• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Copyright © 2012 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 "util/string_to_uint_map.h"
29 
30 /* These functions are put in a "private" namespace instead of being marked
31  * static so that the unit tests can access them.  See
32  * http://code.google.com/p/googletest/wiki/AdvancedGuide#Testing_Private_Code
33  */
34 namespace linker {
35 
36 gl_uniform_storage *
get_storage(struct gl_shader_program * prog,const char * name)37 get_storage(struct gl_shader_program *prog, const char *name)
38 {
39    unsigned id;
40    if (prog->UniformHash->get(id, name))
41       return &prog->data->UniformStorage[id];
42 
43    assert(!"No uniform storage found!");
44    return NULL;
45 }
46 
47 void
copy_constant_to_storage(union gl_constant_value * storage,const ir_constant * val,const enum glsl_base_type base_type,const unsigned int elements,unsigned int boolean_true)48 copy_constant_to_storage(union gl_constant_value *storage,
49                          const ir_constant *val,
50                          const enum glsl_base_type base_type,
51                          const unsigned int elements,
52                          unsigned int boolean_true)
53 {
54    for (unsigned int i = 0; i < elements; i++) {
55       switch (base_type) {
56       case GLSL_TYPE_UINT:
57          storage[i].u = val->value.u[i];
58          break;
59       case GLSL_TYPE_INT:
60       case GLSL_TYPE_SAMPLER:
61          storage[i].i = val->value.i[i];
62          break;
63       case GLSL_TYPE_FLOAT:
64          storage[i].f = val->value.f[i];
65          break;
66       case GLSL_TYPE_DOUBLE:
67          /* XXX need to check on big-endian */
68          memcpy(&storage[i * 2].u, &val->value.d[i], sizeof(double));
69          break;
70       case GLSL_TYPE_BOOL:
71          storage[i].b = val->value.b[i] ? boolean_true : 0;
72          break;
73       case GLSL_TYPE_ARRAY:
74       case GLSL_TYPE_STRUCT:
75       case GLSL_TYPE_IMAGE:
76       case GLSL_TYPE_ATOMIC_UINT:
77       case GLSL_TYPE_INTERFACE:
78       case GLSL_TYPE_VOID:
79       case GLSL_TYPE_SUBROUTINE:
80       case GLSL_TYPE_FUNCTION:
81       case GLSL_TYPE_ERROR:
82          /* All other types should have already been filtered by other
83           * paths in the caller.
84           */
85          assert(!"Should not get here.");
86          break;
87       }
88    }
89 }
90 
91 /**
92  * Initialize an opaque uniform from the value of an explicit binding
93  * qualifier specified in the shader.  Atomic counters are different because
94  * they have no storage and should be handled elsewhere.
95  */
96 void
set_opaque_binding(void * mem_ctx,gl_shader_program * prog,const glsl_type * type,const char * name,int * binding)97 set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
98                    const glsl_type *type, const char *name, int *binding)
99 {
100 
101    if (type->is_array() && type->fields.array->is_array()) {
102       const glsl_type *const element_type = type->fields.array;
103 
104       for (unsigned int i = 0; i < type->length; i++) {
105          const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
106 
107          set_opaque_binding(mem_ctx, prog, element_type,
108                             element_name, binding);
109       }
110    } else {
111       struct gl_uniform_storage *const storage = get_storage(prog, name);
112 
113       if (!storage)
114          return;
115 
116       const unsigned elements = MAX2(storage->array_elements, 1);
117 
118       /* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 spec
119        * says:
120        *
121        *     "If the binding identifier is used with an array, the first element
122        *     of the array takes the specified unit and each subsequent element
123        *     takes the next consecutive unit."
124        */
125       for (unsigned int i = 0; i < elements; i++) {
126          storage->storage[i].i = (*binding)++;
127       }
128 
129       for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
130         gl_linked_shader *shader = prog->_LinkedShaders[sh];
131 
132          if (shader) {
133             if (storage->type->base_type == GLSL_TYPE_SAMPLER &&
134                 storage->opaque[sh].active) {
135                for (unsigned i = 0; i < elements; i++) {
136                   const unsigned index = storage->opaque[sh].index + i;
137                   shader->Program->SamplerUnits[index] =
138                      storage->storage[i].i;
139                }
140 
141             } else if (storage->type->base_type == GLSL_TYPE_IMAGE &&
142                     storage->opaque[sh].active) {
143                for (unsigned i = 0; i < elements; i++) {
144                   const unsigned index = storage->opaque[sh].index + i;
145                   if (index >= ARRAY_SIZE(shader->Program->sh.ImageUnits))
146                      break;
147                   shader->Program->sh.ImageUnits[index] =
148                      storage->storage[i].i;
149                }
150             }
151          }
152       }
153    }
154 }
155 
156 void
set_block_binding(gl_shader_program * prog,const char * block_name,unsigned mode,int binding)157 set_block_binding(gl_shader_program *prog, const char *block_name,
158                   unsigned mode, int binding)
159 {
160    unsigned num_blocks = mode == ir_var_uniform ?
161       prog->data->NumUniformBlocks :
162       prog->data->NumShaderStorageBlocks;
163    struct gl_uniform_block *blks = mode == ir_var_uniform ?
164       prog->data->UniformBlocks : prog->data->ShaderStorageBlocks;
165 
166    for (unsigned i = 0; i < num_blocks; i++) {
167       if (!strcmp(blks[i].Name, block_name)) {
168          blks[i].Binding = binding;
169          return;
170       }
171    }
172 
173    unreachable("Failed to initialize block binding");
174 }
175 
176 void
set_uniform_initializer(void * mem_ctx,gl_shader_program * prog,const char * name,const glsl_type * type,ir_constant * val,unsigned int boolean_true)177 set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
178                         const char *name, const glsl_type *type,
179                         ir_constant *val, unsigned int boolean_true)
180 {
181    const glsl_type *t_without_array = type->without_array();
182    if (type->is_record()) {
183       ir_constant *field_constant;
184 
185       field_constant = (ir_constant *)val->components.get_head();
186 
187       for (unsigned int i = 0; i < type->length; i++) {
188          const glsl_type *field_type = type->fields.structure[i].type;
189          const char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
190                                             type->fields.structure[i].name);
191          set_uniform_initializer(mem_ctx, prog, field_name,
192                                  field_type, field_constant, boolean_true);
193          field_constant = (ir_constant *)field_constant->next;
194       }
195       return;
196    } else if (t_without_array->is_record() ||
197               (type->is_array() && type->fields.array->is_array())) {
198       const glsl_type *const element_type = type->fields.array;
199 
200       for (unsigned int i = 0; i < type->length; i++) {
201          const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
202 
203          set_uniform_initializer(mem_ctx, prog, element_name,
204                                  element_type, val->array_elements[i],
205                                  boolean_true);
206       }
207       return;
208    }
209 
210    struct gl_uniform_storage *const storage = get_storage(prog, name);
211 
212    if (!storage)
213       return;
214 
215    if (val->type->is_array()) {
216       const enum glsl_base_type base_type =
217          val->array_elements[0]->type->base_type;
218       const unsigned int elements = val->array_elements[0]->type->components();
219       unsigned int idx = 0;
220       unsigned dmul = glsl_base_type_is_64bit(base_type) ? 2 : 1;
221 
222       assert(val->type->length >= storage->array_elements);
223       for (unsigned int i = 0; i < storage->array_elements; i++) {
224          copy_constant_to_storage(& storage->storage[idx],
225                                   val->array_elements[i],
226                                   base_type,
227                                   elements,
228                                   boolean_true);
229 
230          idx += elements * dmul;
231       }
232    } else {
233       copy_constant_to_storage(storage->storage,
234                                val,
235                                val->type->base_type,
236                                val->type->components(),
237                                boolean_true);
238 
239       if (storage->type->is_sampler()) {
240          for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
241             gl_linked_shader *shader = prog->_LinkedShaders[sh];
242 
243             if (shader && storage->opaque[sh].active) {
244                unsigned index = storage->opaque[sh].index;
245 
246                shader->Program->SamplerUnits[index] = storage->storage[0].i;
247             }
248          }
249       }
250    }
251 }
252 }
253 
254 void
link_set_uniform_initializers(struct gl_shader_program * prog,unsigned int boolean_true)255 link_set_uniform_initializers(struct gl_shader_program *prog,
256                               unsigned int boolean_true)
257 {
258    void *mem_ctx = NULL;
259 
260    for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
261       struct gl_linked_shader *shader = prog->_LinkedShaders[i];
262 
263       if (shader == NULL)
264          continue;
265 
266       foreach_in_list(ir_instruction, node, shader->ir) {
267          ir_variable *const var = node->as_variable();
268 
269          if (!var || (var->data.mode != ir_var_uniform &&
270              var->data.mode != ir_var_shader_storage))
271             continue;
272 
273          if (!mem_ctx)
274             mem_ctx = ralloc_context(NULL);
275 
276          if (var->data.explicit_binding) {
277             const glsl_type *const type = var->type;
278 
279             if (type->without_array()->is_sampler() ||
280                 type->without_array()->is_image()) {
281                int binding = var->data.binding;
282                linker::set_opaque_binding(mem_ctx, prog, var->type,
283                                           var->name, &binding);
284             } else if (var->is_in_buffer_block()) {
285                const glsl_type *const iface_type = var->get_interface_type();
286 
287                /* If the variable is an array and it is an interface instance,
288                 * we need to set the binding for each array element.  Just
289                 * checking that the variable is an array is not sufficient.
290                 * The variable could be an array element of a uniform block
291                 * that lacks an instance name.  For example:
292                 *
293                 *     uniform U {
294                 *         float f[4];
295                 *     };
296                 *
297                 * In this case "f" would pass is_in_buffer_block (above) and
298                 * type->is_array(), but it will fail is_interface_instance().
299                 */
300                if (var->is_interface_instance() && var->type->is_array()) {
301                   for (unsigned i = 0; i < var->type->length; i++) {
302                      const char *name =
303                         ralloc_asprintf(mem_ctx, "%s[%u]", iface_type->name, i);
304 
305                      /* Section 4.4.3 (Uniform Block Layout Qualifiers) of the
306                       * GLSL 4.20 spec says:
307                       *
308                       *     "If the binding identifier is used with a uniform
309                       *     block instanced as an array then the first element
310                       *     of the array takes the specified block binding and
311                       *     each subsequent element takes the next consecutive
312                       *     uniform block binding point."
313                       */
314                      linker::set_block_binding(prog, name, var->data.mode,
315                                                var->data.binding + i);
316                   }
317                } else {
318                   linker::set_block_binding(prog, iface_type->name,
319                                             var->data.mode,
320                                             var->data.binding);
321                }
322             } else if (type->contains_atomic()) {
323                /* we don't actually need to do anything. */
324             } else {
325                assert(!"Explicit binding not on a sampler, UBO or atomic.");
326             }
327          } else if (var->constant_initializer) {
328             linker::set_uniform_initializer(mem_ctx, prog, var->name,
329                                             var->type, var->constant_initializer,
330                                             boolean_true);
331          }
332       }
333    }
334 
335    ralloc_free(mem_ctx);
336 }
337