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1 /*
2  * Copyright © 2018 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 DEALINGS
21  * IN THE SOFTWARE.
22  */
23 
24 #include "nir.h"
25 #include "gl_nir_linker.h"
26 #include "compiler/glsl/ir_uniform.h" /* for gl_uniform_storage */
27 #include "main/shader_types.h"
28 #include "main/consts_exts.h"
29 
30 struct set_opaque_binding_closure {
31    struct gl_shader_program *shader_prog;
32    struct gl_program *prog;
33    const nir_variable *var;
34    int binding;
35    int location;
36 };
37 
38 static void
set_opaque_binding(struct set_opaque_binding_closure * data,const struct glsl_type * type)39 set_opaque_binding(struct set_opaque_binding_closure *data,
40                    const struct glsl_type *type)
41 {
42    if (glsl_type_is_array(type) &&
43        glsl_type_is_array(glsl_get_array_element(type))) {
44       const struct glsl_type *element_type = glsl_get_array_element(type);
45 
46       for (unsigned int i = 0; i < glsl_get_length(type); i++)
47          set_opaque_binding(data, element_type);
48 
49       return;
50    }
51 
52    if (data->location < 0 ||
53        data->location >= data->prog->sh.data->NumUniformStorage)
54       return;
55 
56    struct gl_uniform_storage *storage =
57       data->prog->sh.data->UniformStorage + data->location++;
58 
59    const unsigned elements = MAX2(storage->array_elements, 1);
60 
61    for (unsigned int i = 0; i < elements; i++)
62       storage->storage[i].i = data->binding++;
63 
64    for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
65       struct gl_linked_shader *shader = data->shader_prog->_LinkedShaders[sh];
66 
67       if (!shader)
68          continue;
69       if (!storage->opaque[sh].active)
70          continue;
71 
72       if (glsl_type_is_sampler(storage->type)) {
73          for (unsigned i = 0; i < elements; i++) {
74             const unsigned index = storage->opaque[sh].index + i;
75 
76             if (storage->is_bindless) {
77                if (index >= shader->Program->sh.NumBindlessSamplers)
78                   break;
79                shader->Program->sh.BindlessSamplers[index].unit =
80                   storage->storage[i].i;
81                shader->Program->sh.BindlessSamplers[index].bound = true;
82                shader->Program->sh.HasBoundBindlessSampler = true;
83             } else {
84                if (index >= ARRAY_SIZE(shader->Program->SamplerUnits))
85                   break;
86                shader->Program->SamplerUnits[index] =
87                   storage->storage[i].i;
88             }
89          }
90       } else if (glsl_type_is_image(storage->type)) {
91          for (unsigned i = 0; i < elements; i++) {
92             const unsigned index = storage->opaque[sh].index + i;
93 
94             if (storage->is_bindless) {
95                if (index >= shader->Program->sh.NumBindlessImages)
96                   break;
97                shader->Program->sh.BindlessImages[index].unit =
98                   storage->storage[i].i;
99                shader->Program->sh.BindlessImages[index].bound = true;
100                shader->Program->sh.HasBoundBindlessImage = true;
101             } else {
102                if (index >= ARRAY_SIZE(shader->Program->sh.ImageUnits))
103                   break;
104                shader->Program->sh.ImageUnits[index] =
105                   storage->storage[i].i;
106             }
107          }
108       }
109    }
110 }
111 
112 static void
copy_constant_to_storage(union gl_constant_value * storage,const nir_constant * val,const struct glsl_type * type,unsigned int boolean_true)113 copy_constant_to_storage(union gl_constant_value *storage,
114                          const nir_constant *val,
115                          const struct glsl_type *type,
116                          unsigned int boolean_true)
117 {
118    const enum glsl_base_type base_type = glsl_get_base_type(type);
119    const unsigned n_columns = glsl_get_matrix_columns(type);
120    const unsigned n_rows = glsl_get_vector_elements(type);
121    unsigned dmul = glsl_base_type_is_64bit(base_type) ? 2 : 1;
122    int i = 0;
123 
124    if (n_columns > 1) {
125       const struct glsl_type *column_type = glsl_get_column_type(type);
126       for (unsigned int column = 0; column < n_columns; column++) {
127          copy_constant_to_storage(&storage[i], val->elements[column],
128                                   column_type, boolean_true);
129          i += n_rows * dmul;
130       }
131    } else {
132       for (unsigned int row = 0; row < n_rows; row++) {
133          switch (base_type) {
134          case GLSL_TYPE_UINT:
135             storage[i].u = val->values[row].u32;
136             break;
137          case GLSL_TYPE_INT:
138          case GLSL_TYPE_SAMPLER:
139             storage[i].i = val->values[row].i32;
140             break;
141          case GLSL_TYPE_FLOAT:
142             storage[i].f = val->values[row].f32;
143             break;
144          case GLSL_TYPE_DOUBLE:
145          case GLSL_TYPE_UINT64:
146          case GLSL_TYPE_INT64:
147             /* XXX need to check on big-endian */
148             memcpy(&storage[i].u, &val->values[row].f64, sizeof(double));
149             break;
150          case GLSL_TYPE_BOOL:
151             storage[i].b = val->values[row].u32 ? boolean_true : 0;
152             break;
153          case GLSL_TYPE_ARRAY:
154          case GLSL_TYPE_STRUCT:
155          case GLSL_TYPE_TEXTURE:
156          case GLSL_TYPE_IMAGE:
157          case GLSL_TYPE_ATOMIC_UINT:
158          case GLSL_TYPE_INTERFACE:
159          case GLSL_TYPE_VOID:
160          case GLSL_TYPE_SUBROUTINE:
161          case GLSL_TYPE_FUNCTION:
162          case GLSL_TYPE_ERROR:
163          case GLSL_TYPE_UINT16:
164          case GLSL_TYPE_INT16:
165          case GLSL_TYPE_UINT8:
166          case GLSL_TYPE_INT8:
167          case GLSL_TYPE_FLOAT16:
168             /* All other types should have already been filtered by other
169              * paths in the caller.
170              */
171             assert(!"Should not get here.");
172             break;
173          }
174          i += dmul;
175       }
176    }
177 }
178 
179 struct set_uniform_initializer_closure {
180    struct gl_shader_program *shader_prog;
181    struct gl_program *prog;
182    const nir_variable *var;
183    int location;
184    unsigned int boolean_true;
185 };
186 
187 static void
set_uniform_initializer(struct set_uniform_initializer_closure * data,const struct glsl_type * type,const nir_constant * val)188 set_uniform_initializer(struct set_uniform_initializer_closure *data,
189                         const struct glsl_type *type,
190                         const nir_constant *val)
191 {
192    const struct glsl_type *t_without_array = glsl_without_array(type);
193 
194    if (glsl_type_is_struct_or_ifc(type)) {
195       for (unsigned int i = 0; i < glsl_get_length(type); i++) {
196          const struct glsl_type *field_type = glsl_get_struct_field(type, i);
197          set_uniform_initializer(data, field_type, val->elements[i]);
198       }
199       return;
200    }
201 
202    if (glsl_type_is_struct_or_ifc(t_without_array) ||
203        (glsl_type_is_array(type) &&
204         glsl_type_is_array(glsl_get_array_element(type)))) {
205       const struct glsl_type *element_type = glsl_get_array_element(type);
206 
207       for (unsigned int i = 0; i < glsl_get_length(type); i++)
208          set_uniform_initializer(data, element_type, val->elements[i]);
209 
210       return;
211    }
212 
213    if (data->location < 0 ||
214        data->location >= data->prog->sh.data->NumUniformStorage)
215       return;
216 
217    struct gl_uniform_storage *storage =
218       data->prog->sh.data->UniformStorage + data->location++;
219 
220    if (glsl_type_is_array(type)) {
221       const struct glsl_type *element_type = glsl_get_array_element(type);
222       const enum glsl_base_type base_type = glsl_get_base_type(element_type);
223       const unsigned int elements = glsl_get_components(element_type);
224       unsigned int idx = 0;
225       unsigned dmul = glsl_base_type_is_64bit(base_type) ? 2 : 1;
226 
227       assert(glsl_get_length(type) >= storage->array_elements);
228       for (unsigned int i = 0; i < storage->array_elements; i++) {
229          copy_constant_to_storage(&storage->storage[idx],
230                                   val->elements[i],
231                                   element_type,
232                                   data->boolean_true);
233 
234          idx += elements * dmul;
235       }
236    } else {
237       copy_constant_to_storage(storage->storage,
238                                val,
239                                type,
240                                data->boolean_true);
241 
242       if (glsl_type_is_sampler(storage->type)) {
243          for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
244             struct gl_linked_shader *shader =
245                data->shader_prog->_LinkedShaders[sh];
246 
247             if (shader && storage->opaque[sh].active) {
248                unsigned index = storage->opaque[sh].index;
249 
250                shader->Program->SamplerUnits[index] = storage->storage[0].i;
251             }
252          }
253       }
254    }
255 }
256 
257 void
gl_nir_set_uniform_initializers(const struct gl_constants * consts,struct gl_shader_program * prog)258 gl_nir_set_uniform_initializers(const struct gl_constants *consts,
259                                 struct gl_shader_program *prog)
260 {
261    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
262       struct gl_linked_shader *sh = prog->_LinkedShaders[i];
263       if (!sh)
264          continue;
265 
266       nir_shader *nir = sh->Program->nir;
267       assert(nir);
268 
269       nir_foreach_gl_uniform_variable(var, nir) {
270          if (var->constant_initializer) {
271             struct set_uniform_initializer_closure data = {
272                .shader_prog = prog,
273                .prog = sh->Program,
274                .var = var,
275                .location = var->data.location,
276                .boolean_true = consts->UniformBooleanTrue
277             };
278             set_uniform_initializer(&data,
279                                     var->type,
280                                     var->constant_initializer);
281          } else if (var->data.explicit_binding) {
282 
283             if (nir_variable_is_in_block(var)) {
284                /* This case is handled by link_uniform_blocks */
285                continue;
286             }
287 
288             const struct glsl_type *without_array =
289                glsl_without_array(var->type);
290 
291             if (glsl_type_is_sampler(without_array) ||
292                 glsl_type_is_image(without_array)) {
293                struct set_opaque_binding_closure data = {
294                   .shader_prog = prog,
295                   .prog = sh->Program,
296                   .var = var,
297                   .binding = var->data.binding,
298                   .location = var->data.location
299                };
300                set_opaque_binding(&data, var->type);
301             }
302          }
303       }
304    }
305    memcpy(prog->data->UniformDataDefaults, prog->data->UniformDataSlots,
306           sizeof(union gl_constant_value) * prog->data->NumUniformDataSlots);
307 
308 }
309