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
32static inline unsigned int
33align(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 */
48static unsigned
49values_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
60void
61uniform_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
75void
76uniform_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 */
119class count_uniform_size : public uniform_field_visitor {
120public:
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
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
154private:
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 */
210class parcel_out_uniform_storage : public uniform_field_visitor {
211public:
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
220   void start_shader()
221   {
222      this->shader_samplers_used = 0;
223      this->shader_shadow_samplers = 0;
224   }
225
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
258private:
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
372public:
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 */
394int
395link_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 */
455static bool
456link_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
485void
486link_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
519void
520link_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