic machine units, the base alignment is 2N or 4N, 419 * respectively. 420 * ... 421 * 4. If the member is an array of scalars or vectors, the base 422 * alignment and array stride are set to match the base alignment of 423 * a single array element, according to rules (1), (2), and (3), and 424 * rounded up to the base alignment of a vec4. 425 * ... 426 * 7. If the member is a row-major matrix with C columns and R rows, the 427 * matrix is stored identically to an array of R row vectors with C 428 * components each, according to rule (4). 429 * ... 430 * 431 * When using the std430 storage layout, shader storage blocks will be 432 * laid out in buffer storage identically to uniform and shader storage 433 * blocks using the std140 layout, except that the base alignment and 434 * stride of arrays of scalars and vectors in rule 4 and of structures 435 * in rule 9 are not rounded up a multiple of the base alignment of a 436 * vec4. 437 */ 438 return packing == GLSL_INTERFACE_PACKING_STD430 439 ? (items < 3 ? items * N : glsl_align(items * N, 16)) 440 : glsl_align(items * N, 16); 441 } 442 443 /** 444 * Class to help parcel out pieces of backing storage to uniforms 445 * 446 * Each uniform processed has some range of the \c gl_constant_value 447 * structures associated with it. The association is done by finding 448 * the uniform in the \c string_to_uint_map and using the value from 449 * the map to connect that slot in the \c gl_uniform_storage table 450 * with the next available slot in the \c gl_constant_value array. 451 * 452 * \warning 453 * This class assumes that every uniform that will be processed is 454 * already in the \c string_to_uint_map. In addition, it assumes that 455 * the \c gl_uniform_storage and \c gl_constant_value arrays are "big 456 * enough." 457 */ 458 class parcel_out_uniform_storage : public program_resource_visitor { 459 public: 460 parcel_out_uniform_storage(struct gl_shader_program *prog, 461 struct string_to_uint_map *map, 462 struct gl_uniform_storage *uniforms, 463 union gl_constant_value *values, 464 bool use_std430_as_default) 465 : prog(prog), map(map), uniforms(uniforms), 466 use_std430_as_default(use_std430_as_default), values(values), 467 bindless_targets(NULL), bindless_access(NULL) 468 { 469 } 470 471 virtual ~parcel_out_uniform_storage() 472 { 473 free(this->bindless_targets); 474 free(this->bindless_access); 475 } 476 477 void start_shader(gl_shader_stage shader_type) 478 { 479 assert(shader_type < MESA_SHADER_STAGES); 480 this->shader_type = shader_type; 481 482 this->shader_samplers_used = 0; 483 this->shader_shadow_samplers = 0; 484 this->next_sampler = 0; 485 this->next_image = 0; 486 this->next_subroutine = 0; 487 this->record_array_count = 1; 488 memset(this->targets, 0, sizeof(this->targets)); 489 490 this->num_bindless_samplers = 0; 491 this->next_bindless_sampler = 0; 492 free(this->bindless_targets); 493 this->bindless_targets = NULL; 494 495 this->num_bindless_images = 0; 496 this->next_bindless_image = 0; 497 free(this->bindless_access); 498 this->bindless_access = NULL; 499 } 500 501 void set_and_process(ir_variable *var) 502 { 503 current_var = var; 504 field_counter = 0; 505 this->record_next_sampler = new string_to_uint_map; 506 this->record_next_bindless_sampler = new string_to_uint_map; 507 this->record_next_image = new string_to_uint_map; 508 this->record_next_bindless_image = new string_to_uint_map; 509 510 buffer_block_index = -1; 511 if (var->is_in_buffer_block()) { 512 struct gl_uniform_block *blks = var->is_in_shader_storage_block() ? 513 prog->data->ShaderStorageBlocks : prog->data->UniformBlocks; 514 unsigned num_blks = var->is_in_shader_storage_block() ? 515 prog->data->NumShaderStorageBlocks : prog->data->NumUniformBlocks; 516 517 if (var->is_interface_instance() && var->type->is_array()) { 518 unsigned l = strlen(var->get_interface_type()->name); 519 520 for (unsigned i = 0; i < num_blks; i++) { 521 if (strncmp(var->get_interface_type()->name, blks[i].Name, l) 522 == 0 && blks[i].Name[l] == '[') { 523 buffer_block_index = i; 524 break; 525 } 526 } 527 } else { 528 for (unsigned i = 0; i < num_blks; i++) { 529 if (strcmp(var->get_interface_type()->name, blks[i].Name) == 0) { 530 buffer_block_index = i; 531 break; 532 } 533 } 534 } 535 assert(buffer_block_index != -1); 536 537 /* Uniform blocks that were specified with an instance name must be 538 * handled a little bit differently. The name of the variable is the 539 * name used to reference the uniform block instead of being the name 540 * of a variable within the block. Therefore, searching for the name 541 * within the block will fail. 542 */ 543 if (var->is_interface_instance()) { 544 ubo_byte_offset = 0; 545 process(var->get_interface_type(), 546 var->get_interface_type()->name, 547 use_std430_as_default); 548 } else { 549 const struct gl_uniform_block *const block = 550 &blks[buffer_block_index]; 551 552 assert(var->data.location != -1); 553 554 const struct gl_uniform_buffer_variable *const ubo_var = 555 &block->Uniforms[var->data.location]; 556 557 ubo_byte_offset = ubo_var->Offset; 558 process(var, use_std430_as_default); 559 } 560 } else { 561 /* Store any explicit location and reset data location so we can 562 * reuse this variable for storing the uniform slot number. 563 */ 564 this->explicit_location = current_var->data.location; 565 current_var->data.location = -1; 566 567 process(var, use_std430_as_default); 568 } 569 delete this->record_next_sampler; 570 delete this->record_next_bindless_sampler; 571 delete this->record_next_image; 572 delete this->record_next_bindless_image; 573 } 574 575 int buffer_block_index; 576 int ubo_byte_offset; 577 gl_shader_stage shader_type; 578 579 private: 580 bool set_opaque_indices(const glsl_type *base_type, 581 struct gl_uniform_storage *uniform, 582 const char *name, unsigned &next_index, 583 struct string_to_uint_map *record_next_index) 584 { 585 assert(base_type->is_sampler() || base_type->is_image()); 586 587 if (this->record_array_count > 1) { 588 unsigned inner_array_size = MAX2(1, uniform->array_elements); 589 char *name_copy = ralloc_strdup(NULL, name); 590 591 /* Remove all array subscripts from the sampler/image name */ 592 char *str_start; 593 const char *str_end; 594 while((str_start = strchr(name_copy, '[')) && 595 (str_end = strchr(name_copy, ']'))) { 596 memmove(str_start, str_end + 1, 1 + strlen(str_end + 1)); 597 } 598 599 unsigned index = 0; 600 if (record_next_index->get(index, name_copy)) { 601 /* In this case, we've already seen this uniform so we just use the 602 * next sampler/image index recorded the last time we visited. 603 */ 604 uniform->opaque[shader_type].index = index; 605 index = inner_array_size + uniform->opaque[shader_type].index; 606 record_next_index->put(index, name_copy); 607 608 ralloc_free(name_copy); 609 /* Return as everything else has already been initialised in a 610 * previous pass. 611 */ 612 return false; 613 } else { 614 /* We've never seen this uniform before so we need to allocate 615 * enough indices to store it. 616 * 617 * Nested struct arrays behave like arrays of arrays so we need to 618 * increase the index by the total number of elements of the 619 * sampler/image in case there is more than one sampler/image 620 * inside the structs. This allows the offset to be easily 621 * calculated for indirect indexing. 622 */ 623 uniform->opaque[shader_type].index = next_index; 624 next_index += inner_array_size * this->record_array_count; 625 626 /* Store the next index for future passes over the struct array 627 */ 628 index = uniform->opaque[shader_type].index + inner_array_size; 629 record_next_index->put(index, name_copy); 630 ralloc_free(name_copy); 631 } 632 } else { 633 /* Increment the sampler/image by 1 for non-arrays and by the number 634 * of array elements for arrays. 635 */ 636 uniform->opaque[shader_type].index = next_index; 637 next_index += MAX2(1, uniform->array_elements); 638 } 639 return true; 640 } 641 642 void handle_samplers(const glsl_type *base_type, 643 struct gl_uniform_storage *uniform, const char *name) 644 { 645 if (base_type->is_sampler()) { 646 uniform->opaque[shader_type].active = true; 647 648 const gl_texture_index target = base_type->sampler_index(); 649 const unsigned shadow = base_type->sampler_shadow; 650 651 if (current_var->data.bindless) { 652 if (!set_opaque_indices(base_type, uniform, name, 653 this->next_bindless_sampler, 654 this->record_next_bindless_sampler)) 655 return; 656 657 this->num_bindless_samplers = this->next_bindless_sampler; 658 659 this->bindless_targets = (gl_texture_index *) 660 realloc(this->bindless_targets, 661 this->num_bindless_samplers * sizeof(gl_texture_index)); 662 663 for (unsigned i = uniform->opaque[shader_type].index; 664 i < this->num_bindless_samplers; 665 i++) { 666 this->bindless_targets[i] = target; 667 } 668 } else { 669 if (!set_opaque_indices(base_type, uniform, name, 670 this->next_sampler, 671 this->record_next_sampler)) 672 return; 673 674 for (unsigned i = uniform->opaque[shader_type].index; 675 i < MIN2(this->next_sampler, MAX_SAMPLERS); 676 i++) { 677 this->targets[i] = target; 678 this->shader_samplers_used |= 1U << i; 679 this->shader_shadow_samplers |= shadow << i; 680 } 681 } 682 } 683 } 684 685 void handle_images(const glsl_type *base_type, 686 struct gl_uniform_storage *uniform, const char *name) 687 { 688 if (base_type->is_image()) { 689 uniform->opaque[shader_type].active = true; 690 691 /* Set image access qualifiers */ 692 const GLenum access = 693 (current_var->data.memory_read_only ? GL_READ_ONLY : 694 current_var->data.memory_write_only ? GL_WRITE_ONLY : 695 GL_READ_WRITE); 696 697 if (current_var->data.bindless) { 698 if (!set_opaque_indices(base_type, uniform, name, 699 this->next_bindless_image, 700 this->record_next_bindless_image)) 701 return; 702 703 this->num_bindless_images = this->next_bindless_image; 704 705 this->bindless_access = (GLenum *) 706 realloc(this->bindless_access, 707 this->num_bindless_images * sizeof(GLenum)); 708 709 for (unsigned i = uniform->opaque[shader_type].index; 710 i < this->num_bindless_images; 711 i++) { 712 this->bindless_access[i] = access; 713 } 714 } else { 715 if (!set_opaque_indices(base_type, uniform, name, 716 this->next_image, 717 this->record_next_image)) 718 return; 719 720 for (unsigned i = uniform->opaque[shader_type].index; 721 i < MIN2(this->next_image, MAX_IMAGE_UNIFORMS); 722 i++) { 723 prog->_LinkedShaders[shader_type]->Program->sh.ImageAccess[i] = access; 724 } 725 } 726 } 727 } 728 729 void handle_subroutines(const glsl_type *base_type, 730 struct gl_uniform_storage *uniform) 731 { 732 if (base_type->is_subroutine()) { 733 uniform->opaque[shader_type].index = this->next_subroutine; 734 uniform->opaque[shader_type].active = true; 735 736 prog->_LinkedShaders[shader_type]->Program->sh.NumSubroutineUniforms++; 737 738 /* Increment the subroutine index by 1 for non-arrays and by the 739 * number of array elements for arrays. 740 */ 741 this->next_subroutine += MAX2(1, uniform->array_elements); 742 743 } 744 } 745 746 virtual void set_buffer_offset(unsigned offset) 747 { 748 this->ubo_byte_offset = offset; 749 } 750 751 virtual void set_record_array_count(unsigned record_array_count) 752 { 753 this->record_array_count = record_array_count; 754 } 755 756 virtual void enter_record(const glsl_type *type, const char *, 757 bool row_major, 758 const enum glsl_interface_packing packing) 759 { 760 assert(type->is_record()); 761 if (this->buffer_block_index == -1) 762 return; 763 if (packing == GLSL_INTERFACE_PACKING_STD430) 764 this->ubo_byte_offset = glsl_align( 765 this->ubo_byte_offset, type->std430_base_alignment(row_major)); 766 else 767 this->ubo_byte_offset = glsl_align( 768 this->ubo_byte_offset, type->std140_base_alignment(row_major)); 769 } 770 771 virtual void leave_record(const glsl_type *type, const char *, 772 bool row_major, 773 const enum glsl_interface_packing packing) 774 { 775 assert(type->is_record()); 776 if (this->buffer_block_index == -1) 777 return; 778 if (packing == GLSL_INTERFACE_PACKING_STD430) 779 this->ubo_byte_offset = glsl_align( 780 this->ubo_byte_offset, type->std430_base_alignment(row_major)); 781 else 782 this->ubo_byte_offset = glsl_align( 783 this->ubo_byte_offset, type->std140_base_alignment(row_major)); 784 } 785 786 virtual void visit_field(const glsl_type *type, const char *name, 787 bool row_major, const glsl_type * /* record_type */, 788 const enum glsl_interface_packing packing, 789 bool /* last_field */) 790 { 791 assert(!type->without_array()->is_record()); 792 assert(!type->without_array()->is_interface()); 793 assert(!(type->is_array() && type->fields.array->is_array())); 794 795 unsigned id; 796 bool found = this->map->get(id, name); 797 assert(found); 798 799 if (!found) 800 return; 801 802 const glsl_type *base_type; 803 if (type->is_array()) { 804 this->uniforms[id].array_elements = type->length; 805 base_type = type->fields.array; 806 } else { 807 this->uniforms[id].array_elements = 0; 808 base_type = type; 809 } 810 811 /* Initialise opaque data */ 812 this->uniforms[id].opaque[shader_type].index = ~0; 813 this->uniforms[id].opaque[shader_type].active = false; 814 815 this->uniforms[id].active_shader_mask |= 1 << shader_type; 816 817 /* This assigns uniform indices to sampler and image uniforms. */ 818 handle_samplers(base_type, &this->uniforms[id], name); 819 handle_images(base_type, &this->uniforms[id], name); 820 handle_subroutines(base_type, &this->uniforms[id]); 821 822 /* For array of arrays or struct arrays the base location may have 823 * already been set so don't set it again. 824 */ 825 if (buffer_block_index == -1 && current_var->data.location == -1) { 826 current_var->data.location = id; 827 } 828 829 /* If there is already storage associated with this uniform or if the 830 * uniform is set as builtin, it means that it was set while processing 831 * an earlier shader stage. For example, we may be processing the 832 * uniform in the fragment shader, but the uniform was already processed 833 * in the vertex shader. 834 */ 835 if (this->uniforms[id].storage != NULL || this->uniforms[id].builtin) { 836 return; 837 } 838 839 /* Assign explicit locations. */ 840 if (current_var->data.explicit_location) { 841 /* Set sequential locations for struct fields. */ 842 if (current_var->type->without_array()->is_record() || 843 current_var->type->is_array_of_arrays()) { 844 const unsigned entries = MAX2(1, this->uniforms[id].array_elements); 845 this->uniforms[id].remap_location = 846 this->explicit_location + field_counter; 847 field_counter += entries; 848 } else { 849 this->uniforms[id].remap_location = this->explicit_location; 850 } 851 } else { 852 /* Initialize to to indicate that no location is set */ 853 this->uniforms[id].remap_location = UNMAPPED_UNIFORM_LOC; 854 } 855 856 this->uniforms[id].name = ralloc_strdup(this->uniforms, name); 857 this->uniforms[id].type = base_type; 858 this->uniforms[id].num_driver_storage = 0; 859 this->uniforms[id].driver_storage = NULL; 860 this->uniforms[id].atomic_buffer_index = -1; 861 this->uniforms[id].hidden = 862 current_var->data.how_declared == ir_var_hidden; 863 this->uniforms[id].builtin = is_gl_identifier(name); 864 865 this->uniforms[id].is_shader_storage = 866 current_var->is_in_shader_storage_block(); 867 this->uniforms[id].is_bindless = current_var->data.bindless; 868 869 /* Do not assign storage if the uniform is a builtin or buffer object */ 870 if (!this->uniforms[id].builtin && 871 !this->uniforms[id].is_shader_storage && 872 this->buffer_block_index == -1) 873 this->uniforms[id].storage = this->values; 874 875 if (this->buffer_block_index != -1) { 876 this->uniforms[id].block_index = this->buffer_block_index; 877 878 unsigned alignment = type->std140_base_alignment(row_major); 879 if (packing == GLSL_INTERFACE_PACKING_STD430) 880 alignment = type->std430_base_alignment(row_major); 881 this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, alignment); 882 this->uniforms[id].offset = this->ubo_byte_offset; 883 if (packing == GLSL_INTERFACE_PACKING_STD430) 884 this->ubo_byte_offset += type->std430_size(row_major); 885 else 886 this->ubo_byte_offset += type->std140_size(row_major); 887 888 if (type->is_array()) { 889 if (packing == GLSL_INTERFACE_PACKING_STD430) 890 this->uniforms[id].array_stride = 891 type->without_array()->std430_array_stride(row_major); 892 else 893 this->uniforms[id].array_stride = 894 glsl_align(type->without_array()->std140_size(row_major), 895 16); 896 } else { 897 this->uniforms[id].array_stride = 0; 898 } 899 900 if (type->without_array()->is_matrix()) { 901 this->uniforms[id].matrix_stride = 902 link_calculate_matrix_stride(type->without_array(), 903 row_major, 904 packing); 905 this->uniforms[id].row_major = row_major; 906 } else { 907 this->uniforms[id].matrix_stride = 0; 908 this->uniforms[id].row_major = false; 909 } 910 } else { 911 this->uniforms[id].block_index = -1; 912 this->uniforms[id].offset = -1; 913 this->uniforms[id].array_stride = -1; 914 this->uniforms[id].matrix_stride = -1; 915 this->uniforms[id].row_major = false; 916 } 917 918 if (!this->uniforms[id].builtin && 919 !this->uniforms[id].is_shader_storage && 920 this->buffer_block_index == -1) 921 this->values += type->component_slots(); 922 } 923 924 /** 925 * Current program being processed. 926 */ 927 struct gl_shader_program *prog; 928 929 struct string_to_uint_map *map; 930 931 struct gl_uniform_storage *uniforms; 932 unsigned next_sampler; 933 unsigned next_bindless_sampler; 934 unsigned next_image; 935 unsigned next_bindless_image; 936 unsigned next_subroutine; 937 938 bool use_std430_as_default; 939 940 /** 941 * Field counter is used to take care that uniform structures 942 * with explicit locations get sequential locations. 943 */ 944 unsigned field_counter; 945 946 /** 947 * Current variable being processed. 948 */ 949 ir_variable *current_var; 950 951 /* Used to store the explicit location from current_var so that we can 952 * reuse the location field for storing the uniform slot id. 953 */ 954 int explicit_location; 955 956 /* Stores total struct array elements including nested structs */ 957 unsigned record_array_count; 958 959 /* Map for temporarily storing next sampler index when handling samplers in 960 * struct arrays. 961 */ 962 struct string_to_uint_map *record_next_sampler; 963 964 /* Map for temporarily storing next imager index when handling images in 965 * struct arrays. 966 */ 967 struct string_to_uint_map *record_next_image; 968 969 /* Map for temporarily storing next bindless sampler index when handling 970 * bindless samplers in struct arrays. 971 */ 972 struct string_to_uint_map *record_next_bindless_sampler; 973 974 /* Map for temporarily storing next bindless image index when handling 975 * bindless images in struct arrays. 976 */ 977 struct string_to_uint_map *record_next_bindless_image; 978 979 public: 980 union gl_constant_value *values; 981 982 gl_texture_index targets[MAX_SAMPLERS]; 983 984 /** 985 * Mask of samplers used by the current shader stage. 986 */ 987 unsigned shader_samplers_used; 988 989 /** 990 * Mask of samplers used by the current shader stage for shadows. 991 */ 992 unsigned shader_shadow_samplers; 993 994 /** 995 * Number of bindless samplers used by the current shader stage. 996 */ 997 unsigned num_bindless_samplers; 998 999 /** 1000 * Texture targets for bindless samplers used by the current stage. 1001 */ 1002 gl_texture_index *bindless_targets; 1003 1004 /** 1005 * Number of bindless images used by the current shader stage. 1006 */ 1007 unsigned num_bindless_images; 1008 1009 /** 1010 * Access types for bindless images used by the current stage. 1011 */ 1012 GLenum *bindless_access; 1013 1014 }; 1015 1016 static bool 1017 variable_is_referenced(ir_array_refcount_visitor &v, ir_variable *var) 1018 { 1019 ir_array_refcount_entry *const entry = v.get_variable_entry(var); 1020 1021 return entry->is_referenced; 1022 1023 } 1024 1025 /** 1026 * Walks the IR and update the references to uniform blocks in the 1027 * ir_variables to point at linked shader's list (previously, they 1028 * would point at the uniform block list in one of the pre-linked 1029 * shaders). 1030 */ 1031 static void 1032 link_update_uniform_buffer_variables(struct gl_linked_shader *shader, 1033 unsigned stage) 1034 { 1035 ir_array_refcount_visitor v; 1036 1037 v.run(shader->ir); 1038 1039 foreach_in_list(ir_instruction, node, shader->ir) { 1040 ir_variable *const var = node->as_variable(); 1041 1042 if (var == NULL || !var->is_in_buffer_block()) 1043 continue; 1044 1045 assert(var->data.mode == ir_var_uniform || 1046 var->data.mode == ir_var_shader_storage); 1047 1048 unsigned num_blocks = var->data.mode == ir_var_uniform ? 1049 shader->Program->info.num_ubos : shader->Program->info.num_ssbos; 1050 struct gl_uniform_block **blks = var->data.mode == ir_var_uniform ? 1051 shader->Program->sh.UniformBlocks : 1052 shader->Program->sh.ShaderStorageBlocks; 1053 1054 if (var->is_interface_instance()) { 1055 const ir_array_refcount_entry *const entry = v.get_variable_entry(var); 1056 1057 if (entry->is_referenced) { 1058 /* Since this is an interface instance, the instance type will be 1059 * same as the array-stripped variable type. If the variable type 1060 * is an array, then the block names will be suffixed with [0] 1061 * through [n-1]. Unlike for non-interface instances, there will 1062 * not be structure types here, so the only name sentinel that we 1063 * have to worry about is [. 1064 */ 1065 assert(var->type->without_array() == var->get_interface_type()); 1066 const char sentinel = var->type->is_array() ? '[' : '\0'; 1067 1068 const ptrdiff_t len = strlen(var->get_interface_type()->name); 1069 for (unsigned i = 0; i < num_blocks; i++) { 1070 const char *const begin = blks[i]->Name; 1071 const char *const end = strchr(begin, sentinel); 1072 1073 if (end == NULL) 1074 continue; 1075 1076 if (len != (end - begin)) 1077 continue; 1078 1079 /* Even when a match is found, do not "break" here. This could 1080 * be an array of instances, and all elements of the array need 1081 * to be marked as referenced. 1082 */ 1083 if (strncmp(begin, var->get_interface_type()->name, len) == 0 && 1084 (!var->type->is_array() || 1085 entry->is_linearized_index_referenced(blks[i]->linearized_array_index))) { 1086 blks[i]->stageref |= 1U << stage; 1087 } 1088 } 1089 } 1090 1091 var->data.location = 0; 1092 continue; 1093 } 1094 1095 bool found = false; 1096 char sentinel = '\0'; 1097 1098 if (var->type->is_record()) { 1099 sentinel = '.'; 1100 } else if (var->type->is_array() && (var->type->fields.array->is_array() 1101 || var->type->without_array()->is_record())) { 1102 sentinel = '['; 1103 } 1104 1105 const unsigned l = strlen(var->name); 1106 for (unsigned i = 0; i < num_blocks; i++) { 1107 for (unsigned j = 0; j < blks[i]->NumUniforms; j++) { 1108 if (sentinel) { 1109 const char *begin = blks[i]->Uniforms[j].Name; 1110 const char *end = strchr(begin, sentinel); 1111 1112 if (end == NULL) 1113 continue; 1114 1115 if ((ptrdiff_t) l != (end - begin)) 1116 continue; 1117 1118 found = strncmp(var->name, begin, l) == 0; 1119 } else { 1120 found = strcmp(var->name, blks[i]->Uniforms[j].Name) == 0; 1121 } 1122 1123 if (found) { 1124 var->data.location = j; 1125 1126 if (variable_is_referenced(v, var)) 1127 blks[i]->stageref |= 1U << stage; 1128 1129 break; 1130 } 1131 } 1132 1133 if (found) 1134 break; 1135 } 1136 assert(found); 1137 } 1138 } 1139 1140 /** 1141 * Combine the hidden uniform hash map with the uniform hash map so that the 1142 * hidden uniforms will be given indicies at the end of the uniform storage 1143 * array. 1144 */ 1145 static void 1146 assign_hidden_uniform_slot_id(const char *name, unsigned hidden_id, 1147 void *closure) 1148 { 1149 count_uniform_size *uniform_size = (count_uniform_size *) closure; 1150 unsigned hidden_uniform_start = uniform_size->num_active_uniforms - 1151 uniform_size->num_hidden_uniforms; 1152 1153 uniform_size->map->put(hidden_uniform_start + hidden_id, name); 1154 } 1155 1156 /** 1157 * Search through the list of empty blocks to find one that fits the current 1158 * uniform. 1159 */ 1160 static int 1161 find_empty_block(struct gl_shader_program *prog, 1162 struct gl_uniform_storage *uniform) 1163 { 1164 const unsigned entries = MAX2(1, uniform->array_elements); 1165 1166 foreach_list_typed(struct empty_uniform_block, block, link, 1167 &prog->EmptyUniformLocations) { 1168 /* Found a block with enough slots to fit the uniform */ 1169 if (block->slots == entries) { 1170 unsigned start = block->start; 1171 exec_node_remove(&block->link); 1172 ralloc_free(block); 1173 1174 return start; 1175 /* Found a block with more slots than needed. It can still be used. */ 1176 } else if (block->slots > entries) { 1177 unsigned start = block->start; 1178 block->start += entries; 1179 block->slots -= entries; 1180 1181 return start; 1182 } 1183 } 1184 1185 return -1; 1186 } 1187 1188 static void 1189 link_setup_uniform_remap_tables(struct gl_context *ctx, 1190 struct gl_shader_program *prog) 1191 { 1192 unsigned total_entries = prog->NumExplicitUniformLocations; 1193 unsigned empty_locs = prog->NumUniformRemapTable - total_entries; 1194 1195 /* Reserve all the explicit locations of the active uniforms. */ 1196 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) { 1197 if (prog->data->UniformStorage[i].type->is_subroutine() || 1198 prog->data->UniformStorage[i].is_shader_storage) 1199 continue; 1200 1201 if (prog->data->UniformStorage[i].remap_location != 1202 UNMAPPED_UNIFORM_LOC) { 1203 /* How many new entries for this uniform? */ 1204 const unsigned entries = 1205 MAX2(1, prog->data->UniformStorage[i].array_elements); 1206 1207 /* Set remap table entries point to correct gl_uniform_storage. */ 1208 for (unsigned j = 0; j < entries; j++) { 1209 unsigned element_loc = 1210 prog->data->UniformStorage[i].remap_location + j; 1211 assert(prog->UniformRemapTable[element_loc] == 1212 INACTIVE_UNIFORM_EXPLICIT_LOCATION); 1213 prog->UniformRemapTable[element_loc] = 1214 &prog->data->UniformStorage[i]; 1215 } 1216 } 1217 } 1218 1219 /* Reserve locations for rest of the uniforms. */ 1220 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) { 1221 1222 if (prog->data->UniformStorage[i].type->is_subroutine() || 1223 prog->data->UniformStorage[i].is_shader_storage) 1224 continue; 1225 1226 /* Built-in uniforms should not get any location. */ 1227 if (prog->data->UniformStorage[i].builtin) 1228 continue; 1229 1230 /* Explicit ones have been set already. */ 1231 if (prog->data->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC) 1232 continue; 1233 1234 /* how many new entries for this uniform? */ 1235 const unsigned entries = 1236 MAX2(1, prog->data->UniformStorage[i].array_elements); 1237 1238 /* Find UniformRemapTable for empty blocks where we can fit this uniform. */ 1239 int chosen_location = -1; 1240 1241 if (empty_locs) 1242 chosen_location = find_empty_block(prog, &prog->data->UniformStorage[i]); 1243 1244 /* Add new entries to the total amount of entries. */ 1245 total_entries += entries; 1246 1247 if (chosen_location != -1) { 1248 empty_locs -= entries; 1249 } else { 1250 chosen_location = prog->NumUniformRemapTable; 1251 1252 /* resize remap table to fit new entries */ 1253 prog->UniformRemapTable = 1254 reralloc(prog, 1255 prog->UniformRemapTable, 1256 gl_uniform_storage *, 1257 prog->NumUniformRemapTable + entries); 1258 prog->NumUniformRemapTable += entries; 1259 } 1260 1261 /* set pointers for this uniform */ 1262 for (unsigned j = 0; j < entries; j++) 1263 prog->UniformRemapTable[chosen_location + j] = 1264 &prog->data->UniformStorage[i]; 1265 1266 /* set the base location in remap table for the uniform */ 1267 prog->data->UniformStorage[i].remap_location = chosen_location; 1268 } 1269 1270 /* Verify that total amount of entries for explicit and implicit locations 1271 * is less than MAX_UNIFORM_LOCATIONS. 1272 */ 1273 1274 if (total_entries > ctx->Const.MaxUserAssignableUniformLocations) { 1275 linker_error(prog, "count of uniform locations > MAX_UNIFORM_LOCATIONS" 1276 "(%u > %u)", total_entries, 1277 ctx->Const.MaxUserAssignableUniformLocations); 1278 } 1279 1280 /* Reserve all the explicit locations of the active subroutine uniforms. */ 1281 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) { 1282 if (!prog->data->UniformStorage[i].type->is_subroutine()) 1283 continue; 1284 1285 if (prog->data->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC) 1286 continue; 1287 1288 /* How many new entries for this uniform? */ 1289 const unsigned entries = 1290 MAX2(1, prog->data->UniformStorage[i].array_elements); 1291 1292 unsigned mask = prog->data->linked_stages; 1293 while (mask) { 1294 const int j = u_bit_scan(&mask); 1295 struct gl_program *p = prog->_LinkedShaders[j]->Program; 1296 1297 if (!prog->data->UniformStorage[i].opaque[j].active) 1298 continue; 1299 1300 /* Set remap table entries point to correct gl_uniform_storage. */ 1301 for (unsigned k = 0; k < entries; k++) { 1302 unsigned element_loc = 1303 prog->data->UniformStorage[i].remap_location + k; 1304 assert(p->sh.SubroutineUniformRemapTable[element_loc] == 1305 INACTIVE_UNIFORM_EXPLICIT_LOCATION); 1306 p->sh.SubroutineUniformRemapTable[element_loc] = 1307 &prog->data->UniformStorage[i]; 1308 } 1309 } 1310 } 1311 1312 /* reserve subroutine locations */ 1313 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) { 1314 if (!prog->data->UniformStorage[i].type->is_subroutine()) 1315 continue; 1316 1317 if (prog->data->UniformStorage[i].remap_location != 1318 UNMAPPED_UNIFORM_LOC) 1319 continue; 1320 1321 const unsigned entries = 1322 MAX2(1, prog->data->UniformStorage[i].array_elements); 1323 1324 unsigned mask = prog->data->linked_stages; 1325 while (mask) { 1326 const int j = u_bit_scan(&mask); 1327 struct gl_program *p = prog->_LinkedShaders[j]->Program; 1328 1329 if (!prog->data->UniformStorage[i].opaque[j].active) 1330 continue; 1331 1332 p->sh.SubroutineUniformRemapTable = 1333 reralloc(p, 1334 p->sh.SubroutineUniformRemapTable, 1335 gl_uniform_storage *, 1336 p->sh.NumSubroutineUniformRemapTable + entries); 1337 1338 for (unsigned k = 0; k < entries; k++) { 1339 p->sh.SubroutineUniformRemapTable[p->sh.NumSubroutineUniformRemapTable + k] = 1340 &prog->data->UniformStorage[i]; 1341 } 1342 prog->data->UniformStorage[i].remap_location = 1343 p->sh.NumSubroutineUniformRemapTable; 1344 p->sh.NumSubroutineUniformRemapTable += entries; 1345 } 1346 } 1347 } 1348 1349 static void 1350 link_assign_uniform_storage(struct gl_context *ctx, 1351 struct gl_shader_program *prog, 1352 const unsigned num_data_slots) 1353 { 1354 /* On the outside chance that there were no uniforms, bail out. 1355 */ 1356 if (prog->data->NumUniformStorage == 0) 1357 return; 1358 1359 unsigned int boolean_true = ctx->Const.UniformBooleanTrue; 1360 1361 union gl_constant_value *data; 1362 if (prog->data->UniformStorage == NULL) { 1363 prog->data->UniformStorage = rzalloc_array(prog->data, 1364 struct gl_uniform_storage, 1365 prog->data->NumUniformStorage); 1366 data = rzalloc_array(prog->data->UniformStorage, 1367 union gl_constant_value, num_data_slots); 1368 prog->data->UniformDataDefaults = 1369 rzalloc_array(prog->data->UniformStorage, 1370 union gl_constant_value, num_data_slots); 1371 } else { 1372 data = prog->data->UniformDataSlots; 1373 } 1374 1375 #ifndef NDEBUG 1376 union gl_constant_value *data_end = &data[num_data_slots]; 1377 #endif 1378 1379 parcel_out_uniform_storage parcel(prog, prog->UniformHash, 1380 prog->data->UniformStorage, data, 1381 ctx->Const.UseSTD430AsDefaultPacking); 1382 1383 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { 1384 struct gl_linked_shader *shader = prog->_LinkedShaders[i]; 1385 1386 if (!shader) 1387 continue; 1388 1389 parcel.start_shader((gl_shader_stage)i); 1390 1391 foreach_in_list(ir_instruction, node, shader->ir) { 1392 ir_variable *const var = node->as_variable(); 1393 1394 if ((var == NULL) || (var->data.mode != ir_var_uniform && 1395 var->data.mode != ir_var_shader_storage)) 1396 continue; 1397 1398 parcel.set_and_process(var); 1399 } 1400 1401 shader->Program->SamplersUsed = parcel.shader_samplers_used; 1402 shader->shadow_samplers = parcel.shader_shadow_samplers; 1403 1404 if (parcel.num_bindless_samplers > 0) { 1405 shader->Program->sh.NumBindlessSamplers = parcel.num_bindless_samplers; 1406 shader->Program->sh.BindlessSamplers = 1407 rzalloc_array(shader->Program, gl_bindless_sampler, 1408 parcel.num_bindless_samplers); 1409 for (unsigned j = 0; j < parcel.num_bindless_samplers; j++) { 1410 shader->Program->sh.BindlessSamplers[j].target = 1411 parcel.bindless_targets[j]; 1412 } 1413 } 1414 1415 if (parcel.num_bindless_images > 0) { 1416 shader->Program->sh.NumBindlessImages = parcel.num_bindless_images; 1417 shader->Program->sh.BindlessImages = 1418 rzalloc_array(shader->Program, gl_bindless_image, 1419 parcel.num_bindless_images); 1420 for (unsigned j = 0; j < parcel.num_bindless_images; j++) { 1421 shader->Program->sh.BindlessImages[j].access = 1422 parcel.bindless_access[j]; 1423 } 1424 } 1425 1426 STATIC_ASSERT(sizeof(shader->Program->sh.SamplerTargets) == 1427 sizeof(parcel.targets)); 1428 memcpy(shader->Program->sh.SamplerTargets, 1429 parcel.targets, 1430 sizeof(shader->Program->sh.SamplerTargets)); 1431 } 1432 1433 #ifndef NDEBUG 1434 for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) { 1435 assert(prog->data->UniformStorage[i].storage != NULL || 1436 prog->data->UniformStorage[i].builtin || 1437 prog->data->UniformStorage[i].is_shader_storage || 1438 prog->data->UniformStorage[i].block_index != -1); 1439 } 1440 1441 assert(parcel.values == data_end); 1442 #endif 1443 1444 link_setup_uniform_remap_tables(ctx, prog); 1445 1446 /* Set shader cache fields */ 1447 prog->data->NumUniformDataSlots = num_data_slots; 1448 prog->data->UniformDataSlots = data; 1449 1450 link_set_uniform_initializers(prog, boolean_true); 1451 } 1452 1453 void 1454 link_assign_uniform_locations(struct gl_shader_program *prog, 1455 struct gl_context *ctx) 1456 { 1457 ralloc_free(prog->data->UniformStorage); 1458 prog->data->UniformStorage = NULL; 1459 prog->data->NumUniformStorage = 0; 1460 1461 if (prog->UniformHash != NULL) { 1462 prog->UniformHash->clear(); 1463 } else { 1464 prog->UniformHash = new string_to_uint_map; 1465 } 1466 1467 /* First pass: Count the uniform resources used by the user-defined 1468 * uniforms. While this happens, each active uniform will have an index 1469 * assigned to it. 1470 * 1471 * Note: this is *NOT* the index that is returned to the application by 1472 * glGetUniformLocation. 1473 */ 1474 struct string_to_uint_map *hiddenUniforms = new string_to_uint_map; 1475 count_uniform_size uniform_size(prog->UniformHash, hiddenUniforms, 1476 ctx->Const.UseSTD430AsDefaultPacking); 1477 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { 1478 struct gl_linked_shader *sh = prog->_LinkedShaders[i]; 1479 1480 if (sh == NULL) 1481 continue; 1482 1483 link_update_uniform_buffer_variables(sh, i); 1484 1485 /* Reset various per-shader target counts. 1486 */ 1487 uniform_size.start_shader(); 1488 1489 foreach_in_list(ir_instruction, node, sh->ir) { 1490 ir_variable *const var = node->as_variable(); 1491 1492 if ((var == NULL) || (var->data.mode != ir_var_uniform && 1493 var->data.mode != ir_var_shader_storage)) 1494 continue; 1495 1496 uniform_size.process(var); 1497 } 1498 1499 sh->Program->info.num_textures = uniform_size.num_shader_samplers; 1500 sh->Program->info.num_images = uniform_size.num_shader_images; 1501 sh->num_uniform_components = uniform_size.num_shader_uniform_components; 1502 sh->num_combined_uniform_components = sh->num_uniform_components; 1503 1504 for (unsigned i = 0; i < sh->Program->info.num_ubos; i++) { 1505 sh->num_combined_uniform_components += 1506 sh->Program->sh.UniformBlocks[i]->UniformBufferSize / 4; 1507 } 1508 } 1509 1510 prog->data->NumUniformStorage = uniform_size.num_active_uniforms; 1511 prog->data->NumHiddenUniforms = uniform_size.num_hidden_uniforms; 1512 1513 /* assign hidden uniforms a slot id */ 1514 hiddenUniforms->iterate(assign_hidden_uniform_slot_id, &uniform_size); 1515 delete hiddenUniforms; 1516 1517 link_assign_uniform_storage(ctx, prog, uniform_size.num_values); 1518 } 1519