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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 static inline unsigned int
     33 align(unsigned int a, unsigned int align)
     34 {
     35    return (a + align - 1) / align * align;
     36 }
     37 
     38 /**
     39  * \file link_uniforms.cpp
     40  * Assign locations for GLSL uniforms.
     41  *
     42  * \author Ian Romanick <ian.d.romanick (at) intel.com>
     43  */
     44 
     45 /**
     46  * Count the backing storage requirements for a type
     47  */
     48 static unsigned
     49 values_for_type(const glsl_type *type)
     50 {
     51    if (type->is_sampler()) {
     52       return 1;
     53    } else if (type->is_array() && type->fields.array->is_sampler()) {
     54       return type->array_size();
     55    } else {
     56       return type->component_slots();
     57    }
     58 }
     59 
     60 void
     61 uniform_field_visitor::process(ir_variable *var)
     62 {
     63    const glsl_type *t = var->type;
     64 
     65    /* Only strdup the name if we actually will need to modify it. */
     66    if (t->is_record() || (t->is_array() && t->fields.array->is_record())) {
     67       char *name = ralloc_strdup(NULL, var->name);
     68       recursion(var->type, &name, strlen(name));
     69       ralloc_free(name);
     70    } else {
     71       this->visit_field(t, var->name);
     72    }
     73 }
     74 
     75 void
     76 uniform_field_visitor::recursion(const glsl_type *t, char **name,
     77 				 size_t name_length)
     78 {
     79    /* Records need to have each field processed individually.
     80     *
     81     * Arrays of records need to have each array element processed
     82     * individually, then each field of the resulting array elements processed
     83     * individually.
     84     */
     85    if (t->is_record()) {
     86       for (unsigned i = 0; i < t->length; i++) {
     87 	 const char *field = t->fields.structure[i].name;
     88 	 size_t new_length = name_length;
     89 
     90 	 /* Append '.field' to the current uniform name. */
     91 	 ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
     92 
     93 	 recursion(t->fields.structure[i].type, name, new_length);
     94       }
     95    } else if (t->is_array() && t->fields.array->is_record()) {
     96       for (unsigned i = 0; i < t->length; i++) {
     97 	 size_t new_length = name_length;
     98 
     99 	 /* Append the subscript to the current uniform name */
    100 	 ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
    101 
    102 	 recursion(t->fields.array, name, new_length);
    103       }
    104    } else {
    105       this->visit_field(t, *name);
    106    }
    107 }
    108 
    109 /**
    110  * Class to help calculate the storage requirements for a set of uniforms
    111  *
    112  * As uniforms are added to the active set the number of active uniforms and
    113  * the storage requirements for those uniforms are accumulated.  The active
    114  * uniforms are added the the hash table supplied to the constructor.
    115  *
    116  * If the same uniform is added multiple times (i.e., once for each shader
    117  * target), it will only be accounted once.
    118  */
    119 class count_uniform_size : public uniform_field_visitor {
    120 public:
    121    count_uniform_size(struct string_to_uint_map *map)
    122       : num_active_uniforms(0), num_values(0), num_shader_samplers(0),
    123 	num_shader_uniform_components(0), map(map)
    124    {
    125       /* empty */
    126    }
    127 
    128    void start_shader()
    129    {
    130       this->num_shader_samplers = 0;
    131       this->num_shader_uniform_components = 0;
    132    }
    133 
    134    /**
    135     * Total number of active uniforms counted
    136     */
    137    unsigned num_active_uniforms;
    138 
    139    /**
    140     * Number of data values required to back the storage for the active uniforms
    141     */
    142    unsigned num_values;
    143 
    144    /**
    145     * Number of samplers used
    146     */
    147    unsigned num_shader_samplers;
    148 
    149    /**
    150     * Number of uniforms used in the current shader
    151     */
    152    unsigned num_shader_uniform_components;
    153 
    154 private:
    155    virtual void visit_field(const glsl_type *type, const char *name)
    156    {
    157       assert(!type->is_record());
    158       assert(!(type->is_array() && type->fields.array->is_record()));
    159 
    160       /* Count the number of samplers regardless of whether the uniform is
    161        * already in the hash table.  The hash table prevents adding the same
    162        * uniform for multiple shader targets, but in this case we want to
    163        * count it for each shader target.
    164        */
    165       const unsigned values = values_for_type(type);
    166       if (type->contains_sampler()) {
    167 	 this->num_shader_samplers +=
    168 	    type->is_array() ? type->array_size() : 1;
    169       } else {
    170 	 /* Accumulate the total number of uniform slots used by this shader.
    171 	  * Note that samplers do not count against this limit because they
    172 	  * don't use any storage on current hardware.
    173 	  */
    174 	 this->num_shader_uniform_components += values;
    175       }
    176 
    177       /* If the uniform is already in the map, there's nothing more to do.
    178        */
    179       unsigned id;
    180       if (this->map->get(id, name))
    181 	 return;
    182 
    183       this->map->put(this->num_active_uniforms, name);
    184 
    185       /* Each leaf uniform occupies one entry in the list of active
    186        * uniforms.
    187        */
    188       this->num_active_uniforms++;
    189       this->num_values += values;
    190    }
    191 
    192    struct string_to_uint_map *map;
    193 };
    194 
    195 /**
    196  * Class to help parcel out pieces of backing storage to uniforms
    197  *
    198  * Each uniform processed has some range of the \c gl_constant_value
    199  * structures associated with it.  The association is done by finding
    200  * the uniform in the \c string_to_uint_map and using the value from
    201  * the map to connect that slot in the \c gl_uniform_storage table
    202  * with the next available slot in the \c gl_constant_value array.
    203  *
    204  * \warning
    205  * This class assumes that every uniform that will be processed is
    206  * already in the \c string_to_uint_map.  In addition, it assumes that
    207  * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
    208  * enough."
    209  */
    210 class parcel_out_uniform_storage : public uniform_field_visitor {
    211 public:
    212    parcel_out_uniform_storage(struct string_to_uint_map *map,
    213 			      struct gl_uniform_storage *uniforms,
    214 			      union gl_constant_value *values)
    215       : map(map), uniforms(uniforms), next_sampler(0), values(values)
    216    {
    217       memset(this->targets, 0, sizeof(this->targets));
    218    }
    219 
    220    void start_shader()
    221    {
    222       this->shader_samplers_used = 0;
    223       this->shader_shadow_samplers = 0;
    224    }
    225 
    226    void set_and_process(struct gl_shader_program *prog,
    227 			struct gl_shader *shader,
    228 			ir_variable *var)
    229    {
    230       ubo_var = NULL;
    231       if (var->uniform_block != -1) {
    232 	 struct gl_uniform_block *block =
    233 	    &shader->UniformBlocks[var->uniform_block];
    234 
    235 	 ubo_block_index = -1;
    236 	 for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
    237 	    if (!strcmp(prog->UniformBlocks[i].Name,
    238 			shader->UniformBlocks[var->uniform_block].Name)) {
    239 	       ubo_block_index = i;
    240 	       break;
    241 	    }
    242 	 }
    243 	 assert(ubo_block_index != -1);
    244 
    245 	 ubo_var_index = var->location;
    246 	 ubo_var = &block->Uniforms[var->location];
    247 	 ubo_byte_offset = ubo_var->Offset;
    248       }
    249 
    250       process(var);
    251    }
    252 
    253    struct gl_uniform_buffer_variable *ubo_var;
    254    int ubo_block_index;
    255    int ubo_var_index;
    256    int ubo_byte_offset;
    257 
    258 private:
    259    virtual void visit_field(const glsl_type *type, const char *name)
    260    {
    261       assert(!type->is_record());
    262       assert(!(type->is_array() && type->fields.array->is_record()));
    263 
    264       unsigned id;
    265       bool found = this->map->get(id, name);
    266       assert(found);
    267 
    268       if (!found)
    269 	 return;
    270 
    271       /* If there is already storage associated with this uniform, it means
    272        * that it was set while processing an earlier shader stage.  For
    273        * example, we may be processing the uniform in the fragment shader, but
    274        * the uniform was already processed in the vertex shader.
    275        */
    276       if (this->uniforms[id].storage != NULL) {
    277 	 /* If the uniform already has storage set from another shader stage,
    278 	  * mark the samplers used for this shader stage.
    279 	  */
    280 	 if (type->contains_sampler()) {
    281 	    const unsigned count = MAX2(1, this->uniforms[id].array_elements);
    282 	    const unsigned shadow = (type->is_array())
    283 	       ? type->fields.array->sampler_shadow : type->sampler_shadow;
    284 
    285 	    for (unsigned i = 0; i < count; i++) {
    286 	       const unsigned s = this->uniforms[id].sampler + i;
    287 
    288 	       this->shader_samplers_used |= 1U << s;
    289 	       this->shader_shadow_samplers |= shadow << s;
    290 	    }
    291 	 }
    292 
    293 	 return;
    294       }
    295 
    296       const glsl_type *base_type;
    297       if (type->is_array()) {
    298 	 this->uniforms[id].array_elements = type->length;
    299 	 base_type = type->fields.array;
    300       } else {
    301 	 this->uniforms[id].array_elements = 0;
    302 	 base_type = type;
    303       }
    304 
    305       if (base_type->is_sampler()) {
    306 	 this->uniforms[id].sampler = this->next_sampler;
    307 
    308 	 /* Increment the sampler by 1 for non-arrays and by the number of
    309 	  * array elements for arrays.
    310 	  */
    311 	 this->next_sampler += MAX2(1, this->uniforms[id].array_elements);
    312 
    313 	 const gl_texture_index target = base_type->sampler_index();
    314 	 const unsigned shadow = base_type->sampler_shadow;
    315 	 for (unsigned i = this->uniforms[id].sampler
    316 		 ; i < MIN2(this->next_sampler, MAX_SAMPLERS)
    317 		 ; i++) {
    318 	    this->targets[i] = target;
    319 	    this->shader_samplers_used |= 1U << i;
    320 	    this->shader_shadow_samplers |= shadow << i;
    321 	 }
    322 
    323       } else {
    324 	 this->uniforms[id].sampler = ~0;
    325       }
    326 
    327       this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
    328       this->uniforms[id].type = base_type;
    329       this->uniforms[id].initialized = 0;
    330       this->uniforms[id].num_driver_storage = 0;
    331       this->uniforms[id].driver_storage = NULL;
    332       this->uniforms[id].storage = this->values;
    333       if (this->ubo_var) {
    334 	 this->uniforms[id].block_index = this->ubo_block_index;
    335 
    336 	 unsigned alignment = type->std140_base_alignment(ubo_var->RowMajor);
    337 	 this->ubo_byte_offset = align(this->ubo_byte_offset, alignment);
    338 	 this->uniforms[id].offset = this->ubo_byte_offset;
    339 	 this->ubo_byte_offset += type->std140_size(ubo_var->RowMajor);
    340 
    341 	 if (type->is_array()) {
    342 	    this->uniforms[id].array_stride =
    343 	       align(type->fields.array->std140_size(ubo_var->RowMajor), 16);
    344 	 } else {
    345 	    this->uniforms[id].array_stride = 0;
    346 	 }
    347 
    348 	 if (type->is_matrix() ||
    349 	     (type->is_array() && type->fields.array->is_matrix())) {
    350 	    this->uniforms[id].matrix_stride = 16;
    351 	    this->uniforms[id].row_major = ubo_var->RowMajor;
    352 	 } else {
    353 	    this->uniforms[id].matrix_stride = 0;
    354 	    this->uniforms[id].row_major = false;
    355 	 }
    356       } else {
    357 	 this->uniforms[id].block_index = -1;
    358 	 this->uniforms[id].offset = -1;
    359 	 this->uniforms[id].array_stride = -1;
    360 	 this->uniforms[id].matrix_stride = -1;
    361 	 this->uniforms[id].row_major = false;
    362       }
    363 
    364       this->values += values_for_type(type);
    365    }
    366 
    367    struct string_to_uint_map *map;
    368 
    369    struct gl_uniform_storage *uniforms;
    370    unsigned next_sampler;
    371 
    372 public:
    373    union gl_constant_value *values;
    374 
    375    gl_texture_index targets[MAX_SAMPLERS];
    376 
    377    /**
    378     * Mask of samplers used by the current shader stage.
    379     */
    380    unsigned shader_samplers_used;
    381 
    382    /**
    383     * Mask of samplers used by the current shader stage for shadows.
    384     */
    385    unsigned shader_shadow_samplers;
    386 };
    387 
    388 /**
    389  * Merges a uniform block into an array of uniform blocks that may or
    390  * may not already contain a copy of it.
    391  *
    392  * Returns the index of the new block in the array.
    393  */
    394 int
    395 link_cross_validate_uniform_block(void *mem_ctx,
    396 				  struct gl_uniform_block **linked_blocks,
    397 				  unsigned int *num_linked_blocks,
    398 				  struct gl_uniform_block *new_block)
    399 {
    400    for (unsigned int i = 0; i < *num_linked_blocks; i++) {
    401       struct gl_uniform_block *old_block = &(*linked_blocks)[i];
    402       if (strcmp(old_block->Name, new_block->Name) == 0) {
    403 	 if (old_block->NumUniforms != new_block->NumUniforms) {
    404 	    return -1;
    405 	 }
    406 
    407 	 for (unsigned j = 0; j < old_block->NumUniforms; j++) {
    408 	    if (strcmp(old_block->Uniforms[j].Name,
    409 		       new_block->Uniforms[j].Name) != 0)
    410 	       return -1;
    411 
    412 	    if (old_block->Uniforms[j].Offset !=
    413 		new_block->Uniforms[j].Offset)
    414 	       return -1;
    415 
    416 	    if (old_block->Uniforms[j].RowMajor !=
    417 		new_block->Uniforms[j].RowMajor)
    418 	       return -1;
    419 	 }
    420 	 return i;
    421       }
    422    }
    423 
    424    *linked_blocks = reralloc(mem_ctx, *linked_blocks,
    425 			     struct gl_uniform_block,
    426 			     *num_linked_blocks + 1);
    427    int linked_block_index = (*num_linked_blocks)++;
    428    struct gl_uniform_block *linked_block = &(*linked_blocks)[linked_block_index];
    429 
    430    memcpy(linked_block, new_block, sizeof(*new_block));
    431    linked_block->Uniforms = ralloc_array(*linked_blocks,
    432 					 struct gl_uniform_buffer_variable,
    433 					 linked_block->NumUniforms);
    434 
    435    memcpy(linked_block->Uniforms,
    436 	  new_block->Uniforms,
    437 	  sizeof(*linked_block->Uniforms) * linked_block->NumUniforms);
    438 
    439    for (unsigned int i = 0; i < linked_block->NumUniforms; i++) {
    440       struct gl_uniform_buffer_variable *ubo_var =
    441 	 &linked_block->Uniforms[i];
    442 
    443       ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
    444    }
    445 
    446    return linked_block_index;
    447 }
    448 
    449 /**
    450  * Walks the IR and update the references to uniform blocks in the
    451  * ir_variables to point at linked shader's list (previously, they
    452  * would point at the uniform block list in one of the pre-linked
    453  * shaders).
    454  */
    455 static bool
    456 link_update_uniform_buffer_variables(struct gl_shader *shader)
    457 {
    458    foreach_list(node, shader->ir) {
    459       ir_variable *const var = ((ir_instruction *) node)->as_variable();
    460 
    461       if ((var == NULL) || (var->uniform_block == -1))
    462 	 continue;
    463 
    464       assert(var->mode == ir_var_uniform);
    465 
    466       bool found = false;
    467       for (unsigned i = 0; i < shader->NumUniformBlocks; i++) {
    468 	 for (unsigned j = 0; j < shader->UniformBlocks[i].NumUniforms; j++) {
    469 	    if (!strcmp(var->name, shader->UniformBlocks[i].Uniforms[j].Name)) {
    470 	       found = true;
    471 	       var->uniform_block = i;
    472 	       var->location = j;
    473 	       break;
    474 	    }
    475 	 }
    476 	 if (found)
    477 	    break;
    478       }
    479       assert(found);
    480    }
    481 
    482    return true;
    483 }
    484 
    485 void
    486 link_assign_uniform_block_offsets(struct gl_shader *shader)
    487 {
    488    for (unsigned b = 0; b < shader->NumUniformBlocks; b++) {
    489       struct gl_uniform_block *block = &shader->UniformBlocks[b];
    490 
    491       unsigned offset = 0;
    492       for (unsigned int i = 0; i < block->NumUniforms; i++) {
    493 	 struct gl_uniform_buffer_variable *ubo_var = &block->Uniforms[i];
    494 	 const struct glsl_type *type = ubo_var->Type;
    495 
    496 	 unsigned alignment = type->std140_base_alignment(ubo_var->RowMajor);
    497 	 unsigned size = type->std140_size(ubo_var->RowMajor);
    498 
    499 	 offset = align(offset, alignment);
    500 	 ubo_var->Offset = offset;
    501 	 offset += size;
    502       }
    503 
    504       /* From the GL_ARB_uniform_buffer_object spec:
    505        *
    506        *     "For uniform blocks laid out according to [std140] rules,
    507        *      the minimum buffer object size returned by the
    508        *      UNIFORM_BLOCK_DATA_SIZE query is derived by taking the
    509        *      offset of the last basic machine unit consumed by the
    510        *      last uniform of the uniform block (including any
    511        *      end-of-array or end-of-structure padding), adding one,
    512        *      and rounding up to the next multiple of the base
    513        *      alignment required for a vec4."
    514        */
    515       block->UniformBufferSize = align(offset, 16);
    516    }
    517 }
    518 
    519 void
    520 link_assign_uniform_locations(struct gl_shader_program *prog)
    521 {
    522    ralloc_free(prog->UniformStorage);
    523    prog->UniformStorage = NULL;
    524    prog->NumUserUniformStorage = 0;
    525 
    526    if (prog->UniformHash != NULL) {
    527       prog->UniformHash->clear();
    528    } else {
    529       prog->UniformHash = new string_to_uint_map;
    530    }
    531 
    532    /* Uniforms that lack an initializer in the shader code have an initial
    533     * value of zero.  This includes sampler uniforms.
    534     *
    535     * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
    536     *
    537     *     "The link time initial value is either the value of the variable's
    538     *     initializer, if present, or 0 if no initializer is present. Sampler
    539     *     types cannot have initializers."
    540     */
    541    memset(prog->SamplerUnits, 0, sizeof(prog->SamplerUnits));
    542 
    543    for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
    544       if (prog->_LinkedShaders[i] == NULL)
    545 	 continue;
    546 
    547       if (!link_update_uniform_buffer_variables(prog->_LinkedShaders[i]))
    548 	 return;
    549    }
    550 
    551    /* First pass: Count the uniform resources used by the user-defined
    552     * uniforms.  While this happens, each active uniform will have an index
    553     * assigned to it.
    554     *
    555     * Note: this is *NOT* the index that is returned to the application by
    556     * glGetUniformLocation.
    557     */
    558    count_uniform_size uniform_size(prog->UniformHash);
    559    for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
    560       if (prog->_LinkedShaders[i] == NULL)
    561 	 continue;
    562 
    563       /* Reset various per-shader target counts.
    564        */
    565       uniform_size.start_shader();
    566 
    567       foreach_list(node, prog->_LinkedShaders[i]->ir) {
    568 	 ir_variable *const var = ((ir_instruction *) node)->as_variable();
    569 
    570 	 if ((var == NULL) || (var->mode != ir_var_uniform))
    571 	    continue;
    572 
    573 	 /* FINISHME: Update code to process built-in uniforms!
    574 	  */
    575 	 if (strncmp("gl_", var->name, 3) == 0)
    576 	    continue;
    577 
    578 	 uniform_size.process(var);
    579       }
    580 
    581       prog->_LinkedShaders[i]->num_samplers = uniform_size.num_shader_samplers;
    582       prog->_LinkedShaders[i]->num_uniform_components =
    583 	 uniform_size.num_shader_uniform_components;
    584    }
    585 
    586    const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
    587    const unsigned num_data_slots = uniform_size.num_values;
    588 
    589    /* On the outside chance that there were no uniforms, bail out.
    590     */
    591    if (num_user_uniforms == 0)
    592       return;
    593 
    594    struct gl_uniform_storage *uniforms =
    595       rzalloc_array(prog, struct gl_uniform_storage, num_user_uniforms);
    596    union gl_constant_value *data =
    597       rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
    598 #ifndef NDEBUG
    599    union gl_constant_value *data_end = &data[num_data_slots];
    600 #endif
    601 
    602    parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
    603 
    604    for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
    605       if (prog->_LinkedShaders[i] == NULL)
    606 	 continue;
    607 
    608       /* Reset various per-shader target counts.
    609        */
    610       parcel.start_shader();
    611 
    612       foreach_list(node, prog->_LinkedShaders[i]->ir) {
    613 	 ir_variable *const var = ((ir_instruction *) node)->as_variable();
    614 
    615 	 if ((var == NULL) || (var->mode != ir_var_uniform))
    616 	    continue;
    617 
    618 	 /* FINISHME: Update code to process built-in uniforms!
    619 	  */
    620 	 if (strncmp("gl_", var->name, 3) == 0)
    621 	    continue;
    622 
    623 	 parcel.set_and_process(prog, prog->_LinkedShaders[i], var);
    624       }
    625 
    626       prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
    627       prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
    628    }
    629 
    630    assert(sizeof(prog->SamplerTargets) == sizeof(parcel.targets));
    631    memcpy(prog->SamplerTargets, parcel.targets, sizeof(prog->SamplerTargets));
    632 
    633 #ifndef NDEBUG
    634    for (unsigned i = 0; i < num_user_uniforms; i++) {
    635       assert(uniforms[i].storage != NULL);
    636    }
    637 
    638    assert(parcel.values == data_end);
    639 #endif
    640 
    641    prog->NumUserUniformStorage = num_user_uniforms;
    642    prog->UniformStorage = uniforms;
    643 
    644    link_set_uniform_initializers(prog);
    645 
    646    return;
    647 }
    648