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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.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@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
process(const glsl_type * type,const char * name,bool use_std430_as_default)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
process(ir_variable * var,bool use_std430_as_default)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
recursion(const glsl_type * t,char ** name,size_t name_length,bool row_major,const glsl_type * record_type,const enum glsl_interface_packing packing,bool last_field,unsigned record_array_count,const glsl_struct_field * named_ifc_member)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
enter_record(const glsl_type *,const char *,bool,const enum glsl_interface_packing)216 program_resource_visitor::enter_record(const glsl_type *, const char *, bool,
217                                        const enum glsl_interface_packing)
218 {
219 }
220 
221 void
leave_record(const glsl_type *,const char *,bool,const enum glsl_interface_packing)222 program_resource_visitor::leave_record(const glsl_type *, const char *, bool,
223                                        const enum glsl_interface_packing)
224 {
225 }
226 
227 void
set_buffer_offset(unsigned)228 program_resource_visitor::set_buffer_offset(unsigned)
229 {
230 }
231 
232 void
set_record_array_count(unsigned)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:
count_uniform_size(struct string_to_uint_map * map,struct string_to_uint_map * hidden_map,bool use_std430_as_default)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 
start_shader()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 
process(ir_variable * var)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:
visit_field(const glsl_type * type,const char * name,bool,const glsl_type *,const enum glsl_interface_packing,bool)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
link_calculate_matrix_stride(const glsl_type * matrix,bool row_major,enum glsl_interface_packing packing)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:
parcel_out_uniform_storage(struct gl_shader_program * prog,struct string_to_uint_map * map,struct gl_uniform_storage * uniforms,union gl_constant_value * values,bool use_std430_as_default)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 
~parcel_out_uniform_storage()471    virtual ~parcel_out_uniform_storage()
472    {
473       free(this->bindless_targets);
474       free(this->bindless_access);
475    }
476 
start_shader(gl_shader_stage shader_type)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 
set_and_process(ir_variable * var)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:
set_opaque_indices(const glsl_type * base_type,struct gl_uniform_storage * uniform,const char * name,unsigned & next_index,struct string_to_uint_map * record_next_index)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 
handle_samplers(const glsl_type * base_type,struct gl_uniform_storage * uniform,const char * name)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 
handle_images(const glsl_type * base_type,struct gl_uniform_storage * uniform,const char * name)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 
handle_subroutines(const glsl_type * base_type,struct gl_uniform_storage * uniform)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 
set_buffer_offset(unsigned offset)746    virtual void set_buffer_offset(unsigned offset)
747    {
748       this->ubo_byte_offset = offset;
749    }
750 
set_record_array_count(unsigned record_array_count)751    virtual void set_record_array_count(unsigned record_array_count)
752    {
753       this->record_array_count = record_array_count;
754    }
755 
enter_record(const glsl_type * type,const char *,bool row_major,const enum glsl_interface_packing packing)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 
leave_record(const glsl_type * type,const char *,bool row_major,const enum glsl_interface_packing packing)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 
visit_field(const glsl_type * type,const char * name,bool row_major,const glsl_type *,const enum glsl_interface_packing packing,bool)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
variable_is_referenced(ir_array_refcount_visitor & v,ir_variable * var)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
link_update_uniform_buffer_variables(struct gl_linked_shader * shader,unsigned stage)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
assign_hidden_uniform_slot_id(const char * name,unsigned hidden_id,void * closure)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
find_empty_block(struct gl_shader_program * prog,struct gl_uniform_storage * uniform)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
link_setup_uniform_remap_tables(struct gl_context * ctx,struct gl_shader_program * prog)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
link_assign_uniform_storage(struct gl_context * ctx,struct gl_shader_program * prog,const unsigned num_data_slots)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
link_assign_uniform_locations(struct gl_shader_program * prog,struct gl_context * ctx)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