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