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