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[android-x86/external-mesa.git] / src / compiler / glsl / link_uniforms.cpp
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.h"
30 #include "util/string_to_uint_map.h"
31 #include "ir_variable_refcount.h"
32
33 /**
34  * \file link_uniforms.cpp
35  * Assign locations for GLSL uniforms.
36  *
37  * \author Ian Romanick <ian.d.romanick@intel.com>
38  */
39
40 /**
41  * Used by linker to indicate uniforms that have no location set.
42  */
43 #define UNMAPPED_UNIFORM_LOC ~0u
44
45 /**
46  * Count the backing storage requirements for a type
47  */
48 static unsigned
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
61 program_resource_visitor::process(const glsl_type *type, const char *name)
62 {
63    assert(type->without_array()->is_record()
64           || type->without_array()->is_interface());
65
66    unsigned record_array_count = 1;
67    char *name_copy = ralloc_strdup(NULL, name);
68    enum glsl_interface_packing packing = type->get_interface_packing();
69
70    recursion(type, &name_copy, strlen(name), false, NULL, packing, false,
71              record_array_count, NULL);
72    ralloc_free(name_copy);
73 }
74
75 void
76 program_resource_visitor::process(ir_variable *var)
77 {
78    unsigned record_array_count = 1;
79    const bool row_major =
80       var->data.matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
81
82    const enum glsl_interface_packing packing = var->get_interface_type() ?
83       var->get_interface_type_packing() :
84       var->type->get_interface_packing();
85
86    const glsl_type *t =
87       var->data.from_named_ifc_block ? var->get_interface_type() : var->type;
88    const glsl_type *t_without_array = t->without_array();
89
90    /* false is always passed for the row_major parameter to the other
91     * processing functions because no information is available to do
92     * otherwise.  See the warning in linker.h.
93     */
94    if (t_without_array->is_record() ||
95               (t->is_array() && t->fields.array->is_array())) {
96       char *name = ralloc_strdup(NULL, var->name);
97       recursion(var->type, &name, strlen(name), row_major, NULL, packing,
98                 false, record_array_count, NULL);
99       ralloc_free(name);
100    } else if (t_without_array->is_interface()) {
101       char *name = ralloc_strdup(NULL, t_without_array->name);
102       const glsl_struct_field *ifc_member = var->data.from_named_ifc_block ?
103          &t_without_array->
104             fields.structure[t_without_array->field_index(var->name)] : NULL;
105
106       recursion(t, &name, strlen(name), row_major, NULL, packing,
107                 false, record_array_count, ifc_member);
108       ralloc_free(name);
109    } else {
110       this->set_record_array_count(record_array_count);
111       this->visit_field(t, var->name, row_major, NULL, packing, false);
112    }
113 }
114
115 void
116 program_resource_visitor::recursion(const glsl_type *t, char **name,
117                                     size_t name_length, bool row_major,
118                                     const glsl_type *record_type,
119                                     const enum glsl_interface_packing packing,
120                                     bool last_field,
121                                     unsigned record_array_count,
122                                     const glsl_struct_field *named_ifc_member)
123 {
124    /* Records need to have each field processed individually.
125     *
126     * Arrays of records need to have each array element processed
127     * individually, then each field of the resulting array elements processed
128     * individually.
129     */
130    if (t->is_interface() && named_ifc_member) {
131       ralloc_asprintf_rewrite_tail(name, &name_length, ".%s",
132                                    named_ifc_member->name);
133       recursion(named_ifc_member->type, name, name_length, row_major, NULL,
134                 packing, false, record_array_count, NULL);
135    } else if (t->is_record() || t->is_interface()) {
136       if (record_type == NULL && t->is_record())
137          record_type = t;
138
139       if (t->is_record())
140          this->enter_record(t, *name, row_major, packing);
141
142       for (unsigned i = 0; i < t->length; i++) {
143          const char *field = t->fields.structure[i].name;
144          size_t new_length = name_length;
145
146          if (t->fields.structure[i].type->is_record())
147             this->visit_field(&t->fields.structure[i]);
148
149          if (t->is_interface() && t->fields.structure[i].offset != -1)
150             this->set_buffer_offset(t->fields.structure[i].offset);
151
152          /* Append '.field' to the current variable name. */
153          if (name_length == 0) {
154             ralloc_asprintf_rewrite_tail(name, &new_length, "%s", field);
155          } else {
156             ralloc_asprintf_rewrite_tail(name, &new_length, ".%s", field);
157          }
158
159          /* The layout of structures at the top level of the block is set
160           * during parsing.  For matrices contained in multiple levels of
161           * structures in the block, the inner structures have no layout.
162           * These cases must potentially inherit the layout from the outer
163           * levels.
164           */
165          bool field_row_major = row_major;
166          const enum glsl_matrix_layout matrix_layout =
167             glsl_matrix_layout(t->fields.structure[i].matrix_layout);
168          if (matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
169             field_row_major = true;
170          } else if (matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
171             field_row_major = false;
172          }
173
174          recursion(t->fields.structure[i].type, name, new_length,
175                    field_row_major,
176                    record_type,
177                    packing,
178                    (i + 1) == t->length, record_array_count, NULL);
179
180          /* Only the first leaf-field of the record gets called with the
181           * record type pointer.
182           */
183          record_type = NULL;
184       }
185
186       if (t->is_record()) {
187          (*name)[name_length] = '\0';
188          this->leave_record(t, *name, row_major, packing);
189       }
190    } else if (t->without_array()->is_record() ||
191               t->without_array()->is_interface() ||
192               (t->is_array() && t->fields.array->is_array())) {
193       if (record_type == NULL && t->fields.array->is_record())
194          record_type = t->fields.array;
195
196       unsigned length = t->length;
197       /* Shader storage block unsized arrays: add subscript [0] to variable
198        * names */
199       if (t->is_unsized_array())
200          length = 1;
201
202       record_array_count *= length;
203
204       for (unsigned i = 0; i < length; i++) {
205          size_t new_length = name_length;
206
207          /* Append the subscript to the current variable name */
208          ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
209
210          recursion(t->fields.array, name, new_length, row_major,
211                    record_type,
212                    packing,
213                    (i + 1) == t->length, record_array_count,
214                    named_ifc_member);
215
216          /* Only the first leaf-field of the record gets called with the
217           * record type pointer.
218           */
219          record_type = NULL;
220       }
221    } else {
222       this->set_record_array_count(record_array_count);
223       this->visit_field(t, *name, row_major, record_type, packing, last_field);
224    }
225 }
226
227 void
228 program_resource_visitor::visit_field(const glsl_struct_field *)
229 {
230 }
231
232 void
233 program_resource_visitor::enter_record(const glsl_type *, const char *, bool,
234                                        const enum glsl_interface_packing)
235 {
236 }
237
238 void
239 program_resource_visitor::leave_record(const glsl_type *, const char *, bool,
240                                        const enum glsl_interface_packing)
241 {
242 }
243
244 void
245 program_resource_visitor::set_buffer_offset(unsigned)
246 {
247 }
248
249 void
250 program_resource_visitor::set_record_array_count(unsigned)
251 {
252 }
253
254 namespace {
255
256 /**
257  * Class to help calculate the storage requirements for a set of uniforms
258  *
259  * As uniforms are added to the active set the number of active uniforms and
260  * the storage requirements for those uniforms are accumulated.  The active
261  * uniforms are added to the hash table supplied to the constructor.
262  *
263  * If the same uniform is added multiple times (i.e., once for each shader
264  * target), it will only be accounted once.
265  */
266 class count_uniform_size : public program_resource_visitor {
267 public:
268    count_uniform_size(struct string_to_uint_map *map,
269                       struct string_to_uint_map *hidden_map)
270       : num_active_uniforms(0), num_hidden_uniforms(0), num_values(0),
271         num_shader_samplers(0), num_shader_images(0),
272         num_shader_uniform_components(0), num_shader_subroutines(0),
273         is_buffer_block(false), is_shader_storage(false), map(map),
274         hidden_map(hidden_map)
275    {
276       /* empty */
277    }
278
279    void start_shader()
280    {
281       this->num_shader_samplers = 0;
282       this->num_shader_images = 0;
283       this->num_shader_uniform_components = 0;
284       this->num_shader_subroutines = 0;
285    }
286
287    void process(ir_variable *var)
288    {
289       this->current_var = var;
290       this->is_buffer_block = var->is_in_buffer_block();
291       this->is_shader_storage = var->is_in_shader_storage_block();
292       if (var->is_interface_instance())
293          program_resource_visitor::process(var->get_interface_type(),
294                                            var->get_interface_type()->name);
295       else
296          program_resource_visitor::process(var);
297    }
298
299    /**
300     * Total number of active uniforms counted
301     */
302    unsigned num_active_uniforms;
303
304    unsigned num_hidden_uniforms;
305
306    /**
307     * Number of data values required to back the storage for the active uniforms
308     */
309    unsigned num_values;
310
311    /**
312     * Number of samplers used
313     */
314    unsigned num_shader_samplers;
315
316    /**
317     * Number of images used
318     */
319    unsigned num_shader_images;
320
321    /**
322     * Number of uniforms used in the current shader
323     */
324    unsigned num_shader_uniform_components;
325
326    /**
327     * Number of subroutine uniforms used
328     */
329    unsigned num_shader_subroutines;
330
331    bool is_buffer_block;
332    bool is_shader_storage;
333
334    struct string_to_uint_map *map;
335
336 private:
337    virtual void visit_field(const glsl_type *type, const char *name,
338                             bool /* row_major */,
339                             const glsl_type * /* record_type */,
340                             const enum glsl_interface_packing,
341                             bool /* last_field */)
342    {
343       assert(!type->without_array()->is_record());
344       assert(!type->without_array()->is_interface());
345       assert(!(type->is_array() && type->fields.array->is_array()));
346
347       /* Count the number of samplers regardless of whether the uniform is
348        * already in the hash table.  The hash table prevents adding the same
349        * uniform for multiple shader targets, but in this case we want to
350        * count it for each shader target.
351        */
352       const unsigned values = values_for_type(type);
353       if (type->contains_subroutine()) {
354          this->num_shader_subroutines += values;
355       } else if (type->contains_sampler()) {
356          this->num_shader_samplers += values;
357       } else if (type->contains_image()) {
358          this->num_shader_images += values;
359
360          /* As drivers are likely to represent image uniforms as
361           * scalar indices, count them against the limit of uniform
362           * components in the default block.  The spec allows image
363           * uniforms to use up no more than one scalar slot.
364           */
365          if (!is_shader_storage)
366             this->num_shader_uniform_components += values;
367       } else {
368          /* Accumulate the total number of uniform slots used by this shader.
369           * Note that samplers do not count against this limit because they
370           * don't use any storage on current hardware.
371           */
372          if (!is_buffer_block)
373             this->num_shader_uniform_components += values;
374       }
375
376       /* If the uniform is already in the map, there's nothing more to do.
377        */
378       unsigned id;
379       if (this->map->get(id, name))
380          return;
381
382       if (this->current_var->data.how_declared == ir_var_hidden) {
383          this->hidden_map->put(this->num_hidden_uniforms, name);
384          this->num_hidden_uniforms++;
385       } else {
386          this->map->put(this->num_active_uniforms-this->num_hidden_uniforms,
387                         name);
388       }
389
390       /* Each leaf uniform occupies one entry in the list of active
391        * uniforms.
392        */
393       this->num_active_uniforms++;
394
395       if(!is_gl_identifier(name) && !is_shader_storage && !is_buffer_block)
396          this->num_values += values;
397    }
398
399    struct string_to_uint_map *hidden_map;
400
401    /**
402     * Current variable being processed.
403     */
404    ir_variable *current_var;
405 };
406
407 } /* anonymous namespace */
408
409 /**
410  * Class to help parcel out pieces of backing storage to uniforms
411  *
412  * Each uniform processed has some range of the \c gl_constant_value
413  * structures associated with it.  The association is done by finding
414  * the uniform in the \c string_to_uint_map and using the value from
415  * the map to connect that slot in the \c gl_uniform_storage table
416  * with the next available slot in the \c gl_constant_value array.
417  *
418  * \warning
419  * This class assumes that every uniform that will be processed is
420  * already in the \c string_to_uint_map.  In addition, it assumes that
421  * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
422  * enough."
423  */
424 class parcel_out_uniform_storage : public program_resource_visitor {
425 public:
426    parcel_out_uniform_storage(struct gl_shader_program *prog,
427                               struct string_to_uint_map *map,
428                               struct gl_uniform_storage *uniforms,
429                               union gl_constant_value *values)
430       : prog(prog), map(map), uniforms(uniforms), values(values)
431    {
432    }
433
434    void start_shader(gl_shader_stage shader_type)
435    {
436       assert(shader_type < MESA_SHADER_STAGES);
437       this->shader_type = shader_type;
438
439       this->shader_samplers_used = 0;
440       this->shader_shadow_samplers = 0;
441       this->next_sampler = 0;
442       this->next_image = 0;
443       this->next_subroutine = 0;
444       this->record_array_count = 1;
445       memset(this->targets, 0, sizeof(this->targets));
446    }
447
448    void set_and_process(ir_variable *var)
449    {
450       current_var = var;
451       field_counter = 0;
452       this->record_next_sampler = new string_to_uint_map;
453
454       buffer_block_index = -1;
455       if (var->is_in_buffer_block()) {
456          struct gl_uniform_block *blks = var->is_in_shader_storage_block() ?
457             prog->ShaderStorageBlocks : prog->UniformBlocks;
458          unsigned num_blks = var->is_in_shader_storage_block() ?
459             prog->NumShaderStorageBlocks : prog->NumUniformBlocks;
460
461          if (var->is_interface_instance() && var->type->is_array()) {
462             unsigned l = strlen(var->get_interface_type()->name);
463
464             for (unsigned i = 0; i < num_blks; i++) {
465                if (strncmp(var->get_interface_type()->name, blks[i].Name, l)
466                    == 0 && blks[i].Name[l] == '[') {
467                   buffer_block_index = i;
468                   break;
469                }
470             }
471          } else {
472             for (unsigned i = 0; i < num_blks; i++) {
473                if (strcmp(var->get_interface_type()->name, blks[i].Name) ==
474                    0) {
475                   buffer_block_index = i;
476                   break;
477                }
478             }
479          }
480          assert(buffer_block_index != -1);
481
482          /* Uniform blocks that were specified with an instance name must be
483           * handled a little bit differently.  The name of the variable is the
484           * name used to reference the uniform block instead of being the name
485           * of a variable within the block.  Therefore, searching for the name
486           * within the block will fail.
487           */
488          if (var->is_interface_instance()) {
489             ubo_byte_offset = 0;
490             process(var->get_interface_type(),
491                     var->get_interface_type()->name);
492          } else {
493             const struct gl_uniform_block *const block =
494                &blks[buffer_block_index];
495
496             assert(var->data.location != -1);
497
498             const struct gl_uniform_buffer_variable *const ubo_var =
499                &block->Uniforms[var->data.location];
500
501             ubo_byte_offset = ubo_var->Offset;
502             process(var);
503          }
504       } else {
505          /* Store any explicit location and reset data location so we can
506           * reuse this variable for storing the uniform slot number.
507           */
508          this->explicit_location = current_var->data.location;
509          current_var->data.location = -1;
510
511          process(var);
512       }
513       delete this->record_next_sampler;
514    }
515
516    int buffer_block_index;
517    int ubo_byte_offset;
518    gl_shader_stage shader_type;
519
520 private:
521    void handle_samplers(const glsl_type *base_type,
522                         struct gl_uniform_storage *uniform, const char *name)
523    {
524       if (base_type->is_sampler()) {
525          uniform->opaque[shader_type].active = true;
526
527          /* Handle multiple samplers inside struct arrays */
528          if (this->record_array_count > 1) {
529             unsigned inner_array_size = MAX2(1, uniform->array_elements);
530             char *name_copy = ralloc_strdup(NULL, name);
531
532             /* Remove all array subscripts from the sampler name */
533             char *str_start;
534             const char *str_end;
535             while((str_start = strchr(name_copy, '[')) &&
536                   (str_end = strchr(name_copy, ']'))) {
537                memmove(str_start, str_end + 1, 1 + strlen(str_end));
538             }
539
540             unsigned index = 0;
541             if (this->record_next_sampler->get(index, name_copy)) {
542                /* In this case, we've already seen this uniform so we just use
543                 * the next sampler index recorded the last time we visited.
544                 */
545                uniform->opaque[shader_type].index = index;
546                index = inner_array_size + uniform->opaque[shader_type].index;
547                this->record_next_sampler->put(index, name_copy);
548
549                ralloc_free(name_copy);
550                /* Return as everything else has already been initialised in a
551                 * previous pass.
552                 */
553                return;
554             } else {
555                /* We've never seen this uniform before so we need to allocate
556                 * enough indices to store it.
557                 *
558                 * Nested struct arrays behave like arrays of arrays so we need
559                 * to increase the index by the total number of elements of the
560                 * sampler in case there is more than one sampler inside the
561                 * structs. This allows the offset to be easily calculated for
562                 * indirect indexing.
563                 */
564                uniform->opaque[shader_type].index = this->next_sampler;
565                this->next_sampler +=
566                   inner_array_size * this->record_array_count;
567
568                /* Store the next index for future passes over the struct array
569                 */
570                index = uniform->opaque[shader_type].index + inner_array_size;
571                this->record_next_sampler->put(index, name_copy);
572                ralloc_free(name_copy);
573             }
574          } else {
575             /* Increment the sampler by 1 for non-arrays and by the number of
576              * array elements for arrays.
577              */
578             uniform->opaque[shader_type].index = this->next_sampler;
579             this->next_sampler += MAX2(1, uniform->array_elements);
580          }
581
582          const gl_texture_index target = base_type->sampler_index();
583          const unsigned shadow = base_type->sampler_shadow;
584          for (unsigned i = uniform->opaque[shader_type].index;
585               i < MIN2(this->next_sampler, MAX_SAMPLERS);
586               i++) {
587             this->targets[i] = target;
588             this->shader_samplers_used |= 1U << i;
589             this->shader_shadow_samplers |= shadow << i;
590          }
591       }
592    }
593
594    void handle_images(const glsl_type *base_type,
595                       struct gl_uniform_storage *uniform)
596    {
597       if (base_type->is_image()) {
598          uniform->opaque[shader_type].index = this->next_image;
599          uniform->opaque[shader_type].active = true;
600
601          /* Set image access qualifiers */
602          const GLenum access =
603             (current_var->data.image_read_only ? GL_READ_ONLY :
604              current_var->data.image_write_only ? GL_WRITE_ONLY :
605                 GL_READ_WRITE);
606
607          const unsigned first = this->next_image;
608
609          /* Increment the image index by 1 for non-arrays and by the
610           * number of array elements for arrays.
611           */
612          this->next_image += MAX2(1, uniform->array_elements);
613
614          for (unsigned i = first; i < MIN2(next_image, MAX_IMAGE_UNIFORMS); i++)
615             prog->_LinkedShaders[shader_type]->ImageAccess[i] = access;
616       }
617    }
618
619    void handle_subroutines(const glsl_type *base_type,
620                            struct gl_uniform_storage *uniform)
621    {
622       if (base_type->is_subroutine()) {
623          uniform->opaque[shader_type].index = this->next_subroutine;
624          uniform->opaque[shader_type].active = true;
625
626          /* Increment the subroutine index by 1 for non-arrays and by the
627           * number of array elements for arrays.
628           */
629          this->next_subroutine += MAX2(1, uniform->array_elements);
630
631       }
632    }
633
634    virtual void set_buffer_offset(unsigned offset)
635    {
636       this->ubo_byte_offset = offset;
637    }
638
639    virtual void set_record_array_count(unsigned record_array_count)
640    {
641       this->record_array_count = record_array_count;
642    }
643
644    virtual void enter_record(const glsl_type *type, const char *,
645                              bool row_major,
646                              const enum glsl_interface_packing packing)
647    {
648       assert(type->is_record());
649       if (this->buffer_block_index == -1)
650          return;
651       if (packing == GLSL_INTERFACE_PACKING_STD430)
652          this->ubo_byte_offset = glsl_align(
653             this->ubo_byte_offset, type->std430_base_alignment(row_major));
654       else
655          this->ubo_byte_offset = glsl_align(
656             this->ubo_byte_offset, type->std140_base_alignment(row_major));
657    }
658
659    virtual void leave_record(const glsl_type *type, const char *,
660                              bool row_major,
661                              const enum glsl_interface_packing packing)
662    {
663       assert(type->is_record());
664       if (this->buffer_block_index == -1)
665          return;
666       if (packing == GLSL_INTERFACE_PACKING_STD430)
667          this->ubo_byte_offset = glsl_align(
668             this->ubo_byte_offset, type->std430_base_alignment(row_major));
669       else
670          this->ubo_byte_offset = glsl_align(
671             this->ubo_byte_offset, type->std140_base_alignment(row_major));
672    }
673
674    virtual void visit_field(const glsl_type *type, const char *name,
675                             bool row_major, const glsl_type * /* record_type */,
676                             const enum glsl_interface_packing packing,
677                             bool /* last_field */)
678    {
679       assert(!type->without_array()->is_record());
680       assert(!type->without_array()->is_interface());
681       assert(!(type->is_array() && type->fields.array->is_array()));
682
683       unsigned id;
684       bool found = this->map->get(id, name);
685       assert(found);
686
687       if (!found)
688          return;
689
690       const glsl_type *base_type;
691       if (type->is_array()) {
692          this->uniforms[id].array_elements = type->length;
693          base_type = type->fields.array;
694       } else {
695          this->uniforms[id].array_elements = 0;
696          base_type = type;
697       }
698
699       /* Initialise opaque data */
700       this->uniforms[id].opaque[shader_type].index = ~0;
701       this->uniforms[id].opaque[shader_type].active = false;
702
703       /* This assigns uniform indices to sampler and image uniforms. */
704       handle_samplers(base_type, &this->uniforms[id], name);
705       handle_images(base_type, &this->uniforms[id]);
706       handle_subroutines(base_type, &this->uniforms[id]);
707
708       /* For array of arrays or struct arrays the base location may have
709        * already been set so don't set it again.
710        */
711       if (buffer_block_index == -1 && current_var->data.location == -1) {
712          current_var->data.location = id;
713       }
714
715       /* If there is already storage associated with this uniform or if the
716        * uniform is set as builtin, it means that it was set while processing
717        * an earlier shader stage.  For example, we may be processing the
718        * uniform in the fragment shader, but the uniform was already processed
719        * in the vertex shader.
720        */
721       if (this->uniforms[id].storage != NULL || this->uniforms[id].builtin) {
722          return;
723       }
724
725       /* Assign explicit locations. */
726       if (current_var->data.explicit_location) {
727          /* Set sequential locations for struct fields. */
728          if (current_var->type->without_array()->is_record() ||
729              current_var->type->is_array_of_arrays()) {
730             const unsigned entries = MAX2(1, this->uniforms[id].array_elements);
731             this->uniforms[id].remap_location =
732                this->explicit_location + field_counter;
733             field_counter += entries;
734          } else {
735             this->uniforms[id].remap_location = this->explicit_location;
736          }
737       } else {
738          /* Initialize to to indicate that no location is set */
739          this->uniforms[id].remap_location = UNMAPPED_UNIFORM_LOC;
740       }
741
742       this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
743       this->uniforms[id].type = base_type;
744       this->uniforms[id].num_driver_storage = 0;
745       this->uniforms[id].driver_storage = NULL;
746       this->uniforms[id].atomic_buffer_index = -1;
747       this->uniforms[id].hidden =
748          current_var->data.how_declared == ir_var_hidden;
749       this->uniforms[id].builtin = is_gl_identifier(name);
750
751       this->uniforms[id].is_shader_storage =
752          current_var->is_in_shader_storage_block();
753
754       /* Do not assign storage if the uniform is a builtin or buffer object */
755       if (!this->uniforms[id].builtin &&
756           !this->uniforms[id].is_shader_storage &&
757           this->buffer_block_index == -1)
758          this->uniforms[id].storage = this->values;
759
760       if (this->buffer_block_index != -1) {
761          this->uniforms[id].block_index = this->buffer_block_index;
762
763          unsigned alignment = type->std140_base_alignment(row_major);
764          if (packing == GLSL_INTERFACE_PACKING_STD430)
765             alignment = type->std430_base_alignment(row_major);
766          this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, alignment);
767          this->uniforms[id].offset = this->ubo_byte_offset;
768          if (packing == GLSL_INTERFACE_PACKING_STD430)
769             this->ubo_byte_offset += type->std430_size(row_major);
770          else
771             this->ubo_byte_offset += type->std140_size(row_major);
772
773          if (type->is_array()) {
774             if (packing == GLSL_INTERFACE_PACKING_STD430)
775                this->uniforms[id].array_stride =
776                   type->without_array()->std430_array_stride(row_major);
777             else
778                this->uniforms[id].array_stride =
779                   glsl_align(type->without_array()->std140_size(row_major),
780                              16);
781          } else {
782             this->uniforms[id].array_stride = 0;
783          }
784
785          if (type->without_array()->is_matrix()) {
786             const glsl_type *matrix = type->without_array();
787             const unsigned N = matrix->base_type == GLSL_TYPE_DOUBLE ? 8 : 4;
788             const unsigned items =
789                row_major ? matrix->matrix_columns : matrix->vector_elements;
790
791             assert(items <= 4);
792             if (packing == GLSL_INTERFACE_PACKING_STD430)
793                this->uniforms[id].matrix_stride = items < 3 ? items * N :
794                                                     glsl_align(items * N, 16);
795             else
796                this->uniforms[id].matrix_stride = glsl_align(items * N, 16);
797             this->uniforms[id].row_major = row_major;
798          } else {
799             this->uniforms[id].matrix_stride = 0;
800             this->uniforms[id].row_major = false;
801          }
802       } else {
803          this->uniforms[id].block_index = -1;
804          this->uniforms[id].offset = -1;
805          this->uniforms[id].array_stride = -1;
806          this->uniforms[id].matrix_stride = -1;
807          this->uniforms[id].row_major = false;
808       }
809
810       if (!this->uniforms[id].builtin &&
811           !this->uniforms[id].is_shader_storage &&
812           this->buffer_block_index == -1)
813          this->values += values_for_type(type);
814    }
815
816    /**
817     * Current program being processed.
818     */
819    struct gl_shader_program *prog;
820
821    struct string_to_uint_map *map;
822
823    struct gl_uniform_storage *uniforms;
824    unsigned next_sampler;
825    unsigned next_image;
826    unsigned next_subroutine;
827
828    /**
829     * Field counter is used to take care that uniform structures
830     * with explicit locations get sequential locations.
831     */
832    unsigned field_counter;
833
834    /**
835     * Current variable being processed.
836     */
837    ir_variable *current_var;
838
839    /* Used to store the explicit location from current_var so that we can
840     * reuse the location field for storing the uniform slot id.
841     */
842    int explicit_location;
843
844    /* Stores total struct array elements including nested structs */
845    unsigned record_array_count;
846
847    /* Map for temporarily storing next sampler index when handling samplers in
848     * struct arrays.
849     */
850    struct string_to_uint_map *record_next_sampler;
851
852 public:
853    union gl_constant_value *values;
854
855    gl_texture_index targets[MAX_SAMPLERS];
856
857    /**
858     * Mask of samplers used by the current shader stage.
859     */
860    unsigned shader_samplers_used;
861
862    /**
863     * Mask of samplers used by the current shader stage for shadows.
864     */
865    unsigned shader_shadow_samplers;
866 };
867
868 static bool
869 variable_is_referenced(ir_variable_refcount_visitor &v, ir_variable *var)
870 {
871    ir_variable_refcount_entry *const entry = v.get_variable_entry(var);
872
873    return entry->referenced_count > 0;
874
875 }
876
877 /**
878  * Walks the IR and update the references to uniform blocks in the
879  * ir_variables to point at linked shader's list (previously, they
880  * would point at the uniform block list in one of the pre-linked
881  * shaders).
882  */
883 static void
884 link_update_uniform_buffer_variables(struct gl_linked_shader *shader,
885                                      unsigned stage)
886 {
887    ir_variable_refcount_visitor v;
888
889    v.run(shader->ir);
890
891    foreach_in_list(ir_instruction, node, shader->ir) {
892       ir_variable *const var = node->as_variable();
893
894       if (var == NULL || !var->is_in_buffer_block())
895          continue;
896
897       assert(var->data.mode == ir_var_uniform ||
898              var->data.mode == ir_var_shader_storage);
899
900       unsigned num_blocks = var->data.mode == ir_var_uniform ?
901          shader->NumUniformBlocks : shader->NumShaderStorageBlocks;
902       struct gl_uniform_block **blks = var->data.mode == ir_var_uniform ?
903          shader->UniformBlocks : shader->ShaderStorageBlocks;
904
905       if (var->is_interface_instance()) {
906          if (variable_is_referenced(v, var)) {
907             /* Since this is an interface instance, the instance type will be
908              * same as the array-stripped variable type.  If the variable type
909              * is an array, then the block names will be suffixed with [0]
910              * through [n-1].  Unlike for non-interface instances, there will
911              * not be structure types here, so the only name sentinel that we
912              * have to worry about is [.
913              */
914             assert(var->type->without_array() == var->get_interface_type());
915             const char sentinel = var->type->is_array() ? '[' : '\0';
916
917             const ptrdiff_t len = strlen(var->get_interface_type()->name);
918             for (unsigned i = 0; i < num_blocks; i++) {
919                const char *const begin = blks[i]->Name;
920                const char *const end = strchr(begin, sentinel);
921
922                if (end == NULL)
923                   continue;
924
925                if (len != (end - begin))
926                   continue;
927
928                /* Even when a match is found, do not "break" here.  This could
929                 * be an array of instances, and all elements of the array need
930                 * to be marked as referenced.
931                 */
932                if (strncmp(begin, var->get_interface_type()->name, len) == 0) {
933                   blks[i]->stageref |= 1U << stage;
934                }
935             }
936          }
937
938          var->data.location = 0;
939          continue;
940       }
941
942       bool found = false;
943       char sentinel = '\0';
944
945       if (var->type->is_record()) {
946          sentinel = '.';
947       } else if (var->type->is_array() && (var->type->fields.array->is_array()
948                  || var->type->without_array()->is_record())) {
949          sentinel = '[';
950       }
951
952       const unsigned l = strlen(var->name);
953       for (unsigned i = 0; i < num_blocks; i++) {
954          for (unsigned j = 0; j < blks[i]->NumUniforms; j++) {
955             if (sentinel) {
956                const char *begin = blks[i]->Uniforms[j].Name;
957                const char *end = strchr(begin, sentinel);
958
959                if (end == NULL)
960                   continue;
961
962                if ((ptrdiff_t) l != (end - begin))
963                   continue;
964
965                found = strncmp(var->name, begin, l) == 0;
966             } else {
967                found = strcmp(var->name, blks[i]->Uniforms[j].Name) == 0;
968             }
969
970             if (found) {
971                var->data.location = j;
972
973                if (variable_is_referenced(v, var))
974                   blks[i]->stageref |= 1U << stage;
975
976                break;
977             }
978          }
979
980          if (found)
981             break;
982       }
983       assert(found);
984    }
985 }
986
987 /**
988  * Combine the hidden uniform hash map with the uniform hash map so that the
989  * hidden uniforms will be given indicies at the end of the uniform storage
990  * array.
991  */
992 static void
993 assign_hidden_uniform_slot_id(const char *name, unsigned hidden_id,
994                               void *closure)
995 {
996    count_uniform_size *uniform_size = (count_uniform_size *) closure;
997    unsigned hidden_uniform_start = uniform_size->num_active_uniforms -
998       uniform_size->num_hidden_uniforms;
999
1000    uniform_size->map->put(hidden_uniform_start + hidden_id, name);
1001 }
1002
1003 /**
1004  * Search through the list of empty blocks to find one that fits the current
1005  * uniform.
1006  */
1007 static int
1008 find_empty_block(struct gl_shader_program *prog,
1009                  struct gl_uniform_storage *uniform)
1010 {
1011    const unsigned entries = MAX2(1, uniform->array_elements);
1012
1013    foreach_list_typed(struct empty_uniform_block, block, link,
1014                       &prog->EmptyUniformLocations) {
1015       /* Found a block with enough slots to fit the uniform */
1016       if (block->slots == entries) {
1017          unsigned start = block->start;
1018          exec_node_remove(&block->link);
1019          ralloc_free(block);
1020
1021          return start;
1022       /* Found a block with more slots than needed. It can still be used. */
1023       } else if (block->slots > entries) {
1024          unsigned start = block->start;
1025          block->start += entries;
1026          block->slots -= entries;
1027
1028          return start;
1029       }
1030    }
1031
1032    return -1;
1033 }
1034
1035 static void
1036 link_setup_uniform_remap_tables(struct gl_context *ctx,
1037                                 struct gl_shader_program *prog,
1038                                 unsigned num_explicit_uniform_locs)
1039 {
1040    unsigned total_entries = num_explicit_uniform_locs;
1041    unsigned empty_locs =
1042       prog->NumUniformRemapTable - num_explicit_uniform_locs;
1043
1044    /* Reserve all the explicit locations of the active uniforms. */
1045    for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
1046       if (prog->UniformStorage[i].type->is_subroutine() ||
1047           prog->UniformStorage[i].is_shader_storage)
1048          continue;
1049
1050       if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC) {
1051          /* How many new entries for this uniform? */
1052          const unsigned entries =
1053             MAX2(1, prog->UniformStorage[i].array_elements);
1054
1055          /* Set remap table entries point to correct gl_uniform_storage. */
1056          for (unsigned j = 0; j < entries; j++) {
1057             unsigned element_loc = prog->UniformStorage[i].remap_location + j;
1058             assert(prog->UniformRemapTable[element_loc] ==
1059                    INACTIVE_UNIFORM_EXPLICIT_LOCATION);
1060             prog->UniformRemapTable[element_loc] = &prog->UniformStorage[i];
1061          }
1062       }
1063    }
1064
1065    /* Reserve locations for rest of the uniforms. */
1066    for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
1067
1068       if (prog->UniformStorage[i].type->is_subroutine() ||
1069           prog->UniformStorage[i].is_shader_storage)
1070          continue;
1071
1072       /* Built-in uniforms should not get any location. */
1073       if (prog->UniformStorage[i].builtin)
1074          continue;
1075
1076       /* Explicit ones have been set already. */
1077       if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
1078          continue;
1079
1080       /* how many new entries for this uniform? */
1081       const unsigned entries = MAX2(1, prog->UniformStorage[i].array_elements);
1082
1083       /* Find UniformRemapTable for empty blocks where we can fit this uniform. */
1084       int chosen_location = -1;
1085
1086       if (empty_locs)
1087          chosen_location = find_empty_block(prog, &prog->UniformStorage[i]);
1088
1089       /* Add new entries to the total amount of entries. */
1090       total_entries += entries;
1091
1092       if (chosen_location != -1) {
1093          empty_locs -= entries;
1094       } else {
1095          chosen_location = prog->NumUniformRemapTable;
1096
1097          /* resize remap table to fit new entries */
1098          prog->UniformRemapTable =
1099             reralloc(prog,
1100                      prog->UniformRemapTable,
1101                      gl_uniform_storage *,
1102                      prog->NumUniformRemapTable + entries);
1103          prog->NumUniformRemapTable += entries;
1104       }
1105
1106       /* set pointers for this uniform */
1107       for (unsigned j = 0; j < entries; j++)
1108          prog->UniformRemapTable[chosen_location + j] =
1109             &prog->UniformStorage[i];
1110
1111       /* set the base location in remap table for the uniform */
1112       prog->UniformStorage[i].remap_location = chosen_location;
1113    }
1114
1115    /* Verify that total amount of entries for explicit and implicit locations
1116     * is less than MAX_UNIFORM_LOCATIONS.
1117     */
1118
1119    if (total_entries > ctx->Const.MaxUserAssignableUniformLocations) {
1120       linker_error(prog, "count of uniform locations > MAX_UNIFORM_LOCATIONS"
1121                    "(%u > %u)", total_entries,
1122                    ctx->Const.MaxUserAssignableUniformLocations);
1123    }
1124
1125    /* Reserve all the explicit locations of the active subroutine uniforms. */
1126    for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
1127       if (!prog->UniformStorage[i].type->is_subroutine())
1128          continue;
1129
1130       if (prog->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
1131          continue;
1132
1133       /* How many new entries for this uniform? */
1134       const unsigned entries =
1135          MAX2(1, prog->UniformStorage[i].array_elements);
1136
1137       for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
1138          struct gl_linked_shader *sh = prog->_LinkedShaders[j];
1139          if (!sh)
1140             continue;
1141
1142          if (!prog->UniformStorage[i].opaque[j].active)
1143             continue;
1144
1145          /* Set remap table entries point to correct gl_uniform_storage. */
1146          for (unsigned k = 0; k < entries; k++) {
1147             unsigned element_loc = prog->UniformStorage[i].remap_location + k;
1148             assert(sh->SubroutineUniformRemapTable[element_loc] ==
1149                    INACTIVE_UNIFORM_EXPLICIT_LOCATION);
1150             sh->SubroutineUniformRemapTable[element_loc] =
1151                &prog->UniformStorage[i];
1152          }
1153       }
1154    }
1155
1156    /* reserve subroutine locations */
1157    for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
1158       if (!prog->UniformStorage[i].type->is_subroutine())
1159          continue;
1160
1161       if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
1162          continue;
1163
1164       const unsigned entries =
1165          MAX2(1, prog->UniformStorage[i].array_elements);
1166
1167       for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
1168          struct gl_linked_shader *sh = prog->_LinkedShaders[j];
1169          if (!sh)
1170             continue;
1171
1172          if (!prog->UniformStorage[i].opaque[j].active)
1173             continue;
1174
1175          sh->SubroutineUniformRemapTable =
1176             reralloc(sh,
1177                      sh->SubroutineUniformRemapTable,
1178                      gl_uniform_storage *,
1179                      sh->NumSubroutineUniformRemapTable + entries);
1180
1181          for (unsigned k = 0; k < entries; k++) {
1182             sh->SubroutineUniformRemapTable[sh->NumSubroutineUniformRemapTable + k] =
1183                &prog->UniformStorage[i];
1184          }
1185          prog->UniformStorage[i].remap_location =
1186             sh->NumSubroutineUniformRemapTable;
1187          sh->NumSubroutineUniformRemapTable += entries;
1188       }
1189    }
1190 }
1191
1192 static void
1193 link_assign_uniform_storage(struct gl_context *ctx,
1194                             struct gl_shader_program *prog,
1195                             const unsigned num_data_slots,
1196                             unsigned num_explicit_uniform_locs)
1197 {
1198    /* On the outside chance that there were no uniforms, bail out.
1199     */
1200    if (prog->NumUniformStorage == 0)
1201       return;
1202
1203    unsigned int boolean_true = ctx->Const.UniformBooleanTrue;
1204
1205    prog->UniformStorage = rzalloc_array(prog, struct gl_uniform_storage,
1206                                         prog->NumUniformStorage);
1207    union gl_constant_value *data = rzalloc_array(prog->UniformStorage,
1208                                                  union gl_constant_value,
1209                                                  num_data_slots);
1210 #ifndef NDEBUG
1211    union gl_constant_value *data_end = &data[num_data_slots];
1212 #endif
1213
1214    parcel_out_uniform_storage parcel(prog, prog->UniformHash,
1215                                      prog->UniformStorage, data);
1216
1217    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
1218       if (prog->_LinkedShaders[i] == NULL)
1219          continue;
1220
1221       parcel.start_shader((gl_shader_stage)i);
1222
1223       foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
1224          ir_variable *const var = node->as_variable();
1225
1226          if ((var == NULL) || (var->data.mode != ir_var_uniform &&
1227                                var->data.mode != ir_var_shader_storage))
1228             continue;
1229
1230          parcel.set_and_process(var);
1231       }
1232
1233       prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
1234       prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
1235
1236       STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->SamplerTargets) ==
1237                     sizeof(parcel.targets));
1238       memcpy(prog->_LinkedShaders[i]->SamplerTargets, parcel.targets,
1239              sizeof(prog->_LinkedShaders[i]->SamplerTargets));
1240    }
1241
1242 #ifndef NDEBUG
1243    for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
1244       assert(prog->UniformStorage[i].storage != NULL ||
1245              prog->UniformStorage[i].builtin ||
1246              prog->UniformStorage[i].is_shader_storage ||
1247              prog->UniformStorage[i].block_index != -1);
1248    }
1249
1250    assert(parcel.values == data_end);
1251 #endif
1252
1253    link_setup_uniform_remap_tables(ctx, prog, num_explicit_uniform_locs);
1254
1255    link_set_uniform_initializers(prog, boolean_true);
1256 }
1257
1258 void
1259 link_assign_uniform_locations(struct gl_shader_program *prog,
1260                               struct gl_context *ctx,
1261                               unsigned int num_explicit_uniform_locs)
1262 {
1263    ralloc_free(prog->UniformStorage);
1264    prog->UniformStorage = NULL;
1265    prog->NumUniformStorage = 0;
1266
1267    if (prog->UniformHash != NULL) {
1268       prog->UniformHash->clear();
1269    } else {
1270       prog->UniformHash = new string_to_uint_map;
1271    }
1272
1273    /* First pass: Count the uniform resources used by the user-defined
1274     * uniforms.  While this happens, each active uniform will have an index
1275     * assigned to it.
1276     *
1277     * Note: this is *NOT* the index that is returned to the application by
1278     * glGetUniformLocation.
1279     */
1280    struct string_to_uint_map *hiddenUniforms = new string_to_uint_map;
1281    count_uniform_size uniform_size(prog->UniformHash, hiddenUniforms);
1282    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
1283       struct gl_linked_shader *sh = prog->_LinkedShaders[i];
1284
1285       if (sh == NULL)
1286          continue;
1287
1288       /* Uniforms that lack an initializer in the shader code have an initial
1289        * value of zero.  This includes sampler uniforms.
1290        *
1291        * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
1292        *
1293        *     "The link time initial value is either the value of the variable's
1294        *     initializer, if present, or 0 if no initializer is present. Sampler
1295        *     types cannot have initializers."
1296        */
1297       memset(sh->SamplerUnits, 0, sizeof(sh->SamplerUnits));
1298       memset(sh->ImageUnits, 0, sizeof(sh->ImageUnits));
1299
1300       link_update_uniform_buffer_variables(sh, i);
1301
1302       /* Reset various per-shader target counts.
1303        */
1304       uniform_size.start_shader();
1305
1306       foreach_in_list(ir_instruction, node, sh->ir) {
1307          ir_variable *const var = node->as_variable();
1308
1309          if ((var == NULL) || (var->data.mode != ir_var_uniform &&
1310                                var->data.mode != ir_var_shader_storage))
1311             continue;
1312
1313          uniform_size.process(var);
1314       }
1315
1316       sh->num_samplers = uniform_size.num_shader_samplers;
1317       sh->NumImages = uniform_size.num_shader_images;
1318       sh->num_uniform_components = uniform_size.num_shader_uniform_components;
1319       sh->num_combined_uniform_components = sh->num_uniform_components;
1320
1321       for (unsigned i = 0; i < sh->NumUniformBlocks; i++) {
1322          sh->num_combined_uniform_components +=
1323             sh->UniformBlocks[i]->UniformBufferSize / 4;
1324       }
1325    }
1326
1327    prog->NumUniformStorage = uniform_size.num_active_uniforms;
1328    prog->NumHiddenUniforms = uniform_size.num_hidden_uniforms;
1329
1330    /* assign hidden uniforms a slot id */
1331    hiddenUniforms->iterate(assign_hidden_uniform_slot_id, &uniform_size);
1332    delete hiddenUniforms;
1333
1334    link_assign_uniform_storage(ctx, prog, uniform_size.num_values,
1335                                num_explicit_uniform_locs);
1336 }