90b1dd03e5
glGetUniformIndices requires that the block instance index not be present in the name of queried uniforms. However, gl_uniform_buffer_variable::Name will include the instance index. The IndexName field is added to handle this difference. Note that currently IndexName will always point to the same string as Name. This will change soon. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Carl Worth <cworth@cworth.org>
724 lines
23 KiB
C++
724 lines
23 KiB
C++
/*
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* Copyright © 2011 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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#include "main/core.h"
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#include "ir.h"
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#include "linker.h"
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#include "ir_uniform.h"
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#include "glsl_symbol_table.h"
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#include "program/hash_table.h"
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#include "program.h"
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/**
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* \file link_uniforms.cpp
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* Assign locations for GLSL uniforms.
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*
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* \author Ian Romanick <ian.d.romanick@intel.com>
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*/
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/**
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* Count the backing storage requirements for a type
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*/
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static unsigned
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values_for_type(const glsl_type *type)
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{
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if (type->is_sampler()) {
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return 1;
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} else if (type->is_array() && type->fields.array->is_sampler()) {
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return type->array_size();
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} else {
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return type->component_slots();
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}
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}
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void
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uniform_field_visitor::process(const glsl_type *type, const char *name)
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{
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assert(type->is_record()
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|| (type->is_array() && type->fields.array->is_record())
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|| type->is_interface()
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|| (type->is_array() && type->fields.array->is_interface()));
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char *name_copy = ralloc_strdup(NULL, name);
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recursion(type, &name_copy, strlen(name), false);
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ralloc_free(name_copy);
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}
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void
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uniform_field_visitor::process(ir_variable *var)
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{
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const glsl_type *t = var->type;
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/* false is always passed for the row_major parameter to the other
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* processing functions because no information is available to do
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* otherwise. See the warning in linker.h.
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*/
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/* Only strdup the name if we actually will need to modify it. */
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if (t->is_record() || (t->is_array() && t->fields.array->is_record())) {
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char *name = ralloc_strdup(NULL, var->name);
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recursion(var->type, &name, strlen(name), false);
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ralloc_free(name);
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} else if (t->is_interface()) {
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char *name = ralloc_strdup(NULL, var->type->name);
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recursion(var->type, &name, strlen(name), false);
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ralloc_free(name);
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} else if (t->is_array() && t->fields.array->is_interface()) {
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char *name = ralloc_strdup(NULL, var->type->fields.array->name);
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recursion(var->type, &name, strlen(name), false);
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ralloc_free(name);
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} else {
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this->visit_field(t, var->name, false);
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}
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}
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void
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uniform_field_visitor::recursion(const glsl_type *t, char **name,
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size_t name_length, bool row_major)
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{
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/* Records need to have each field processed individually.
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*
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* Arrays of records need to have each array element processed
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* individually, then each field of the resulting array elements processed
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* individually.
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*/
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if (t->is_record() || t->is_interface()) {
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for (unsigned i = 0; i < t->length; i++) {
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const char *field = t->fields.structure[i].name;
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size_t new_length = name_length;
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if (t->fields.structure[i].type->is_record())
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this->visit_field(&t->fields.structure[i]);
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/* Append '.field' to the current uniform name. */
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if (name_length == 0) {
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ralloc_asprintf_rewrite_tail(name, &new_length, "%s", field);
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} else {
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ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
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}
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recursion(t->fields.structure[i].type, name, new_length,
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t->fields.structure[i].row_major);
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}
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} else if (t->is_array() && (t->fields.array->is_record()
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|| t->fields.array->is_interface())) {
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for (unsigned i = 0; i < t->length; i++) {
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size_t new_length = name_length;
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/* Append the subscript to the current uniform name */
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ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
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recursion(t->fields.array, name, new_length,
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t->fields.structure[i].row_major);
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}
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} else {
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this->visit_field(t, *name, row_major);
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}
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}
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void
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uniform_field_visitor::visit_field(const glsl_struct_field *field)
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{
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(void) field;
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/* empty */
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}
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/**
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* Class to help calculate the storage requirements for a set of uniforms
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*
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* As uniforms are added to the active set the number of active uniforms and
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* the storage requirements for those uniforms are accumulated. The active
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* uniforms are added the the hash table supplied to the constructor.
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*
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* If the same uniform is added multiple times (i.e., once for each shader
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* target), it will only be accounted once.
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*/
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class count_uniform_size : public uniform_field_visitor {
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public:
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count_uniform_size(struct string_to_uint_map *map)
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: num_active_uniforms(0), num_values(0), num_shader_samplers(0),
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num_shader_uniform_components(0), map(map)
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{
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/* empty */
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}
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void start_shader()
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{
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this->num_shader_samplers = 0;
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this->num_shader_uniform_components = 0;
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}
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void process(ir_variable *var)
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{
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if (var->is_interface_instance())
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uniform_field_visitor::process(var->interface_type,
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var->interface_type->name);
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else
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uniform_field_visitor::process(var);
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}
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/**
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* Total number of active uniforms counted
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*/
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unsigned num_active_uniforms;
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/**
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* Number of data values required to back the storage for the active uniforms
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*/
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unsigned num_values;
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/**
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* Number of samplers used
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*/
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unsigned num_shader_samplers;
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/**
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* Number of uniforms used in the current shader
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*/
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unsigned num_shader_uniform_components;
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private:
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virtual void visit_field(const glsl_type *type, const char *name,
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bool row_major)
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{
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assert(!type->is_record());
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assert(!(type->is_array() && type->fields.array->is_record()));
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assert(!type->is_interface());
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assert(!(type->is_array() && type->fields.array->is_interface()));
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(void) row_major;
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/* Count the number of samplers regardless of whether the uniform is
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* already in the hash table. The hash table prevents adding the same
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* uniform for multiple shader targets, but in this case we want to
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* count it for each shader target.
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*/
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const unsigned values = values_for_type(type);
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if (type->contains_sampler()) {
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this->num_shader_samplers +=
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type->is_array() ? type->array_size() : 1;
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} else {
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/* Accumulate the total number of uniform slots used by this shader.
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* Note that samplers do not count against this limit because they
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* don't use any storage on current hardware.
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*/
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this->num_shader_uniform_components += values;
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}
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/* If the uniform is already in the map, there's nothing more to do.
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*/
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unsigned id;
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if (this->map->get(id, name))
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return;
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this->map->put(this->num_active_uniforms, name);
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/* Each leaf uniform occupies one entry in the list of active
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* uniforms.
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*/
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this->num_active_uniforms++;
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this->num_values += values;
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}
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struct string_to_uint_map *map;
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};
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/**
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* Class to help parcel out pieces of backing storage to uniforms
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*
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* Each uniform processed has some range of the \c gl_constant_value
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* structures associated with it. The association is done by finding
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* the uniform in the \c string_to_uint_map and using the value from
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* the map to connect that slot in the \c gl_uniform_storage table
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* with the next available slot in the \c gl_constant_value array.
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*
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* \warning
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* This class assumes that every uniform that will be processed is
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* already in the \c string_to_uint_map. In addition, it assumes that
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* the \c gl_uniform_storage and \c gl_constant_value arrays are "big
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* enough."
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*/
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class parcel_out_uniform_storage : public uniform_field_visitor {
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public:
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parcel_out_uniform_storage(struct string_to_uint_map *map,
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struct gl_uniform_storage *uniforms,
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union gl_constant_value *values)
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: map(map), uniforms(uniforms), next_sampler(0), values(values)
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{
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memset(this->targets, 0, sizeof(this->targets));
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}
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void start_shader()
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{
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this->shader_samplers_used = 0;
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this->shader_shadow_samplers = 0;
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}
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void set_and_process(struct gl_shader_program *prog,
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ir_variable *var)
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{
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ubo_block_index = -1;
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if (var->is_in_uniform_block()) {
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if (var->is_interface_instance() && var->type->is_array()) {
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unsigned l = strlen(var->interface_type->name);
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for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
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if (strncmp(var->interface_type->name,
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prog->UniformBlocks[i].Name,
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l) == 0
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&& prog->UniformBlocks[i].Name[l] == '[') {
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ubo_block_index = i;
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break;
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}
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}
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} else {
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for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
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if (strcmp(var->interface_type->name,
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prog->UniformBlocks[i].Name) == 0) {
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ubo_block_index = i;
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break;
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}
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}
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}
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assert(ubo_block_index != -1);
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/* Uniform blocks that were specified with an instance name must be
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* handled a little bit differently. The name of the variable is the
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* name used to reference the uniform block instead of being the name
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* of a variable within the block. Therefore, searching for the name
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* within the block will fail.
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*/
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if (var->is_interface_instance()) {
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ubo_byte_offset = 0;
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ubo_row_major = false;
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} else {
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const struct gl_uniform_block *const block =
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&prog->UniformBlocks[ubo_block_index];
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assert(var->location != -1);
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const struct gl_uniform_buffer_variable *const ubo_var =
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&block->Uniforms[var->location];
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ubo_row_major = ubo_var->RowMajor;
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ubo_byte_offset = ubo_var->Offset;
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}
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if (var->is_interface_instance())
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process(var->interface_type, var->interface_type->name);
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else
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process(var);
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} else
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process(var);
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}
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int ubo_block_index;
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int ubo_byte_offset;
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bool ubo_row_major;
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private:
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virtual void visit_field(const glsl_type *type, const char *name,
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bool row_major)
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{
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assert(!type->is_record());
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assert(!(type->is_array() && type->fields.array->is_record()));
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assert(!type->is_interface());
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assert(!(type->is_array() && type->fields.array->is_interface()));
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(void) row_major;
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unsigned id;
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bool found = this->map->get(id, name);
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assert(found);
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if (!found)
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return;
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/* If there is already storage associated with this uniform, it means
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* that it was set while processing an earlier shader stage. For
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* example, we may be processing the uniform in the fragment shader, but
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* the uniform was already processed in the vertex shader.
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*/
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if (this->uniforms[id].storage != NULL) {
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/* If the uniform already has storage set from another shader stage,
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* mark the samplers used for this shader stage.
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*/
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if (type->contains_sampler()) {
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const unsigned count = MAX2(1, this->uniforms[id].array_elements);
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const unsigned shadow = (type->is_array())
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? type->fields.array->sampler_shadow : type->sampler_shadow;
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for (unsigned i = 0; i < count; i++) {
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const unsigned s = this->uniforms[id].sampler + i;
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this->shader_samplers_used |= 1U << s;
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this->shader_shadow_samplers |= shadow << s;
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}
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}
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return;
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}
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const glsl_type *base_type;
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if (type->is_array()) {
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this->uniforms[id].array_elements = type->length;
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base_type = type->fields.array;
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} else {
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this->uniforms[id].array_elements = 0;
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base_type = type;
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}
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if (base_type->is_sampler()) {
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this->uniforms[id].sampler = this->next_sampler;
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/* Increment the sampler by 1 for non-arrays and by the number of
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* array elements for arrays.
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*/
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this->next_sampler += MAX2(1, this->uniforms[id].array_elements);
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const gl_texture_index target = base_type->sampler_index();
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const unsigned shadow = base_type->sampler_shadow;
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for (unsigned i = this->uniforms[id].sampler
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; i < MIN2(this->next_sampler, MAX_SAMPLERS)
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; i++) {
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this->targets[i] = target;
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this->shader_samplers_used |= 1U << i;
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this->shader_shadow_samplers |= shadow << i;
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}
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} else {
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this->uniforms[id].sampler = ~0;
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}
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this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
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this->uniforms[id].type = base_type;
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this->uniforms[id].initialized = 0;
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this->uniforms[id].num_driver_storage = 0;
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this->uniforms[id].driver_storage = NULL;
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this->uniforms[id].storage = this->values;
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if (this->ubo_block_index != -1) {
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this->uniforms[id].block_index = this->ubo_block_index;
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unsigned alignment = type->std140_base_alignment(ubo_row_major);
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this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, alignment);
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this->uniforms[id].offset = this->ubo_byte_offset;
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this->ubo_byte_offset += type->std140_size(ubo_row_major);
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if (type->is_array()) {
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this->uniforms[id].array_stride =
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glsl_align(type->fields.array->std140_size(ubo_row_major), 16);
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} else {
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this->uniforms[id].array_stride = 0;
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}
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if (type->is_matrix() ||
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(type->is_array() && type->fields.array->is_matrix())) {
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this->uniforms[id].matrix_stride = 16;
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this->uniforms[id].row_major = ubo_row_major;
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} else {
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this->uniforms[id].matrix_stride = 0;
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this->uniforms[id].row_major = false;
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}
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} else {
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this->uniforms[id].block_index = -1;
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this->uniforms[id].offset = -1;
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this->uniforms[id].array_stride = -1;
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this->uniforms[id].matrix_stride = -1;
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this->uniforms[id].row_major = false;
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}
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this->values += values_for_type(type);
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}
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struct string_to_uint_map *map;
|
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|
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struct gl_uniform_storage *uniforms;
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unsigned next_sampler;
|
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public:
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union gl_constant_value *values;
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gl_texture_index targets[MAX_SAMPLERS];
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/**
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* Mask of samplers used by the current shader stage.
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*/
|
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unsigned shader_samplers_used;
|
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|
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/**
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* Mask of samplers used by the current shader stage for shadows.
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*/
|
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unsigned shader_shadow_samplers;
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};
|
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|
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/**
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* Merges a uniform block into an array of uniform blocks that may or
|
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* may not already contain a copy of it.
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*
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* Returns the index of the new block in the array.
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*/
|
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int
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link_cross_validate_uniform_block(void *mem_ctx,
|
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struct gl_uniform_block **linked_blocks,
|
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unsigned int *num_linked_blocks,
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struct gl_uniform_block *new_block)
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{
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for (unsigned int i = 0; i < *num_linked_blocks; i++) {
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struct gl_uniform_block *old_block = &(*linked_blocks)[i];
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if (strcmp(old_block->Name, new_block->Name) == 0)
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return link_uniform_blocks_are_compatible(old_block, new_block)
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? i : -1;
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}
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|
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*linked_blocks = reralloc(mem_ctx, *linked_blocks,
|
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struct gl_uniform_block,
|
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*num_linked_blocks + 1);
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int linked_block_index = (*num_linked_blocks)++;
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struct gl_uniform_block *linked_block = &(*linked_blocks)[linked_block_index];
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memcpy(linked_block, new_block, sizeof(*new_block));
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linked_block->Uniforms = ralloc_array(*linked_blocks,
|
|
struct gl_uniform_buffer_variable,
|
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linked_block->NumUniforms);
|
|
|
|
memcpy(linked_block->Uniforms,
|
|
new_block->Uniforms,
|
|
sizeof(*linked_block->Uniforms) * linked_block->NumUniforms);
|
|
|
|
for (unsigned int i = 0; i < linked_block->NumUniforms; i++) {
|
|
struct gl_uniform_buffer_variable *ubo_var =
|
|
&linked_block->Uniforms[i];
|
|
|
|
if (ubo_var->Name == ubo_var->IndexName) {
|
|
ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
|
|
ubo_var->IndexName = ubo_var->Name;
|
|
} else {
|
|
ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
|
|
ubo_var->IndexName = ralloc_strdup(*linked_blocks, ubo_var->IndexName);
|
|
}
|
|
}
|
|
|
|
return linked_block_index;
|
|
}
|
|
|
|
/**
|
|
* Walks the IR and update the references to uniform blocks in the
|
|
* ir_variables to point at linked shader's list (previously, they
|
|
* would point at the uniform block list in one of the pre-linked
|
|
* shaders).
|
|
*/
|
|
static void
|
|
link_update_uniform_buffer_variables(struct gl_shader *shader)
|
|
{
|
|
foreach_list(node, shader->ir) {
|
|
ir_variable *const var = ((ir_instruction *) node)->as_variable();
|
|
|
|
if ((var == NULL) || !var->is_in_uniform_block())
|
|
continue;
|
|
|
|
assert(var->mode == ir_var_uniform);
|
|
|
|
bool found = false;
|
|
for (unsigned i = 0; i < shader->NumUniformBlocks; i++) {
|
|
for (unsigned j = 0; j < shader->UniformBlocks[i].NumUniforms; j++) {
|
|
if (!strcmp(var->name, shader->UniformBlocks[i].Uniforms[j].Name)) {
|
|
found = true;
|
|
var->uniform_block = i;
|
|
var->location = j;
|
|
break;
|
|
}
|
|
}
|
|
if (found)
|
|
break;
|
|
}
|
|
assert(found);
|
|
}
|
|
}
|
|
|
|
void
|
|
link_assign_uniform_block_offsets(struct gl_shader *shader)
|
|
{
|
|
for (unsigned b = 0; b < shader->NumUniformBlocks; b++) {
|
|
struct gl_uniform_block *block = &shader->UniformBlocks[b];
|
|
|
|
unsigned offset = 0;
|
|
for (unsigned int i = 0; i < block->NumUniforms; i++) {
|
|
struct gl_uniform_buffer_variable *ubo_var = &block->Uniforms[i];
|
|
const struct glsl_type *type = ubo_var->Type;
|
|
|
|
unsigned alignment = type->std140_base_alignment(ubo_var->RowMajor);
|
|
unsigned size = type->std140_size(ubo_var->RowMajor);
|
|
|
|
offset = glsl_align(offset, alignment);
|
|
ubo_var->Offset = offset;
|
|
offset += size;
|
|
}
|
|
|
|
/* From the GL_ARB_uniform_buffer_object spec:
|
|
*
|
|
* "For uniform blocks laid out according to [std140] rules,
|
|
* the minimum buffer object size returned by the
|
|
* UNIFORM_BLOCK_DATA_SIZE query is derived by taking the
|
|
* offset of the last basic machine unit consumed by the
|
|
* last uniform of the uniform block (including any
|
|
* end-of-array or end-of-structure padding), adding one,
|
|
* and rounding up to the next multiple of the base
|
|
* alignment required for a vec4."
|
|
*/
|
|
block->UniformBufferSize = glsl_align(offset, 16);
|
|
}
|
|
}
|
|
|
|
void
|
|
link_assign_uniform_locations(struct gl_shader_program *prog)
|
|
{
|
|
ralloc_free(prog->UniformStorage);
|
|
prog->UniformStorage = NULL;
|
|
prog->NumUserUniformStorage = 0;
|
|
|
|
if (prog->UniformHash != NULL) {
|
|
prog->UniformHash->clear();
|
|
} else {
|
|
prog->UniformHash = new string_to_uint_map;
|
|
}
|
|
|
|
/* Uniforms that lack an initializer in the shader code have an initial
|
|
* value of zero. This includes sampler uniforms.
|
|
*
|
|
* Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
|
|
*
|
|
* "The link time initial value is either the value of the variable's
|
|
* initializer, if present, or 0 if no initializer is present. Sampler
|
|
* types cannot have initializers."
|
|
*/
|
|
memset(prog->SamplerUnits, 0, sizeof(prog->SamplerUnits));
|
|
|
|
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
|
|
if (prog->_LinkedShaders[i] == NULL)
|
|
continue;
|
|
|
|
link_update_uniform_buffer_variables(prog->_LinkedShaders[i]);
|
|
}
|
|
|
|
/* First pass: Count the uniform resources used by the user-defined
|
|
* uniforms. While this happens, each active uniform will have an index
|
|
* assigned to it.
|
|
*
|
|
* Note: this is *NOT* the index that is returned to the application by
|
|
* glGetUniformLocation.
|
|
*/
|
|
count_uniform_size uniform_size(prog->UniformHash);
|
|
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
|
|
if (prog->_LinkedShaders[i] == NULL)
|
|
continue;
|
|
|
|
/* Reset various per-shader target counts.
|
|
*/
|
|
uniform_size.start_shader();
|
|
|
|
foreach_list(node, prog->_LinkedShaders[i]->ir) {
|
|
ir_variable *const var = ((ir_instruction *) node)->as_variable();
|
|
|
|
if ((var == NULL) || (var->mode != ir_var_uniform))
|
|
continue;
|
|
|
|
/* FINISHME: Update code to process built-in uniforms!
|
|
*/
|
|
if (strncmp("gl_", var->name, 3) == 0) {
|
|
uniform_size.num_shader_uniform_components +=
|
|
var->type->component_slots();
|
|
continue;
|
|
}
|
|
|
|
uniform_size.process(var);
|
|
}
|
|
|
|
prog->_LinkedShaders[i]->num_samplers = uniform_size.num_shader_samplers;
|
|
prog->_LinkedShaders[i]->num_uniform_components =
|
|
uniform_size.num_shader_uniform_components;
|
|
}
|
|
|
|
const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
|
|
const unsigned num_data_slots = uniform_size.num_values;
|
|
|
|
/* On the outside chance that there were no uniforms, bail out.
|
|
*/
|
|
if (num_user_uniforms == 0)
|
|
return;
|
|
|
|
struct gl_uniform_storage *uniforms =
|
|
rzalloc_array(prog, struct gl_uniform_storage, num_user_uniforms);
|
|
union gl_constant_value *data =
|
|
rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
|
|
#ifndef NDEBUG
|
|
union gl_constant_value *data_end = &data[num_data_slots];
|
|
#endif
|
|
|
|
parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
|
|
|
|
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
|
|
if (prog->_LinkedShaders[i] == NULL)
|
|
continue;
|
|
|
|
/* Reset various per-shader target counts.
|
|
*/
|
|
parcel.start_shader();
|
|
|
|
foreach_list(node, prog->_LinkedShaders[i]->ir) {
|
|
ir_variable *const var = ((ir_instruction *) node)->as_variable();
|
|
|
|
if ((var == NULL) || (var->mode != ir_var_uniform))
|
|
continue;
|
|
|
|
/* FINISHME: Update code to process built-in uniforms!
|
|
*/
|
|
if (strncmp("gl_", var->name, 3) == 0)
|
|
continue;
|
|
|
|
parcel.set_and_process(prog, var);
|
|
}
|
|
|
|
prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
|
|
prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
|
|
}
|
|
|
|
assert(sizeof(prog->SamplerTargets) == sizeof(parcel.targets));
|
|
memcpy(prog->SamplerTargets, parcel.targets, sizeof(prog->SamplerTargets));
|
|
|
|
#ifndef NDEBUG
|
|
for (unsigned i = 0; i < num_user_uniforms; i++) {
|
|
assert(uniforms[i].storage != NULL);
|
|
}
|
|
|
|
assert(parcel.values == data_end);
|
|
#endif
|
|
|
|
prog->NumUserUniformStorage = num_user_uniforms;
|
|
prog->UniformStorage = uniforms;
|
|
|
|
link_set_uniform_initializers(prog);
|
|
|
|
return;
|
|
}
|