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 "ir.h"
25#include "linker.h"
26#include "ir_uniform.h"
27#include "string_to_uint_map.h"
28#include "main/mtypes.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 */
34namespace linker {
35
36static gl_uniform_storage *
37get_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
47void
48copy_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      case GLSL_TYPE_UINT64:
68      case GLSL_TYPE_INT64:
69         /* XXX need to check on big-endian */
70         memcpy(&storage[i * 2].u, &val->value.d[i], sizeof(double));
71         break;
72      case GLSL_TYPE_BOOL:
73         storage[i].b = val->value.b[i] ? boolean_true : 0;
74         break;
75      case GLSL_TYPE_ARRAY:
76      case GLSL_TYPE_STRUCT:
77      case GLSL_TYPE_IMAGE:
78      case GLSL_TYPE_ATOMIC_UINT:
79      case GLSL_TYPE_INTERFACE:
80      case GLSL_TYPE_VOID:
81      case GLSL_TYPE_SUBROUTINE:
82      case GLSL_TYPE_FUNCTION:
83      case GLSL_TYPE_ERROR:
84      case GLSL_TYPE_UINT16:
85      case GLSL_TYPE_INT16:
86      case GLSL_TYPE_UINT8:
87      case GLSL_TYPE_INT8:
88      case GLSL_TYPE_FLOAT16:
89         /* All other types should have already been filtered by other
90          * paths in the caller.
91          */
92         assert(!"Should not get here.");
93         break;
94      }
95   }
96}
97
98/**
99 * Initialize an opaque uniform from the value of an explicit binding
100 * qualifier specified in the shader.  Atomic counters are different because
101 * they have no storage and should be handled elsewhere.
102 */
103static void
104set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
105                   const ir_variable *var, const glsl_type *type,
106                   const char *name, int *binding)
107{
108
109   if (type->is_array() && type->fields.array->is_array()) {
110      const glsl_type *const element_type = type->fields.array;
111
112      for (unsigned int i = 0; i < type->length; i++) {
113         const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
114
115         set_opaque_binding(mem_ctx, prog, var, element_type,
116                            element_name, binding);
117      }
118   } else {
119      struct gl_uniform_storage *const storage = get_storage(prog, name);
120
121      if (!storage)
122         return;
123
124      const unsigned elements = MAX2(storage->array_elements, 1);
125
126      /* Section 4.4.6 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.50 spec
127       * says:
128       *
129       *     "If the binding identifier is used with an array, the first element
130       *     of the array takes the specified unit and each subsequent element
131       *     takes the next consecutive unit."
132       */
133      for (unsigned int i = 0; i < elements; i++) {
134         storage->storage[i].i = (*binding)++;
135      }
136
137      for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
138         gl_linked_shader *shader = prog->_LinkedShaders[sh];
139
140         if (!shader)
141            continue;
142         if (!storage->opaque[sh].active)
143            continue;
144
145         if (storage->type->is_sampler()) {
146            for (unsigned i = 0; i < elements; i++) {
147               const unsigned index = storage->opaque[sh].index + i;
148
149               if (var->data.bindless) {
150                  if (index >= shader->Program->sh.NumBindlessSamplers)
151                     break;
152                  shader->Program->sh.BindlessSamplers[index].unit =
153                     storage->storage[i].i;
154                  shader->Program->sh.BindlessSamplers[index].bound = true;
155                  shader->Program->sh.HasBoundBindlessSampler = true;
156               } else {
157                  if (index >= ARRAY_SIZE(shader->Program->SamplerUnits))
158                     break;
159                  shader->Program->SamplerUnits[index] =
160                     storage->storage[i].i;
161               }
162            }
163         } else if (storage->type->is_image()) {
164            for (unsigned i = 0; i < elements; i++) {
165               const unsigned index = storage->opaque[sh].index + i;
166
167
168               if (var->data.bindless) {
169                  if (index >= shader->Program->sh.NumBindlessImages)
170                     break;
171                  shader->Program->sh.BindlessImages[index].unit =
172                     storage->storage[i].i;
173                  shader->Program->sh.BindlessImages[index].bound = true;
174                  shader->Program->sh.HasBoundBindlessImage = true;
175               } else {
176                  if (index >= ARRAY_SIZE(shader->Program->sh.ImageUnits))
177                     break;
178                  shader->Program->sh.ImageUnits[index] =
179                     storage->storage[i].i;
180               }
181            }
182         }
183      }
184   }
185}
186
187void
188set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
189                        const char *name, const glsl_type *type,
190                        ir_constant *val, unsigned int boolean_true)
191{
192   const glsl_type *t_without_array = type->without_array();
193   if (type->is_struct()) {
194      for (unsigned int i = 0; i < type->length; i++) {
195         const glsl_type *field_type = type->fields.structure[i].type;
196         const char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
197                                            type->fields.structure[i].name);
198         set_uniform_initializer(mem_ctx, prog, field_name,
199                                 field_type, val->get_record_field(i),
200                                 boolean_true);
201      }
202      return;
203   } else if (t_without_array->is_struct() ||
204              (type->is_array() && type->fields.array->is_array())) {
205      const glsl_type *const element_type = type->fields.array;
206
207      for (unsigned int i = 0; i < type->length; i++) {
208         const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
209
210         set_uniform_initializer(mem_ctx, prog, element_name,
211                                 element_type, val->const_elements[i],
212                                 boolean_true);
213      }
214      return;
215   }
216
217   struct gl_uniform_storage *const storage = get_storage(prog, name);
218
219   if (!storage)
220      return;
221
222   if (val->type->is_array()) {
223      const enum glsl_base_type base_type =
224         val->const_elements[0]->type->base_type;
225      const unsigned int elements = val->const_elements[0]->type->components();
226      unsigned int idx = 0;
227      unsigned dmul = glsl_base_type_is_64bit(base_type) ? 2 : 1;
228
229      assert(val->type->length >= storage->array_elements);
230      for (unsigned int i = 0; i < storage->array_elements; i++) {
231         copy_constant_to_storage(& storage->storage[idx],
232                                  val->const_elements[i],
233                                  base_type,
234                                  elements,
235                                  boolean_true);
236
237         idx += elements * dmul;
238      }
239   } else {
240      copy_constant_to_storage(storage->storage,
241                               val,
242                               val->type->base_type,
243                               val->type->components(),
244                               boolean_true);
245
246      if (storage->type->is_sampler()) {
247         for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
248            gl_linked_shader *shader = prog->_LinkedShaders[sh];
249
250            if (shader && storage->opaque[sh].active) {
251               unsigned index = storage->opaque[sh].index;
252
253               shader->Program->SamplerUnits[index] = storage->storage[0].i;
254            }
255         }
256      }
257   }
258}
259}
260
261void
262link_set_uniform_initializers(struct gl_shader_program *prog,
263                              unsigned int boolean_true)
264{
265   void *mem_ctx = NULL;
266
267   for (unsigned int i = 0; i < MESA_SHADER_STAGES; i++) {
268      struct gl_linked_shader *shader = prog->_LinkedShaders[i];
269
270      if (shader == NULL)
271         continue;
272
273      foreach_in_list(ir_instruction, node, shader->ir) {
274         ir_variable *const var = node->as_variable();
275
276         if (!var || (var->data.mode != ir_var_uniform &&
277             var->data.mode != ir_var_shader_storage))
278            continue;
279
280         if (!mem_ctx)
281            mem_ctx = ralloc_context(NULL);
282
283         if (var->data.explicit_binding) {
284            const glsl_type *const type = var->type;
285
286            if (type->without_array()->is_sampler() ||
287                type->without_array()->is_image()) {
288               int binding = var->data.binding;
289               linker::set_opaque_binding(mem_ctx, prog, var, var->type,
290                                          var->name, &binding);
291            } else if (var->is_in_buffer_block()) {
292               /* This case is handled by link_uniform_blocks (at
293                * process_block_array_leaf)
294                */
295            } else if (type->contains_atomic()) {
296               /* we don't actually need to do anything. */
297            } else {
298               assert(!"Explicit binding not on a sampler, UBO or atomic.");
299            }
300         } else if (var->constant_initializer) {
301            linker::set_uniform_initializer(mem_ctx, prog, var->name,
302                                            var->type, var->constant_initializer,
303                                            boolean_true);
304         }
305      }
306   }
307
308   memcpy(prog->data->UniformDataDefaults, prog->data->UniformDataSlots,
309          sizeof(union gl_constant_value) * prog->data->NumUniformDataSlots);
310   ralloc_free(mem_ctx);
311}
312