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/hash_table.h"
30 #include "program.h"
31
32 static inline unsigned int
align(unsigned int a,unsigned int align)33 align(unsigned int a, unsigned int align)
34 {
35 return (a + align - 1) / align * align;
36 }
37
38 /**
39 * \file link_uniforms.cpp
40 * Assign locations for GLSL uniforms.
41 *
42 * \author Ian Romanick <ian.d.romanick@intel.com>
43 */
44
45 /**
46 * Count the backing storage requirements for a type
47 */
48 static unsigned
values_for_type(const glsl_type * type)49 values_for_type(const glsl_type *type)
50 {
51 if (type->is_sampler()) {
52 return 1;
53 } else if (type->is_array() && type->fields.array->is_sampler()) {
54 return type->array_size();
55 } else {
56 return type->component_slots();
57 }
58 }
59
60 void
process(ir_variable * var)61 uniform_field_visitor::process(ir_variable *var)
62 {
63 const glsl_type *t = var->type;
64
65 /* Only strdup the name if we actually will need to modify it. */
66 if (t->is_record() || (t->is_array() && t->fields.array->is_record())) {
67 char *name = ralloc_strdup(NULL, var->name);
68 recursion(var->type, &name, strlen(name));
69 ralloc_free(name);
70 } else {
71 this->visit_field(t, var->name);
72 }
73 }
74
75 void
recursion(const glsl_type * t,char ** name,size_t name_length)76 uniform_field_visitor::recursion(const glsl_type *t, char **name,
77 size_t name_length)
78 {
79 /* Records need to have each field processed individually.
80 *
81 * Arrays of records need to have each array element processed
82 * individually, then each field of the resulting array elements processed
83 * individually.
84 */
85 if (t->is_record()) {
86 for (unsigned i = 0; i < t->length; i++) {
87 const char *field = t->fields.structure[i].name;
88 size_t new_length = name_length;
89
90 /* Append '.field' to the current uniform name. */
91 ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
92
93 recursion(t->fields.structure[i].type, name, new_length);
94 }
95 } else if (t->is_array() && t->fields.array->is_record()) {
96 for (unsigned i = 0; i < t->length; i++) {
97 size_t new_length = name_length;
98
99 /* Append the subscript to the current uniform name */
100 ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
101
102 recursion(t->fields.array, name, new_length);
103 }
104 } else {
105 this->visit_field(t, *name);
106 }
107 }
108
109 /**
110 * Class to help calculate the storage requirements for a set of uniforms
111 *
112 * As uniforms are added to the active set the number of active uniforms and
113 * the storage requirements for those uniforms are accumulated. The active
114 * uniforms are added the the hash table supplied to the constructor.
115 *
116 * If the same uniform is added multiple times (i.e., once for each shader
117 * target), it will only be accounted once.
118 */
119 class count_uniform_size : public uniform_field_visitor {
120 public:
count_uniform_size(struct string_to_uint_map * map)121 count_uniform_size(struct string_to_uint_map *map)
122 : num_active_uniforms(0), num_values(0), num_shader_samplers(0),
123 num_shader_uniform_components(0), map(map)
124 {
125 /* empty */
126 }
127
start_shader()128 void start_shader()
129 {
130 this->num_shader_samplers = 0;
131 this->num_shader_uniform_components = 0;
132 }
133
134 /**
135 * Total number of active uniforms counted
136 */
137 unsigned num_active_uniforms;
138
139 /**
140 * Number of data values required to back the storage for the active uniforms
141 */
142 unsigned num_values;
143
144 /**
145 * Number of samplers used
146 */
147 unsigned num_shader_samplers;
148
149 /**
150 * Number of uniforms used in the current shader
151 */
152 unsigned num_shader_uniform_components;
153
154 private:
visit_field(const glsl_type * type,const char * name)155 virtual void visit_field(const glsl_type *type, const char *name)
156 {
157 assert(!type->is_record());
158 assert(!(type->is_array() && type->fields.array->is_record()));
159
160 /* Count the number of samplers regardless of whether the uniform is
161 * already in the hash table. The hash table prevents adding the same
162 * uniform for multiple shader targets, but in this case we want to
163 * count it for each shader target.
164 */
165 const unsigned values = values_for_type(type);
166 if (type->contains_sampler()) {
167 this->num_shader_samplers +=
168 type->is_array() ? type->array_size() : 1;
169 } else {
170 /* Accumulate the total number of uniform slots used by this shader.
171 * Note that samplers do not count against this limit because they
172 * don't use any storage on current hardware.
173 */
174 this->num_shader_uniform_components += values;
175 }
176
177 /* If the uniform is already in the map, there's nothing more to do.
178 */
179 unsigned id;
180 if (this->map->get(id, name))
181 return;
182
183 this->map->put(this->num_active_uniforms, name);
184
185 /* Each leaf uniform occupies one entry in the list of active
186 * uniforms.
187 */
188 this->num_active_uniforms++;
189 this->num_values += values;
190 }
191
192 struct string_to_uint_map *map;
193 };
194
195 /**
196 * Class to help parcel out pieces of backing storage to uniforms
197 *
198 * Each uniform processed has some range of the \c gl_constant_value
199 * structures associated with it. The association is done by finding
200 * the uniform in the \c string_to_uint_map and using the value from
201 * the map to connect that slot in the \c gl_uniform_storage table
202 * with the next available slot in the \c gl_constant_value array.
203 *
204 * \warning
205 * This class assumes that every uniform that will be processed is
206 * already in the \c string_to_uint_map. In addition, it assumes that
207 * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
208 * enough."
209 */
210 class parcel_out_uniform_storage : public uniform_field_visitor {
211 public:
parcel_out_uniform_storage(struct string_to_uint_map * map,struct gl_uniform_storage * uniforms,union gl_constant_value * values)212 parcel_out_uniform_storage(struct string_to_uint_map *map,
213 struct gl_uniform_storage *uniforms,
214 union gl_constant_value *values)
215 : map(map), uniforms(uniforms), next_sampler(0), values(values)
216 {
217 memset(this->targets, 0, sizeof(this->targets));
218 }
219
start_shader()220 void start_shader()
221 {
222 this->shader_samplers_used = 0;
223 this->shader_shadow_samplers = 0;
224 }
225
set_and_process(struct gl_shader_program * prog,struct gl_shader * shader,ir_variable * var)226 void set_and_process(struct gl_shader_program *prog,
227 struct gl_shader *shader,
228 ir_variable *var)
229 {
230 ubo_var = NULL;
231 if (var->uniform_block != -1) {
232 struct gl_uniform_block *block =
233 &shader->UniformBlocks[var->uniform_block];
234
235 ubo_block_index = -1;
236 for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
237 if (!strcmp(prog->UniformBlocks[i].Name,
238 shader->UniformBlocks[var->uniform_block].Name)) {
239 ubo_block_index = i;
240 break;
241 }
242 }
243 assert(ubo_block_index != -1);
244
245 ubo_var_index = var->location;
246 ubo_var = &block->Uniforms[var->location];
247 ubo_byte_offset = ubo_var->Offset;
248 }
249
250 process(var);
251 }
252
253 struct gl_uniform_buffer_variable *ubo_var;
254 int ubo_block_index;
255 int ubo_var_index;
256 int ubo_byte_offset;
257
258 private:
visit_field(const glsl_type * type,const char * name)259 virtual void visit_field(const glsl_type *type, const char *name)
260 {
261 assert(!type->is_record());
262 assert(!(type->is_array() && type->fields.array->is_record()));
263
264 unsigned id;
265 bool found = this->map->get(id, name);
266 assert(found);
267
268 if (!found)
269 return;
270
271 /* If there is already storage associated with this uniform, it means
272 * that it was set while processing an earlier shader stage. For
273 * example, we may be processing the uniform in the fragment shader, but
274 * the uniform was already processed in the vertex shader.
275 */
276 if (this->uniforms[id].storage != NULL) {
277 /* If the uniform already has storage set from another shader stage,
278 * mark the samplers used for this shader stage.
279 */
280 if (type->contains_sampler()) {
281 const unsigned count = MAX2(1, this->uniforms[id].array_elements);
282 const unsigned shadow = (type->is_array())
283 ? type->fields.array->sampler_shadow : type->sampler_shadow;
284
285 for (unsigned i = 0; i < count; i++) {
286 const unsigned s = this->uniforms[id].sampler + i;
287
288 this->shader_samplers_used |= 1U << s;
289 this->shader_shadow_samplers |= shadow << s;
290 }
291 }
292
293 return;
294 }
295
296 const glsl_type *base_type;
297 if (type->is_array()) {
298 this->uniforms[id].array_elements = type->length;
299 base_type = type->fields.array;
300 } else {
301 this->uniforms[id].array_elements = 0;
302 base_type = type;
303 }
304
305 if (base_type->is_sampler()) {
306 this->uniforms[id].sampler = this->next_sampler;
307
308 /* Increment the sampler by 1 for non-arrays and by the number of
309 * array elements for arrays.
310 */
311 this->next_sampler += MAX2(1, this->uniforms[id].array_elements);
312
313 const gl_texture_index target = base_type->sampler_index();
314 const unsigned shadow = base_type->sampler_shadow;
315 for (unsigned i = this->uniforms[id].sampler
316 ; i < MIN2(this->next_sampler, MAX_SAMPLERS)
317 ; i++) {
318 this->targets[i] = target;
319 this->shader_samplers_used |= 1U << i;
320 this->shader_shadow_samplers |= shadow << i;
321 }
322
323 } else {
324 this->uniforms[id].sampler = ~0;
325 }
326
327 this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
328 this->uniforms[id].type = base_type;
329 this->uniforms[id].initialized = 0;
330 this->uniforms[id].num_driver_storage = 0;
331 this->uniforms[id].driver_storage = NULL;
332 this->uniforms[id].storage = this->values;
333 if (this->ubo_var) {
334 this->uniforms[id].block_index = this->ubo_block_index;
335
336 unsigned alignment = type->std140_base_alignment(ubo_var->RowMajor);
337 this->ubo_byte_offset = align(this->ubo_byte_offset, alignment);
338 this->uniforms[id].offset = this->ubo_byte_offset;
339 this->ubo_byte_offset += type->std140_size(ubo_var->RowMajor);
340
341 if (type->is_array()) {
342 this->uniforms[id].array_stride =
343 align(type->fields.array->std140_size(ubo_var->RowMajor), 16);
344 } else {
345 this->uniforms[id].array_stride = 0;
346 }
347
348 if (type->is_matrix() ||
349 (type->is_array() && type->fields.array->is_matrix())) {
350 this->uniforms[id].matrix_stride = 16;
351 this->uniforms[id].row_major = ubo_var->RowMajor;
352 } else {
353 this->uniforms[id].matrix_stride = 0;
354 this->uniforms[id].row_major = false;
355 }
356 } else {
357 this->uniforms[id].block_index = -1;
358 this->uniforms[id].offset = -1;
359 this->uniforms[id].array_stride = -1;
360 this->uniforms[id].matrix_stride = -1;
361 this->uniforms[id].row_major = false;
362 }
363
364 this->values += values_for_type(type);
365 }
366
367 struct string_to_uint_map *map;
368
369 struct gl_uniform_storage *uniforms;
370 unsigned next_sampler;
371
372 public:
373 union gl_constant_value *values;
374
375 gl_texture_index targets[MAX_SAMPLERS];
376
377 /**
378 * Mask of samplers used by the current shader stage.
379 */
380 unsigned shader_samplers_used;
381
382 /**
383 * Mask of samplers used by the current shader stage for shadows.
384 */
385 unsigned shader_shadow_samplers;
386 };
387
388 /**
389 * Merges a uniform block into an array of uniform blocks that may or
390 * may not already contain a copy of it.
391 *
392 * Returns the index of the new block in the array.
393 */
394 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)395 link_cross_validate_uniform_block(void *mem_ctx,
396 struct gl_uniform_block **linked_blocks,
397 unsigned int *num_linked_blocks,
398 struct gl_uniform_block *new_block)
399 {
400 for (unsigned int i = 0; i < *num_linked_blocks; i++) {
401 struct gl_uniform_block *old_block = &(*linked_blocks)[i];
402 if (strcmp(old_block->Name, new_block->Name) == 0) {
403 if (old_block->NumUniforms != new_block->NumUniforms) {
404 return -1;
405 }
406
407 for (unsigned j = 0; j < old_block->NumUniforms; j++) {
408 if (strcmp(old_block->Uniforms[j].Name,
409 new_block->Uniforms[j].Name) != 0)
410 return -1;
411
412 if (old_block->Uniforms[j].Offset !=
413 new_block->Uniforms[j].Offset)
414 return -1;
415
416 if (old_block->Uniforms[j].RowMajor !=
417 new_block->Uniforms[j].RowMajor)
418 return -1;
419 }
420 return i;
421 }
422 }
423
424 *linked_blocks = reralloc(mem_ctx, *linked_blocks,
425 struct gl_uniform_block,
426 *num_linked_blocks + 1);
427 int linked_block_index = (*num_linked_blocks)++;
428 struct gl_uniform_block *linked_block = &(*linked_blocks)[linked_block_index];
429
430 memcpy(linked_block, new_block, sizeof(*new_block));
431 linked_block->Uniforms = ralloc_array(*linked_blocks,
432 struct gl_uniform_buffer_variable,
433 linked_block->NumUniforms);
434
435 memcpy(linked_block->Uniforms,
436 new_block->Uniforms,
437 sizeof(*linked_block->Uniforms) * linked_block->NumUniforms);
438
439 for (unsigned int i = 0; i < linked_block->NumUniforms; i++) {
440 struct gl_uniform_buffer_variable *ubo_var =
441 &linked_block->Uniforms[i];
442
443 ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
444 }
445
446 return linked_block_index;
447 }
448
449 /**
450 * Walks the IR and update the references to uniform blocks in the
451 * ir_variables to point at linked shader's list (previously, they
452 * would point at the uniform block list in one of the pre-linked
453 * shaders).
454 */
455 static bool
link_update_uniform_buffer_variables(struct gl_shader * shader)456 link_update_uniform_buffer_variables(struct gl_shader *shader)
457 {
458 foreach_list(node, shader->ir) {
459 ir_variable *const var = ((ir_instruction *) node)->as_variable();
460
461 if ((var == NULL) || (var->uniform_block == -1))
462 continue;
463
464 assert(var->mode == ir_var_uniform);
465
466 bool found = false;
467 for (unsigned i = 0; i < shader->NumUniformBlocks; i++) {
468 for (unsigned j = 0; j < shader->UniformBlocks[i].NumUniforms; j++) {
469 if (!strcmp(var->name, shader->UniformBlocks[i].Uniforms[j].Name)) {
470 found = true;
471 var->uniform_block = i;
472 var->location = j;
473 break;
474 }
475 }
476 if (found)
477 break;
478 }
479 assert(found);
480 }
481
482 return true;
483 }
484
485 void
link_assign_uniform_block_offsets(struct gl_shader * shader)486 link_assign_uniform_block_offsets(struct gl_shader *shader)
487 {
488 for (unsigned b = 0; b < shader->NumUniformBlocks; b++) {
489 struct gl_uniform_block *block = &shader->UniformBlocks[b];
490
491 unsigned offset = 0;
492 for (unsigned int i = 0; i < block->NumUniforms; i++) {
493 struct gl_uniform_buffer_variable *ubo_var = &block->Uniforms[i];
494 const struct glsl_type *type = ubo_var->Type;
495
496 unsigned alignment = type->std140_base_alignment(ubo_var->RowMajor);
497 unsigned size = type->std140_size(ubo_var->RowMajor);
498
499 offset = align(offset, alignment);
500 ubo_var->Offset = offset;
501 offset += size;
502 }
503
504 /* From the GL_ARB_uniform_buffer_object spec:
505 *
506 * "For uniform blocks laid out according to [std140] rules,
507 * the minimum buffer object size returned by the
508 * UNIFORM_BLOCK_DATA_SIZE query is derived by taking the
509 * offset of the last basic machine unit consumed by the
510 * last uniform of the uniform block (including any
511 * end-of-array or end-of-structure padding), adding one,
512 * and rounding up to the next multiple of the base
513 * alignment required for a vec4."
514 */
515 block->UniformBufferSize = align(offset, 16);
516 }
517 }
518
519 void
link_assign_uniform_locations(struct gl_shader_program * prog)520 link_assign_uniform_locations(struct gl_shader_program *prog)
521 {
522 ralloc_free(prog->UniformStorage);
523 prog->UniformStorage = NULL;
524 prog->NumUserUniformStorage = 0;
525
526 if (prog->UniformHash != NULL) {
527 prog->UniformHash->clear();
528 } else {
529 prog->UniformHash = new string_to_uint_map;
530 }
531
532 /* Uniforms that lack an initializer in the shader code have an initial
533 * value of zero. This includes sampler uniforms.
534 *
535 * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
536 *
537 * "The link time initial value is either the value of the variable's
538 * initializer, if present, or 0 if no initializer is present. Sampler
539 * types cannot have initializers."
540 */
541 memset(prog->SamplerUnits, 0, sizeof(prog->SamplerUnits));
542
543 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
544 if (prog->_LinkedShaders[i] == NULL)
545 continue;
546
547 if (!link_update_uniform_buffer_variables(prog->_LinkedShaders[i]))
548 return;
549 }
550
551 /* First pass: Count the uniform resources used by the user-defined
552 * uniforms. While this happens, each active uniform will have an index
553 * assigned to it.
554 *
555 * Note: this is *NOT* the index that is returned to the application by
556 * glGetUniformLocation.
557 */
558 count_uniform_size uniform_size(prog->UniformHash);
559 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
560 if (prog->_LinkedShaders[i] == NULL)
561 continue;
562
563 /* Reset various per-shader target counts.
564 */
565 uniform_size.start_shader();
566
567 foreach_list(node, prog->_LinkedShaders[i]->ir) {
568 ir_variable *const var = ((ir_instruction *) node)->as_variable();
569
570 if ((var == NULL) || (var->mode != ir_var_uniform))
571 continue;
572
573 /* FINISHME: Update code to process built-in uniforms!
574 */
575 if (strncmp("gl_", var->name, 3) == 0)
576 continue;
577
578 uniform_size.process(var);
579 }
580
581 prog->_LinkedShaders[i]->num_samplers = uniform_size.num_shader_samplers;
582 prog->_LinkedShaders[i]->num_uniform_components =
583 uniform_size.num_shader_uniform_components;
584 }
585
586 const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
587 const unsigned num_data_slots = uniform_size.num_values;
588
589 /* On the outside chance that there were no uniforms, bail out.
590 */
591 if (num_user_uniforms == 0)
592 return;
593
594 struct gl_uniform_storage *uniforms =
595 rzalloc_array(prog, struct gl_uniform_storage, num_user_uniforms);
596 union gl_constant_value *data =
597 rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
598 #ifndef NDEBUG
599 union gl_constant_value *data_end = &data[num_data_slots];
600 #endif
601
602 parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
603
604 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
605 if (prog->_LinkedShaders[i] == NULL)
606 continue;
607
608 /* Reset various per-shader target counts.
609 */
610 parcel.start_shader();
611
612 foreach_list(node, prog->_LinkedShaders[i]->ir) {
613 ir_variable *const var = ((ir_instruction *) node)->as_variable();
614
615 if ((var == NULL) || (var->mode != ir_var_uniform))
616 continue;
617
618 /* FINISHME: Update code to process built-in uniforms!
619 */
620 if (strncmp("gl_", var->name, 3) == 0)
621 continue;
622
623 parcel.set_and_process(prog, prog->_LinkedShaders[i], var);
624 }
625
626 prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
627 prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
628 }
629
630 assert(sizeof(prog->SamplerTargets) == sizeof(parcel.targets));
631 memcpy(prog->SamplerTargets, parcel.targets, sizeof(prog->SamplerTargets));
632
633 #ifndef NDEBUG
634 for (unsigned i = 0; i < num_user_uniforms; i++) {
635 assert(uniforms[i].storage != NULL);
636 }
637
638 assert(parcel.values == data_end);
639 #endif
640
641 prog->NumUserUniformStorage = num_user_uniforms;
642 prog->UniformStorage = uniforms;
643
644 link_set_uniform_initializers(prog);
645
646 return;
647 }
648