1 /*
2 * Copyright © 2019 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 "ir_uniform.h" /* for gl_uniform_storage */
27 #include "linker_util.h"
28 #include "main/mtypes.h"
29
30 /**
31 * This file contains code to do a nir-based linking for uniform blocks. This
32 * includes ubos and ssbos.
33 *
34 * For the case of ARB_gl_spirv there are some differences compared with GLSL:
35 *
36 * 1. Linking doesn't use names: GLSL linking use names as core concept. But
37 * on SPIR-V, uniform block name, fields names, and other names are
38 * considered optional debug infor so could not be present. So the linking
39 * should work without it, and it is optional to not handle them at
40 * all. From ARB_gl_spirv spec.
41 *
42 * "19. How should the program interface query operations behave for program
43 * objects created from SPIR-V shaders?
44 *
45 * DISCUSSION: we previously said we didn't need reflection to work for
46 * SPIR-V shaders (at least for the first version), however we are left
47 * with specifying how it should "not work". The primary issue is that
48 * SPIR-V binaries are not required to have names associated with
49 * variables. They can be associated in debug information, but there is no
50 * requirement for that to be present, and it should not be relied upon.
51 *
52 * Options:
53 *
54 * <skip>
55 *
56 * C) Allow as much as possible to work "naturally". You can query for the
57 * number of active resources, and for details about them. Anything that
58 * doesn't query by name will work as expected. Queries for maximum length
59 * of names return one. Queries for anything "by name" return INVALID_INDEX
60 * (or -1). Querying the name property of a resource returns an empty
61 * string. This may allow many queries to work, but it's not clear how
62 * useful it would be if you can't actually know which specific variable
63 * you are retrieving information on. If everything is specified a-priori
64 * by location/binding/offset/index/component in the shader, this may be
65 * sufficient.
66 *
67 * RESOLVED. Pick (c), but also allow debug names to be returned if an
68 * implementation wants to."
69 *
70 * When linking SPIR-V shaders this implemention doesn't care for the names,
71 * as the main objective is functional, and not support optional debug
72 * features.
73 *
74 * 2. Terminology: this file handles both UBO and SSBO, including both as
75 * "uniform blocks" analogously to what is done in the GLSL (IR) path.
76 *
77 * From ARB_gl_spirv spec:
78 * "Mapping of Storage Classes:
79 * <skip>
80 * uniform blockN { ... } ...; -> Uniform, with Block decoration
81 * <skip>
82 * buffer blockN { ... } ...; -> Uniform, with BufferBlock decoration"
83 *
84 * 3. Explicit data: for the SPIR-V path the code assumes that all structure
85 * members have an Offset decoration, all arrays have an ArrayStride and
86 * all matrices have a MatrixStride, even for nested structures. That way
87 * we don’t have to worry about the different layout modes. This is
88 * explicitly required in the SPIR-V spec:
89 *
90 * "Composite objects in the UniformConstant, Uniform, and PushConstant
91 * Storage Classes must be explicitly laid out. The following apply to all
92 * the aggregate and matrix types describing such an object, recursively
93 * through their nested types:
94 *
95 * – Each structure-type member must have an Offset Decoration.
96 * – Each array type must have an ArrayStride Decoration.
97 * – Each structure-type member that is a matrix or array-of-matrices must
98 * have be decorated with a MatrixStride Decoration, and one of the
99 * RowMajor or ColMajor Decorations."
100 *
101 * Additionally, the structure members are expected to be presented in
102 * increasing offset order:
103 *
104 * "a structure has lower-numbered members appearing at smaller offsets than
105 * higher-numbered members"
106 */
107
108 enum block_type {
109 BLOCK_UBO,
110 BLOCK_SSBO
111 };
112
113 /*
114 * It is worth to note that ARB_gl_spirv spec doesn't require us to do this
115 * validation, but at the same time, it allow us to do it. The following
116 * validation is easy and a nice-to-have.
117 */
118 static bool
link_blocks_are_compatible(const struct gl_uniform_block * a,const struct gl_uniform_block * b)119 link_blocks_are_compatible(const struct gl_uniform_block *a,
120 const struct gl_uniform_block *b)
121 {
122 /*
123 * Names on ARB_gl_spirv are optional, so we are ignoring them. So
124 * meanwhile on the equivalent GLSL method the matching is done using the
125 * name, here we use the binding, that for SPIR-V binaries is explicit, and
126 * mandatory, from OpenGL 4.6 spec, section "7.4.2. SPIR-V Shader Interface
127 * Matching":
128 * "Uniform and shader storage block variables must also be decorated
129 * with a Binding"
130 */
131 if (a->Binding != b->Binding)
132 return false;
133
134 /* We are explicitly ignoring the names, so it would be good to check that
135 * this is happening.
136 */
137 assert(a->Name == NULL);
138 assert(b->Name == NULL);
139
140 if (a->NumUniforms != b->NumUniforms)
141 return false;
142
143 if (a->_Packing != b->_Packing)
144 return false;
145
146 if (a->_RowMajor != b->_RowMajor)
147 return false;
148
149 for (unsigned i = 0; i < a->NumUniforms; i++) {
150 if (a->Uniforms[i].Type != b->Uniforms[i].Type)
151 return false;
152
153 if (a->Uniforms[i].RowMajor != b->Uniforms[i].RowMajor)
154 return false;
155
156 if (a->Uniforms[i].Offset != b->Uniforms[i].Offset)
157 return false;
158
159 /* See comment on previous assert */
160 assert(a->Uniforms[i].Name == NULL);
161 assert(b->Uniforms[i].Name == NULL);
162 }
163
164 return true;
165 }
166
167 /**
168 * Merges a buffer block into an array of buffer blocks that may or may not
169 * already contain a copy of it.
170 *
171 * Returns the index of the block in the array (new if it was needed, or the
172 * index of the copy of it). -1 if there are two incompatible block
173 * definitions with the same binding.
174 *
175 */
176 static int
link_cross_validate_uniform_block(void * mem_ctx,struct gl_uniform_block ** linked_blocks,unsigned int * num_linked_blocks,struct gl_uniform_block * new_block)177 link_cross_validate_uniform_block(void *mem_ctx,
178 struct gl_uniform_block **linked_blocks,
179 unsigned int *num_linked_blocks,
180 struct gl_uniform_block *new_block)
181 {
182 /* We first check if new_block was already linked */
183 for (unsigned int i = 0; i < *num_linked_blocks; i++) {
184 struct gl_uniform_block *old_block = &(*linked_blocks)[i];
185
186 if (old_block->Binding == new_block->Binding)
187 return link_blocks_are_compatible(old_block, new_block) ? i : -1;
188 }
189
190 *linked_blocks = reralloc(mem_ctx, *linked_blocks,
191 struct gl_uniform_block,
192 *num_linked_blocks + 1);
193 int linked_block_index = (*num_linked_blocks)++;
194 struct gl_uniform_block *linked_block = &(*linked_blocks)[linked_block_index];
195
196 memcpy(linked_block, new_block, sizeof(*new_block));
197 linked_block->Uniforms = ralloc_array(*linked_blocks,
198 struct gl_uniform_buffer_variable,
199 linked_block->NumUniforms);
200
201 memcpy(linked_block->Uniforms,
202 new_block->Uniforms,
203 sizeof(*linked_block->Uniforms) * linked_block->NumUniforms);
204
205 return linked_block_index;
206 }
207
208
209 /**
210 * Accumulates the array of buffer blocks and checks that all definitions of
211 * blocks agree on their contents.
212 */
213 static bool
nir_interstage_cross_validate_uniform_blocks(struct gl_shader_program * prog,enum block_type block_type)214 nir_interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog,
215 enum block_type block_type)
216 {
217 int *interfaceBlockStageIndex[MESA_SHADER_STAGES];
218 struct gl_uniform_block *blks = NULL;
219 unsigned *num_blks = block_type == BLOCK_SSBO ? &prog->data->NumShaderStorageBlocks :
220 &prog->data->NumUniformBlocks;
221
222 unsigned max_num_buffer_blocks = 0;
223 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
224 if (prog->_LinkedShaders[i]) {
225 if (block_type == BLOCK_SSBO) {
226 max_num_buffer_blocks +=
227 prog->_LinkedShaders[i]->Program->info.num_ssbos;
228 } else {
229 max_num_buffer_blocks +=
230 prog->_LinkedShaders[i]->Program->info.num_ubos;
231 }
232 }
233 }
234
235 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
236 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
237
238 interfaceBlockStageIndex[i] = malloc(max_num_buffer_blocks * sizeof(int));
239 for (unsigned int j = 0; j < max_num_buffer_blocks; j++)
240 interfaceBlockStageIndex[i][j] = -1;
241
242 if (sh == NULL)
243 continue;
244
245 unsigned sh_num_blocks;
246 struct gl_uniform_block **sh_blks;
247 if (block_type == BLOCK_SSBO) {
248 sh_num_blocks = prog->_LinkedShaders[i]->Program->info.num_ssbos;
249 sh_blks = sh->Program->sh.ShaderStorageBlocks;
250 } else {
251 sh_num_blocks = prog->_LinkedShaders[i]->Program->info.num_ubos;
252 sh_blks = sh->Program->sh.UniformBlocks;
253 }
254
255 for (unsigned int j = 0; j < sh_num_blocks; j++) {
256 int index = link_cross_validate_uniform_block(prog->data, &blks,
257 num_blks, sh_blks[j]);
258
259 if (index == -1) {
260 /* We use the binding as we are ignoring the names */
261 linker_error(prog, "buffer block with binding `%i' has mismatching "
262 "definitions\n", sh_blks[j]->Binding);
263
264 for (unsigned k = 0; k <= i; k++) {
265 free(interfaceBlockStageIndex[k]);
266 }
267
268 /* Reset the block count. This will help avoid various segfaults
269 * from api calls that assume the array exists due to the count
270 * being non-zero.
271 */
272 *num_blks = 0;
273 return false;
274 }
275
276 interfaceBlockStageIndex[i][index] = j;
277 }
278 }
279
280 /* Update per stage block pointers to point to the program list.
281 */
282 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
283 for (unsigned j = 0; j < *num_blks; j++) {
284 int stage_index = interfaceBlockStageIndex[i][j];
285
286 if (stage_index != -1) {
287 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
288
289 struct gl_uniform_block **sh_blks = block_type == BLOCK_SSBO ?
290 sh->Program->sh.ShaderStorageBlocks :
291 sh->Program->sh.UniformBlocks;
292
293 blks[j].stageref |= sh_blks[stage_index]->stageref;
294 sh_blks[stage_index] = &blks[j];
295 }
296 }
297 }
298
299 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
300 free(interfaceBlockStageIndex[i]);
301 }
302
303 if (block_type == BLOCK_SSBO)
304 prog->data->ShaderStorageBlocks = blks;
305 else {
306 prog->data->NumUniformBlocks = *num_blks;
307 prog->data->UniformBlocks = blks;
308 }
309
310 return true;
311 }
312
313 /*
314 * Iterates @type in order to compute how many individual leaf variables
315 * contains.
316 */
317 static void
iterate_type_count_variables(const struct glsl_type * type,unsigned int * num_variables)318 iterate_type_count_variables(const struct glsl_type *type,
319 unsigned int *num_variables)
320 {
321 for (unsigned i = 0; i < glsl_get_length(type); i++) {
322 const struct glsl_type *field_type;
323
324 if (glsl_type_is_struct_or_ifc(type))
325 field_type = glsl_get_struct_field(type, i);
326 else
327 field_type = glsl_get_array_element(type);
328
329 if (glsl_type_is_leaf(field_type))
330 (*num_variables)++;
331 else
332 iterate_type_count_variables(field_type, num_variables);
333 }
334 }
335
336
337 static void
fill_individual_variable(const struct glsl_type * type,struct gl_uniform_buffer_variable * variables,unsigned int * variable_index,unsigned int * offset,struct gl_shader_program * prog,struct gl_uniform_block * block)338 fill_individual_variable(const struct glsl_type *type,
339 struct gl_uniform_buffer_variable *variables,
340 unsigned int *variable_index,
341 unsigned int *offset,
342 struct gl_shader_program *prog,
343 struct gl_uniform_block *block)
344 {
345 /* ARB_gl_spirv: allowed to ignore names. Thus, we don't need to initialize
346 * the variable's Name or IndexName.
347 */
348 variables[*variable_index].Type = type;
349
350 if (glsl_type_is_matrix(type)) {
351 variables[*variable_index].RowMajor = glsl_matrix_type_is_row_major(type);
352 } else {
353 /* default value, better that potential meaningless garbage */
354 variables[*variable_index].RowMajor = false;
355 }
356
357 /**
358 * Although ARB_gl_spirv points that the offsets need to be included (see
359 * "Mappings of layouts"), in the end those are only valid for
360 * root-variables, and we would need to recompute offsets when we iterate
361 * over non-trivial types, like aoa. So we compute the offset always.
362 */
363 variables[*variable_index].Offset = *offset;
364 (*offset) += glsl_get_explicit_size(type, true);
365
366 (*variable_index)++;
367 }
368
369 static void
iterate_type_fill_variables(const struct glsl_type * type,struct gl_uniform_buffer_variable * variables,unsigned int * variable_index,unsigned int * offset,struct gl_shader_program * prog,struct gl_uniform_block * block)370 iterate_type_fill_variables(const struct glsl_type *type,
371 struct gl_uniform_buffer_variable *variables,
372 unsigned int *variable_index,
373 unsigned int *offset,
374 struct gl_shader_program *prog,
375 struct gl_uniform_block *block)
376 {
377 unsigned int struct_base_offset;
378
379 for (unsigned i = 0; i < glsl_get_length(type); i++) {
380 const struct glsl_type *field_type;
381
382 if (glsl_type_is_struct_or_ifc(type)) {
383 field_type = glsl_get_struct_field(type, i);
384
385 if (i == 0) {
386 struct_base_offset = *offset;
387 }
388
389 *offset = struct_base_offset + glsl_get_struct_field_offset(type, i);
390 } else {
391 field_type = glsl_get_array_element(type);
392 }
393
394 if (glsl_type_is_leaf(field_type)) {
395 fill_individual_variable(field_type, variables, variable_index,
396 offset, prog, block);
397 } else {
398 iterate_type_fill_variables(field_type, variables, variable_index,
399 offset, prog, block);
400 }
401 }
402 }
403
404 /*
405 * In opposite to the equivalent glsl one, this one only allocates the needed
406 * space. We do a initial count here, just to avoid re-allocating for each one
407 * we find.
408 */
409 static void
allocate_uniform_blocks(void * mem_ctx,struct gl_linked_shader * shader,struct gl_uniform_block ** out_blks,unsigned * num_blocks,struct gl_uniform_buffer_variable ** out_variables,unsigned * num_variables,enum block_type block_type)410 allocate_uniform_blocks(void *mem_ctx,
411 struct gl_linked_shader *shader,
412 struct gl_uniform_block **out_blks, unsigned *num_blocks,
413 struct gl_uniform_buffer_variable **out_variables,
414 unsigned *num_variables,
415 enum block_type block_type)
416 {
417 *num_variables = 0;
418 *num_blocks = 0;
419
420 nir_foreach_variable_in_shader(var, shader->Program->nir) {
421 if (block_type == BLOCK_UBO && !nir_variable_is_in_ubo(var))
422 continue;
423
424 if (block_type == BLOCK_SSBO && !nir_variable_is_in_ssbo(var))
425 continue;
426
427 const struct glsl_type *type = glsl_without_array(var->type);
428 unsigned aoa_size = glsl_get_aoa_size(var->type);
429 unsigned buffer_count = aoa_size == 0 ? 1 : aoa_size;
430
431 *num_blocks += buffer_count;
432
433 unsigned int block_variables = 0;
434 iterate_type_count_variables(type, &block_variables);
435
436 *num_variables += block_variables * buffer_count;
437 }
438
439 if (*num_blocks == 0) {
440 assert(*num_variables == 0);
441 return;
442 }
443
444 assert(*num_variables != 0);
445
446 struct gl_uniform_block *blocks =
447 rzalloc_array(mem_ctx, struct gl_uniform_block, *num_blocks);
448
449 struct gl_uniform_buffer_variable *variables =
450 rzalloc_array(blocks, struct gl_uniform_buffer_variable, *num_variables);
451
452 *out_blks = blocks;
453 *out_variables = variables;
454 }
455
456 static void
fill_block(struct gl_uniform_block * block,nir_variable * var,struct gl_uniform_buffer_variable * variables,unsigned * variable_index,unsigned array_index,struct gl_shader_program * prog,const gl_shader_stage stage)457 fill_block(struct gl_uniform_block *block,
458 nir_variable *var,
459 struct gl_uniform_buffer_variable *variables,
460 unsigned *variable_index,
461 unsigned array_index,
462 struct gl_shader_program *prog,
463 const gl_shader_stage stage)
464 {
465 const struct glsl_type *type = glsl_without_array(var->type);
466
467 block->Name = NULL; /* ARB_gl_spirv: allowed to ignore names */
468 /* From ARB_gl_spirv spec:
469 * "Vulkan uses only one binding point for a resource array,
470 * while OpenGL still uses multiple binding points, so binding
471 * numbers are counted differently for SPIR-V used in Vulkan
472 * and OpenGL
473 */
474 block->Binding = var->data.binding + array_index;
475 block->Uniforms = &variables[*variable_index];
476 block->stageref = 1U << stage;
477
478 /* From SPIR-V 1.0 spec, 3.20, Decoration:
479 * "RowMajor
480 * Applies only to a member of a structure type.
481 * Only valid on a matrix or array whose most basic
482 * element is a matrix. Indicates that components
483 * within a row are contiguous in memory."
484 *
485 * So the SPIR-V binary doesn't report if the block was defined as RowMajor
486 * or not. In any case, for the components it is mandatory to set it, so it
487 * is not needed a default RowMajor value to know it.
488 *
489 * Setting to the default, but it should be ignored.
490 */
491 block->_RowMajor = false;
492
493 /* From ARB_gl_spirv spec:
494 * "Mapping of layouts
495 *
496 * std140/std430 -> explicit *Offset*, *ArrayStride*, and
497 * *MatrixStride* Decoration on struct members
498 * shared/packed -> not allowed"
499 *
500 * So we would not have a value for _Packing, and in fact it would be
501 * useless so far. Using a default value. It should be ignored.
502 */
503 block->_Packing = 0;
504 block->linearized_array_index = array_index;
505
506 unsigned old_variable_index = *variable_index;
507 unsigned offset = 0;
508 iterate_type_fill_variables(type, variables, variable_index, &offset, prog, block);
509 block->NumUniforms = *variable_index - old_variable_index;
510
511 block->UniformBufferSize = glsl_get_explicit_size(type, false);
512
513 /* From OpenGL 4.6 spec, section 7.6.2.3, "SPIR-V Uniform Offsets and
514 * strides"
515 *
516 * "If the variable is decorated as a BufferBlock , its offsets and
517 * strides must not contradict std430 alignment and minimum offset
518 * requirements. Otherwise, its offsets and strides must not contradict
519 * std140 alignment and minimum offset requirements."
520 *
521 * So although we are computing the size based on the offsets and
522 * array/matrix strides, at the end we need to ensure that the alignment is
523 * the same that with std140. From ARB_uniform_buffer_object spec:
524 *
525 * "For uniform blocks laid out according to [std140] rules, the minimum
526 * buffer object size returned by the UNIFORM_BLOCK_DATA_SIZE query is
527 * derived by taking the offset of the last basic machine unit consumed
528 * by the last uniform of the uniform block (including any end-of-array
529 * or end-of-structure padding), adding one, and rounding up to the next
530 * multiple of the base alignment required for a vec4."
531 */
532 block->UniformBufferSize = glsl_align(block->UniformBufferSize, 16);
533 }
534
535 /*
536 * Link ubos/ssbos for a given linked_shader/stage.
537 */
538 static void
link_linked_shader_uniform_blocks(void * mem_ctx,struct gl_context * ctx,struct gl_shader_program * prog,struct gl_linked_shader * shader,struct gl_uniform_block ** blocks,unsigned * num_blocks,enum block_type block_type)539 link_linked_shader_uniform_blocks(void *mem_ctx,
540 struct gl_context *ctx,
541 struct gl_shader_program *prog,
542 struct gl_linked_shader *shader,
543 struct gl_uniform_block **blocks,
544 unsigned *num_blocks,
545 enum block_type block_type)
546 {
547 struct gl_uniform_buffer_variable *variables = NULL;
548 unsigned num_variables = 0;
549
550 allocate_uniform_blocks(mem_ctx, shader,
551 blocks, num_blocks,
552 &variables, &num_variables,
553 block_type);
554
555 /* Fill the content of uniforms and variables */
556 unsigned block_index = 0;
557 unsigned variable_index = 0;
558 struct gl_uniform_block *blks = *blocks;
559
560 nir_foreach_variable_in_shader(var, shader->Program->nir) {
561 if (block_type == BLOCK_UBO && !nir_variable_is_in_ubo(var))
562 continue;
563
564 if (block_type == BLOCK_SSBO && !nir_variable_is_in_ssbo(var))
565 continue;
566
567 unsigned aoa_size = glsl_get_aoa_size(var->type);
568 unsigned buffer_count = aoa_size == 0 ? 1 : aoa_size;
569
570 for (unsigned array_index = 0; array_index < buffer_count; array_index++) {
571 fill_block(&blks[block_index], var, variables, &variable_index,
572 array_index, prog, shader->Stage);
573 block_index++;
574 }
575 }
576
577 assert(block_index == *num_blocks);
578 assert(variable_index == num_variables);
579 }
580
581 bool
gl_nir_link_uniform_blocks(struct gl_context * ctx,struct gl_shader_program * prog)582 gl_nir_link_uniform_blocks(struct gl_context *ctx,
583 struct gl_shader_program *prog)
584 {
585 void *mem_ctx = ralloc_context(NULL);
586
587 for (int stage = 0; stage < MESA_SHADER_STAGES; stage++) {
588 struct gl_linked_shader *const linked = prog->_LinkedShaders[stage];
589 struct gl_uniform_block *ubo_blocks = NULL;
590 unsigned num_ubo_blocks = 0;
591 struct gl_uniform_block *ssbo_blocks = NULL;
592 unsigned num_ssbo_blocks = 0;
593
594 if (!linked)
595 continue;
596
597 link_linked_shader_uniform_blocks(mem_ctx, ctx, prog, linked,
598 &ubo_blocks, &num_ubo_blocks,
599 BLOCK_UBO);
600
601 link_linked_shader_uniform_blocks(mem_ctx, ctx, prog, linked,
602 &ssbo_blocks, &num_ssbo_blocks,
603 BLOCK_SSBO);
604
605 if (!prog->data->LinkStatus) {
606 return false;
607 }
608
609 prog->data->linked_stages |= 1 << stage;
610
611 /* Copy ubo blocks to linked shader list */
612 linked->Program->sh.UniformBlocks =
613 ralloc_array(linked, struct gl_uniform_block *, num_ubo_blocks);
614 ralloc_steal(linked, ubo_blocks);
615 linked->Program->sh.NumUniformBlocks = num_ubo_blocks;
616 for (unsigned i = 0; i < num_ubo_blocks; i++) {
617 linked->Program->sh.UniformBlocks[i] = &ubo_blocks[i];
618 }
619
620 /* We need to set it twice to avoid the value being overwritten by the
621 * one from nir in brw_shader_gather_info. TODO: get a way to set the
622 * info once, and being able to gather properly the info.
623 */
624 linked->Program->nir->info.num_ubos = num_ubo_blocks;
625 linked->Program->info.num_ubos = num_ubo_blocks;
626
627 /* Copy ssbo blocks to linked shader list */
628 linked->Program->sh.ShaderStorageBlocks =
629 ralloc_array(linked, struct gl_uniform_block *, num_ssbo_blocks);
630 ralloc_steal(linked, ssbo_blocks);
631 for (unsigned i = 0; i < num_ssbo_blocks; i++) {
632 linked->Program->sh.ShaderStorageBlocks[i] = &ssbo_blocks[i];
633 }
634
635 /* See previous comment on num_ubo_blocks */
636 linked->Program->nir->info.num_ssbos = num_ssbo_blocks;
637 linked->Program->info.num_ssbos = num_ssbo_blocks;
638 }
639
640 if (!nir_interstage_cross_validate_uniform_blocks(prog, BLOCK_UBO))
641 return false;
642
643 if (!nir_interstage_cross_validate_uniform_blocks(prog, BLOCK_SSBO))
644 return false;
645
646 return true;
647 }
648