link_uniforms.cpp revision ca222b7c1868491ede19f2da717b39c0a54e6846
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_array_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 */
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
61program_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
75void
76program_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
115void
116program_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
198      /* Shader storage block unsized arrays: add subscript [0] to variable
199       * names.
200       */
201      if (t->is_unsized_array())
202         length = 1;
203
204      record_array_count *= length;
205
206      for (unsigned i = 0; i < length; i++) {
207         size_t new_length = name_length;
208
209         /* Append the subscript to the current variable name */
210         ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
211
212         recursion(t->fields.array, name, new_length, row_major,
213                   record_type,
214                   packing,
215                   (i + 1) == t->length, record_array_count,
216                   named_ifc_member);
217
218         /* Only the first leaf-field of the record gets called with the
219          * record type pointer.
220          */
221         record_type = NULL;
222      }
223   } else {
224      this->set_record_array_count(record_array_count);
225      this->visit_field(t, *name, row_major, record_type, packing, last_field);
226   }
227}
228
229void
230program_resource_visitor::visit_field(const glsl_struct_field *)
231{
232}
233
234void
235program_resource_visitor::enter_record(const glsl_type *, const char *, bool,
236                                       const enum glsl_interface_packing)
237{
238}
239
240void
241program_resource_visitor::leave_record(const glsl_type *, const char *, bool,
242                                       const enum glsl_interface_packing)
243{
244}
245
246void
247program_resource_visitor::set_buffer_offset(unsigned)
248{
249}
250
251void
252program_resource_visitor::set_record_array_count(unsigned)
253{
254}
255
256namespace {
257
258/**
259 * Class to help calculate the storage requirements for a set of uniforms
260 *
261 * As uniforms are added to the active set the number of active uniforms and
262 * the storage requirements for those uniforms are accumulated.  The active
263 * uniforms are added to the hash table supplied to the constructor.
264 *
265 * If the same uniform is added multiple times (i.e., once for each shader
266 * target), it will only be accounted once.
267 */
268class count_uniform_size : public program_resource_visitor {
269public:
270   count_uniform_size(struct string_to_uint_map *map,
271                      struct string_to_uint_map *hidden_map)
272      : num_active_uniforms(0), num_hidden_uniforms(0), num_values(0),
273        num_shader_samplers(0), num_shader_images(0),
274        num_shader_uniform_components(0), num_shader_subroutines(0),
275        is_buffer_block(false), is_shader_storage(false), map(map),
276        hidden_map(hidden_map)
277   {
278      /* empty */
279   }
280
281   void start_shader()
282   {
283      this->num_shader_samplers = 0;
284      this->num_shader_images = 0;
285      this->num_shader_uniform_components = 0;
286      this->num_shader_subroutines = 0;
287   }
288
289   void process(ir_variable *var)
290   {
291      this->current_var = var;
292      this->is_buffer_block = var->is_in_buffer_block();
293      this->is_shader_storage = var->is_in_shader_storage_block();
294      if (var->is_interface_instance())
295         program_resource_visitor::process(var->get_interface_type(),
296                                           var->get_interface_type()->name);
297      else
298         program_resource_visitor::process(var);
299   }
300
301   /**
302    * Total number of active uniforms counted
303    */
304   unsigned num_active_uniforms;
305
306   unsigned num_hidden_uniforms;
307
308   /**
309    * Number of data values required to back the storage for the active uniforms
310    */
311   unsigned num_values;
312
313   /**
314    * Number of samplers used
315    */
316   unsigned num_shader_samplers;
317
318   /**
319    * Number of images used
320    */
321   unsigned num_shader_images;
322
323   /**
324    * Number of uniforms used in the current shader
325    */
326   unsigned num_shader_uniform_components;
327
328   /**
329    * Number of subroutine uniforms used
330    */
331   unsigned num_shader_subroutines;
332
333   bool is_buffer_block;
334   bool is_shader_storage;
335
336   struct string_to_uint_map *map;
337
338private:
339   virtual void visit_field(const glsl_type *type, const char *name,
340                            bool /* row_major */,
341                            const glsl_type * /* record_type */,
342                            const enum glsl_interface_packing,
343                            bool /* last_field */)
344   {
345      assert(!type->without_array()->is_record());
346      assert(!type->without_array()->is_interface());
347      assert(!(type->is_array() && type->fields.array->is_array()));
348
349      /* Count the number of samplers regardless of whether the uniform is
350       * already in the hash table.  The hash table prevents adding the same
351       * uniform for multiple shader targets, but in this case we want to
352       * count it for each shader target.
353       */
354      const unsigned values = values_for_type(type);
355      if (type->contains_subroutine()) {
356         this->num_shader_subroutines += values;
357      } else if (type->contains_sampler()) {
358         this->num_shader_samplers += values;
359      } else if (type->contains_image()) {
360         this->num_shader_images += values;
361
362         /* As drivers are likely to represent image uniforms as
363          * scalar indices, count them against the limit of uniform
364          * components in the default block.  The spec allows image
365          * uniforms to use up no more than one scalar slot.
366          */
367         if (!is_shader_storage)
368            this->num_shader_uniform_components += values;
369      } else {
370         /* Accumulate the total number of uniform slots used by this shader.
371          * Note that samplers do not count against this limit because they
372          * don't use any storage on current hardware.
373          */
374         if (!is_buffer_block)
375            this->num_shader_uniform_components += values;
376      }
377
378      /* If the uniform is already in the map, there's nothing more to do.
379       */
380      unsigned id;
381      if (this->map->get(id, name))
382         return;
383
384      if (this->current_var->data.how_declared == ir_var_hidden) {
385         this->hidden_map->put(this->num_hidden_uniforms, name);
386         this->num_hidden_uniforms++;
387      } else {
388         this->map->put(this->num_active_uniforms-this->num_hidden_uniforms,
389                        name);
390      }
391
392      /* Each leaf uniform occupies one entry in the list of active
393       * uniforms.
394       */
395      this->num_active_uniforms++;
396
397      if(!is_gl_identifier(name) && !is_shader_storage && !is_buffer_block)
398         this->num_values += values;
399   }
400
401   struct string_to_uint_map *hidden_map;
402
403   /**
404    * Current variable being processed.
405    */
406   ir_variable *current_var;
407};
408
409} /* anonymous namespace */
410
411/**
412 * Class to help parcel out pieces of backing storage to uniforms
413 *
414 * Each uniform processed has some range of the \c gl_constant_value
415 * structures associated with it.  The association is done by finding
416 * the uniform in the \c string_to_uint_map and using the value from
417 * the map to connect that slot in the \c gl_uniform_storage table
418 * with the next available slot in the \c gl_constant_value array.
419 *
420 * \warning
421 * This class assumes that every uniform that will be processed is
422 * already in the \c string_to_uint_map.  In addition, it assumes that
423 * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
424 * enough."
425 */
426class parcel_out_uniform_storage : public program_resource_visitor {
427public:
428   parcel_out_uniform_storage(struct gl_shader_program *prog,
429                              struct string_to_uint_map *map,
430                              struct gl_uniform_storage *uniforms,
431                              union gl_constant_value *values)
432      : prog(prog), map(map), uniforms(uniforms), values(values)
433   {
434   }
435
436   void start_shader(gl_shader_stage shader_type)
437   {
438      assert(shader_type < MESA_SHADER_STAGES);
439      this->shader_type = shader_type;
440
441      this->shader_samplers_used = 0;
442      this->shader_shadow_samplers = 0;
443      this->next_sampler = 0;
444      this->next_image = 0;
445      this->next_subroutine = 0;
446      this->record_array_count = 1;
447      memset(this->targets, 0, sizeof(this->targets));
448   }
449
450   void set_and_process(ir_variable *var)
451   {
452      current_var = var;
453      field_counter = 0;
454      this->record_next_sampler = new string_to_uint_map;
455
456      buffer_block_index = -1;
457      if (var->is_in_buffer_block()) {
458         struct gl_uniform_block *blks = var->is_in_shader_storage_block() ?
459            prog->data->ShaderStorageBlocks : prog->data->UniformBlocks;
460         unsigned num_blks = var->is_in_shader_storage_block() ?
461            prog->data->NumShaderStorageBlocks : prog->data->NumUniformBlocks;
462
463         if (var->is_interface_instance() && var->type->is_array()) {
464            unsigned l = strlen(var->get_interface_type()->name);
465
466            for (unsigned i = 0; i < num_blks; i++) {
467               if (strncmp(var->get_interface_type()->name, blks[i].Name, l)
468                   == 0 && blks[i].Name[l] == '[') {
469                  buffer_block_index = i;
470                  break;
471               }
472            }
473         } else {
474            for (unsigned i = 0; i < num_blks; i++) {
475               if (strcmp(var->get_interface_type()->name, blks[i].Name) == 0) {
476                  buffer_block_index = i;
477                  break;
478               }
479            }
480         }
481         assert(buffer_block_index != -1);
482
483         /* Uniform blocks that were specified with an instance name must be
484          * handled a little bit differently.  The name of the variable is the
485          * name used to reference the uniform block instead of being the name
486          * of a variable within the block.  Therefore, searching for the name
487          * within the block will fail.
488          */
489         if (var->is_interface_instance()) {
490            ubo_byte_offset = 0;
491            process(var->get_interface_type(),
492                    var->get_interface_type()->name);
493         } else {
494            const struct gl_uniform_block *const block =
495               &blks[buffer_block_index];
496
497            assert(var->data.location != -1);
498
499            const struct gl_uniform_buffer_variable *const ubo_var =
500               &block->Uniforms[var->data.location];
501
502            ubo_byte_offset = ubo_var->Offset;
503            process(var);
504         }
505      } else {
506         /* Store any explicit location and reset data location so we can
507          * reuse this variable for storing the uniform slot number.
508          */
509         this->explicit_location = current_var->data.location;
510         current_var->data.location = -1;
511
512         process(var);
513      }
514      delete this->record_next_sampler;
515   }
516
517   int buffer_block_index;
518   int ubo_byte_offset;
519   gl_shader_stage shader_type;
520
521private:
522   void handle_samplers(const glsl_type *base_type,
523                        struct gl_uniform_storage *uniform, const char *name)
524   {
525      if (base_type->is_sampler()) {
526         uniform->opaque[shader_type].active = true;
527
528         /* Handle multiple samplers inside struct arrays */
529         if (this->record_array_count > 1) {
530            unsigned inner_array_size = MAX2(1, uniform->array_elements);
531            char *name_copy = ralloc_strdup(NULL, name);
532
533            /* Remove all array subscripts from the sampler name */
534            char *str_start;
535            const char *str_end;
536            while((str_start = strchr(name_copy, '[')) &&
537                  (str_end = strchr(name_copy, ']'))) {
538               memmove(str_start, str_end + 1, 1 + strlen(str_end + 1));
539            }
540
541            unsigned index = 0;
542            if (this->record_next_sampler->get(index, name_copy)) {
543               /* In this case, we've already seen this uniform so we just use
544                * the next sampler index recorded the last time we visited.
545                */
546               uniform->opaque[shader_type].index = index;
547               index = inner_array_size + uniform->opaque[shader_type].index;
548               this->record_next_sampler->put(index, name_copy);
549
550               ralloc_free(name_copy);
551               /* Return as everything else has already been initialised in a
552                * previous pass.
553                */
554               return;
555            } else {
556               /* We've never seen this uniform before so we need to allocate
557                * enough indices to store it.
558                *
559                * Nested struct arrays behave like arrays of arrays so we need
560                * to increase the index by the total number of elements of the
561                * sampler in case there is more than one sampler inside the
562                * structs. This allows the offset to be easily calculated for
563                * indirect indexing.
564                */
565               uniform->opaque[shader_type].index = this->next_sampler;
566               this->next_sampler +=
567                  inner_array_size * this->record_array_count;
568
569               /* Store the next index for future passes over the struct array
570                */
571               index = uniform->opaque[shader_type].index + inner_array_size;
572               this->record_next_sampler->put(index, name_copy);
573               ralloc_free(name_copy);
574            }
575         } else {
576            /* Increment the sampler by 1 for non-arrays and by the number of
577             * array elements for arrays.
578             */
579            uniform->opaque[shader_type].index = this->next_sampler;
580            this->next_sampler += MAX2(1, uniform->array_elements);
581         }
582
583         const gl_texture_index target = base_type->sampler_index();
584         const unsigned shadow = base_type->sampler_shadow;
585         for (unsigned i = uniform->opaque[shader_type].index;
586              i < MIN2(this->next_sampler, MAX_SAMPLERS);
587              i++) {
588            this->targets[i] = target;
589            this->shader_samplers_used |= 1U << i;
590            this->shader_shadow_samplers |= shadow << i;
591         }
592      }
593   }
594
595   void handle_images(const glsl_type *base_type,
596                      struct gl_uniform_storage *uniform)
597   {
598      if (base_type->is_image()) {
599         uniform->opaque[shader_type].index = this->next_image;
600         uniform->opaque[shader_type].active = true;
601
602         /* Set image access qualifiers */
603         const GLenum access =
604            (current_var->data.image_read_only ? GL_READ_ONLY :
605             current_var->data.image_write_only ? GL_WRITE_ONLY :
606                GL_READ_WRITE);
607
608         const unsigned first = this->next_image;
609
610         /* Increment the image index by 1 for non-arrays and by the
611          * number of array elements for arrays.
612          */
613         this->next_image += MAX2(1, uniform->array_elements);
614
615         for (unsigned i = first; i < MIN2(next_image, MAX_IMAGE_UNIFORMS); i++)
616            prog->_LinkedShaders[shader_type]->Program->sh.ImageAccess[i] = access;
617      }
618   }
619
620   void handle_subroutines(const glsl_type *base_type,
621                           struct gl_uniform_storage *uniform)
622   {
623      if (base_type->is_subroutine()) {
624         uniform->opaque[shader_type].index = this->next_subroutine;
625         uniform->opaque[shader_type].active = true;
626
627         prog->_LinkedShaders[shader_type]->Program->sh.NumSubroutineUniforms++;
628
629         /* Increment the subroutine index by 1 for non-arrays and by the
630          * number of array elements for arrays.
631          */
632         this->next_subroutine += MAX2(1, uniform->array_elements);
633
634      }
635   }
636
637   virtual void set_buffer_offset(unsigned offset)
638   {
639      this->ubo_byte_offset = offset;
640   }
641
642   virtual void set_record_array_count(unsigned record_array_count)
643   {
644      this->record_array_count = record_array_count;
645   }
646
647   virtual void enter_record(const glsl_type *type, const char *,
648                             bool row_major,
649                             const enum glsl_interface_packing packing)
650   {
651      assert(type->is_record());
652      if (this->buffer_block_index == -1)
653         return;
654      if (packing == GLSL_INTERFACE_PACKING_STD430)
655         this->ubo_byte_offset = glsl_align(
656            this->ubo_byte_offset, type->std430_base_alignment(row_major));
657      else
658         this->ubo_byte_offset = glsl_align(
659            this->ubo_byte_offset, type->std140_base_alignment(row_major));
660   }
661
662   virtual void leave_record(const glsl_type *type, const char *,
663                             bool row_major,
664                             const enum glsl_interface_packing packing)
665   {
666      assert(type->is_record());
667      if (this->buffer_block_index == -1)
668         return;
669      if (packing == GLSL_INTERFACE_PACKING_STD430)
670         this->ubo_byte_offset = glsl_align(
671            this->ubo_byte_offset, type->std430_base_alignment(row_major));
672      else
673         this->ubo_byte_offset = glsl_align(
674            this->ubo_byte_offset, type->std140_base_alignment(row_major));
675   }
676
677   virtual void visit_field(const glsl_type *type, const char *name,
678                            bool row_major, const glsl_type * /* record_type */,
679                            const enum glsl_interface_packing packing,
680                            bool /* last_field */)
681   {
682      assert(!type->without_array()->is_record());
683      assert(!type->without_array()->is_interface());
684      assert(!(type->is_array() && type->fields.array->is_array()));
685
686      unsigned id;
687      bool found = this->map->get(id, name);
688      assert(found);
689
690      if (!found)
691         return;
692
693      const glsl_type *base_type;
694      if (type->is_array()) {
695         this->uniforms[id].array_elements = type->length;
696         base_type = type->fields.array;
697      } else {
698         this->uniforms[id].array_elements = 0;
699         base_type = type;
700      }
701
702      /* Initialise opaque data */
703      this->uniforms[id].opaque[shader_type].index = ~0;
704      this->uniforms[id].opaque[shader_type].active = false;
705
706      /* This assigns uniform indices to sampler and image uniforms. */
707      handle_samplers(base_type, &this->uniforms[id], name);
708      handle_images(base_type, &this->uniforms[id]);
709      handle_subroutines(base_type, &this->uniforms[id]);
710
711      /* For array of arrays or struct arrays the base location may have
712       * already been set so don't set it again.
713       */
714      if (buffer_block_index == -1 && current_var->data.location == -1) {
715         current_var->data.location = id;
716      }
717
718      /* If there is already storage associated with this uniform or if the
719       * uniform is set as builtin, it means that it was set while processing
720       * an earlier shader stage.  For example, we may be processing the
721       * uniform in the fragment shader, but the uniform was already processed
722       * in the vertex shader.
723       */
724      if (this->uniforms[id].storage != NULL || this->uniforms[id].builtin) {
725         return;
726      }
727
728      /* Assign explicit locations. */
729      if (current_var->data.explicit_location) {
730         /* Set sequential locations for struct fields. */
731         if (current_var->type->without_array()->is_record() ||
732             current_var->type->is_array_of_arrays()) {
733            const unsigned entries = MAX2(1, this->uniforms[id].array_elements);
734            this->uniforms[id].remap_location =
735               this->explicit_location + field_counter;
736            field_counter += entries;
737         } else {
738            this->uniforms[id].remap_location = this->explicit_location;
739         }
740      } else {
741         /* Initialize to to indicate that no location is set */
742         this->uniforms[id].remap_location = UNMAPPED_UNIFORM_LOC;
743      }
744
745      this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
746      this->uniforms[id].type = base_type;
747      this->uniforms[id].num_driver_storage = 0;
748      this->uniforms[id].driver_storage = NULL;
749      this->uniforms[id].atomic_buffer_index = -1;
750      this->uniforms[id].hidden =
751         current_var->data.how_declared == ir_var_hidden;
752      this->uniforms[id].builtin = is_gl_identifier(name);
753
754      this->uniforms[id].is_shader_storage =
755         current_var->is_in_shader_storage_block();
756
757      /* Do not assign storage if the uniform is a builtin or buffer object */
758      if (!this->uniforms[id].builtin &&
759          !this->uniforms[id].is_shader_storage &&
760          this->buffer_block_index == -1)
761         this->uniforms[id].storage = this->values;
762
763      if (this->buffer_block_index != -1) {
764         this->uniforms[id].block_index = this->buffer_block_index;
765
766         unsigned alignment = type->std140_base_alignment(row_major);
767         if (packing == GLSL_INTERFACE_PACKING_STD430)
768            alignment = type->std430_base_alignment(row_major);
769         this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, alignment);
770         this->uniforms[id].offset = this->ubo_byte_offset;
771         if (packing == GLSL_INTERFACE_PACKING_STD430)
772            this->ubo_byte_offset += type->std430_size(row_major);
773         else
774            this->ubo_byte_offset += type->std140_size(row_major);
775
776         if (type->is_array()) {
777            if (packing == GLSL_INTERFACE_PACKING_STD430)
778               this->uniforms[id].array_stride =
779                  type->without_array()->std430_array_stride(row_major);
780            else
781               this->uniforms[id].array_stride =
782                  glsl_align(type->without_array()->std140_size(row_major),
783                             16);
784         } else {
785            this->uniforms[id].array_stride = 0;
786         }
787
788         if (type->without_array()->is_matrix()) {
789            const glsl_type *matrix = type->without_array();
790            const unsigned N = matrix->base_type == GLSL_TYPE_DOUBLE ? 8 : 4;
791            const unsigned items =
792               row_major ? matrix->matrix_columns : matrix->vector_elements;
793
794            assert(items <= 4);
795            if (packing == GLSL_INTERFACE_PACKING_STD430)
796               this->uniforms[id].matrix_stride = items < 3 ? items * N :
797                                                    glsl_align(items * N, 16);
798            else
799               this->uniforms[id].matrix_stride = glsl_align(items * N, 16);
800            this->uniforms[id].row_major = row_major;
801         } else {
802            this->uniforms[id].matrix_stride = 0;
803            this->uniforms[id].row_major = false;
804         }
805      } else {
806         this->uniforms[id].block_index = -1;
807         this->uniforms[id].offset = -1;
808         this->uniforms[id].array_stride = -1;
809         this->uniforms[id].matrix_stride = -1;
810         this->uniforms[id].row_major = false;
811      }
812
813      if (!this->uniforms[id].builtin &&
814          !this->uniforms[id].is_shader_storage &&
815          this->buffer_block_index == -1)
816         this->values += values_for_type(type);
817   }
818
819   /**
820    * Current program being processed.
821    */
822   struct gl_shader_program *prog;
823
824   struct string_to_uint_map *map;
825
826   struct gl_uniform_storage *uniforms;
827   unsigned next_sampler;
828   unsigned next_image;
829   unsigned next_subroutine;
830
831   /**
832    * Field counter is used to take care that uniform structures
833    * with explicit locations get sequential locations.
834    */
835   unsigned field_counter;
836
837   /**
838    * Current variable being processed.
839    */
840   ir_variable *current_var;
841
842   /* Used to store the explicit location from current_var so that we can
843    * reuse the location field for storing the uniform slot id.
844    */
845   int explicit_location;
846
847   /* Stores total struct array elements including nested structs */
848   unsigned record_array_count;
849
850   /* Map for temporarily storing next sampler index when handling samplers in
851    * struct arrays.
852    */
853   struct string_to_uint_map *record_next_sampler;
854
855public:
856   union gl_constant_value *values;
857
858   gl_texture_index targets[MAX_SAMPLERS];
859
860   /**
861    * Mask of samplers used by the current shader stage.
862    */
863   unsigned shader_samplers_used;
864
865   /**
866    * Mask of samplers used by the current shader stage for shadows.
867    */
868   unsigned shader_shadow_samplers;
869};
870
871static bool
872variable_is_referenced(ir_array_refcount_visitor &v, ir_variable *var)
873{
874   ir_array_refcount_entry *const entry = v.get_variable_entry(var);
875
876   return entry->is_referenced;
877
878}
879
880/**
881 * Walks the IR and update the references to uniform blocks in the
882 * ir_variables to point at linked shader's list (previously, they
883 * would point at the uniform block list in one of the pre-linked
884 * shaders).
885 */
886static void
887link_update_uniform_buffer_variables(struct gl_linked_shader *shader,
888                                     unsigned stage)
889{
890   ir_array_refcount_visitor v;
891
892   v.run(shader->ir);
893
894   foreach_in_list(ir_instruction, node, shader->ir) {
895      ir_variable *const var = node->as_variable();
896
897      if (var == NULL || !var->is_in_buffer_block())
898         continue;
899
900      assert(var->data.mode == ir_var_uniform ||
901             var->data.mode == ir_var_shader_storage);
902
903      unsigned num_blocks = var->data.mode == ir_var_uniform ?
904         shader->Program->info.num_ubos : shader->Program->info.num_ssbos;
905      struct gl_uniform_block **blks = var->data.mode == ir_var_uniform ?
906         shader->Program->sh.UniformBlocks :
907         shader->Program->sh.ShaderStorageBlocks;
908
909      if (var->is_interface_instance()) {
910         const ir_array_refcount_entry *const entry = v.get_variable_entry(var);
911
912         if (entry->is_referenced) {
913            /* Since this is an interface instance, the instance type will be
914             * same as the array-stripped variable type.  If the variable type
915             * is an array, then the block names will be suffixed with [0]
916             * through [n-1].  Unlike for non-interface instances, there will
917             * not be structure types here, so the only name sentinel that we
918             * have to worry about is [.
919             */
920            assert(var->type->without_array() == var->get_interface_type());
921            const char sentinel = var->type->is_array() ? '[' : '\0';
922
923            const ptrdiff_t len = strlen(var->get_interface_type()->name);
924            for (unsigned i = 0; i < num_blocks; i++) {
925               const char *const begin = blks[i]->Name;
926               const char *const end = strchr(begin, sentinel);
927
928               if (end == NULL)
929                  continue;
930
931               if (len != (end - begin))
932                  continue;
933
934               /* Even when a match is found, do not "break" here.  This could
935                * be an array of instances, and all elements of the array need
936                * to be marked as referenced.
937                */
938               if (strncmp(begin, var->get_interface_type()->name, len) == 0 &&
939                   (!var->type->is_array() ||
940                    entry->is_linearized_index_referenced(blks[i]->linearized_array_index))) {
941                  blks[i]->stageref |= 1U << stage;
942               }
943            }
944         }
945
946         var->data.location = 0;
947         continue;
948      }
949
950      bool found = false;
951      char sentinel = '\0';
952
953      if (var->type->is_record()) {
954         sentinel = '.';
955      } else if (var->type->is_array() && (var->type->fields.array->is_array()
956                 || var->type->without_array()->is_record())) {
957         sentinel = '[';
958      }
959
960      const unsigned l = strlen(var->name);
961      for (unsigned i = 0; i < num_blocks; i++) {
962         for (unsigned j = 0; j < blks[i]->NumUniforms; j++) {
963            if (sentinel) {
964               const char *begin = blks[i]->Uniforms[j].Name;
965               const char *end = strchr(begin, sentinel);
966
967               if (end == NULL)
968                  continue;
969
970               if ((ptrdiff_t) l != (end - begin))
971                  continue;
972
973               found = strncmp(var->name, begin, l) == 0;
974            } else {
975               found = strcmp(var->name, blks[i]->Uniforms[j].Name) == 0;
976            }
977
978            if (found) {
979               var->data.location = j;
980
981               if (variable_is_referenced(v, var))
982                  blks[i]->stageref |= 1U << stage;
983
984               break;
985            }
986         }
987
988         if (found)
989            break;
990      }
991      assert(found);
992   }
993}
994
995/**
996 * Combine the hidden uniform hash map with the uniform hash map so that the
997 * hidden uniforms will be given indicies at the end of the uniform storage
998 * array.
999 */
1000static void
1001assign_hidden_uniform_slot_id(const char *name, unsigned hidden_id,
1002                              void *closure)
1003{
1004   count_uniform_size *uniform_size = (count_uniform_size *) closure;
1005   unsigned hidden_uniform_start = uniform_size->num_active_uniforms -
1006      uniform_size->num_hidden_uniforms;
1007
1008   uniform_size->map->put(hidden_uniform_start + hidden_id, name);
1009}
1010
1011/**
1012 * Search through the list of empty blocks to find one that fits the current
1013 * uniform.
1014 */
1015static int
1016find_empty_block(struct gl_shader_program *prog,
1017                 struct gl_uniform_storage *uniform)
1018{
1019   const unsigned entries = MAX2(1, uniform->array_elements);
1020
1021   foreach_list_typed(struct empty_uniform_block, block, link,
1022                      &prog->EmptyUniformLocations) {
1023      /* Found a block with enough slots to fit the uniform */
1024      if (block->slots == entries) {
1025         unsigned start = block->start;
1026         exec_node_remove(&block->link);
1027         ralloc_free(block);
1028
1029         return start;
1030      /* Found a block with more slots than needed. It can still be used. */
1031      } else if (block->slots > entries) {
1032         unsigned start = block->start;
1033         block->start += entries;
1034         block->slots -= entries;
1035
1036         return start;
1037      }
1038   }
1039
1040   return -1;
1041}
1042
1043static void
1044link_setup_uniform_remap_tables(struct gl_context *ctx,
1045                                struct gl_shader_program *prog,
1046                                unsigned num_explicit_uniform_locs)
1047{
1048   unsigned total_entries = num_explicit_uniform_locs;
1049   unsigned empty_locs =
1050      prog->NumUniformRemapTable - num_explicit_uniform_locs;
1051
1052   /* Reserve all the explicit locations of the active uniforms. */
1053   for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1054      if (prog->data->UniformStorage[i].type->is_subroutine() ||
1055          prog->data->UniformStorage[i].is_shader_storage)
1056         continue;
1057
1058      if (prog->data->UniformStorage[i].remap_location !=
1059          UNMAPPED_UNIFORM_LOC) {
1060         /* How many new entries for this uniform? */
1061         const unsigned entries =
1062            MAX2(1, prog->data->UniformStorage[i].array_elements);
1063
1064         /* Set remap table entries point to correct gl_uniform_storage. */
1065         for (unsigned j = 0; j < entries; j++) {
1066            unsigned element_loc =
1067               prog->data->UniformStorage[i].remap_location + j;
1068            assert(prog->UniformRemapTable[element_loc] ==
1069                   INACTIVE_UNIFORM_EXPLICIT_LOCATION);
1070            prog->UniformRemapTable[element_loc] =
1071               &prog->data->UniformStorage[i];
1072         }
1073      }
1074   }
1075
1076   /* Reserve locations for rest of the uniforms. */
1077   for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1078
1079      if (prog->data->UniformStorage[i].type->is_subroutine() ||
1080          prog->data->UniformStorage[i].is_shader_storage)
1081         continue;
1082
1083      /* Built-in uniforms should not get any location. */
1084      if (prog->data->UniformStorage[i].builtin)
1085         continue;
1086
1087      /* Explicit ones have been set already. */
1088      if (prog->data->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
1089         continue;
1090
1091      /* how many new entries for this uniform? */
1092      const unsigned entries =
1093         MAX2(1, prog->data->UniformStorage[i].array_elements);
1094
1095      /* Find UniformRemapTable for empty blocks where we can fit this uniform. */
1096      int chosen_location = -1;
1097
1098      if (empty_locs)
1099         chosen_location = find_empty_block(prog, &prog->data->UniformStorage[i]);
1100
1101      /* Add new entries to the total amount of entries. */
1102      total_entries += entries;
1103
1104      if (chosen_location != -1) {
1105         empty_locs -= entries;
1106      } else {
1107         chosen_location = prog->NumUniformRemapTable;
1108
1109         /* resize remap table to fit new entries */
1110         prog->UniformRemapTable =
1111            reralloc(prog,
1112                     prog->UniformRemapTable,
1113                     gl_uniform_storage *,
1114                     prog->NumUniformRemapTable + entries);
1115         prog->NumUniformRemapTable += entries;
1116      }
1117
1118      /* set pointers for this uniform */
1119      for (unsigned j = 0; j < entries; j++)
1120         prog->UniformRemapTable[chosen_location + j] =
1121            &prog->data->UniformStorage[i];
1122
1123      /* set the base location in remap table for the uniform */
1124      prog->data->UniformStorage[i].remap_location = chosen_location;
1125   }
1126
1127   /* Verify that total amount of entries for explicit and implicit locations
1128    * is less than MAX_UNIFORM_LOCATIONS.
1129    */
1130
1131   if (total_entries > ctx->Const.MaxUserAssignableUniformLocations) {
1132      linker_error(prog, "count of uniform locations > MAX_UNIFORM_LOCATIONS"
1133                   "(%u > %u)", total_entries,
1134                   ctx->Const.MaxUserAssignableUniformLocations);
1135   }
1136
1137   /* Reserve all the explicit locations of the active subroutine uniforms. */
1138   for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1139      if (!prog->data->UniformStorage[i].type->is_subroutine())
1140         continue;
1141
1142      if (prog->data->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
1143         continue;
1144
1145      /* How many new entries for this uniform? */
1146      const unsigned entries =
1147         MAX2(1, prog->data->UniformStorage[i].array_elements);
1148
1149      unsigned mask = prog->data->linked_stages;
1150      while (mask) {
1151         const int j = u_bit_scan(&mask);
1152         struct gl_program *p = prog->_LinkedShaders[j]->Program;
1153
1154         if (!prog->data->UniformStorage[i].opaque[j].active)
1155            continue;
1156
1157         /* Set remap table entries point to correct gl_uniform_storage. */
1158         for (unsigned k = 0; k < entries; k++) {
1159            unsigned element_loc =
1160               prog->data->UniformStorage[i].remap_location + k;
1161            assert(p->sh.SubroutineUniformRemapTable[element_loc] ==
1162                   INACTIVE_UNIFORM_EXPLICIT_LOCATION);
1163            p->sh.SubroutineUniformRemapTable[element_loc] =
1164               &prog->data->UniformStorage[i];
1165         }
1166      }
1167   }
1168
1169   /* reserve subroutine locations */
1170   for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1171      if (!prog->data->UniformStorage[i].type->is_subroutine())
1172         continue;
1173
1174      if (prog->data->UniformStorage[i].remap_location !=
1175          UNMAPPED_UNIFORM_LOC)
1176         continue;
1177
1178      const unsigned entries =
1179         MAX2(1, prog->data->UniformStorage[i].array_elements);
1180
1181      unsigned mask = prog->data->linked_stages;
1182      while (mask) {
1183         const int j = u_bit_scan(&mask);
1184         struct gl_program *p = prog->_LinkedShaders[j]->Program;
1185
1186         if (!prog->data->UniformStorage[i].opaque[j].active)
1187            continue;
1188
1189         p->sh.SubroutineUniformRemapTable =
1190            reralloc(p,
1191                     p->sh.SubroutineUniformRemapTable,
1192                     gl_uniform_storage *,
1193                     p->sh.NumSubroutineUniformRemapTable + entries);
1194
1195         for (unsigned k = 0; k < entries; k++) {
1196            p->sh.SubroutineUniformRemapTable[p->sh.NumSubroutineUniformRemapTable + k] =
1197               &prog->data->UniformStorage[i];
1198         }
1199         prog->data->UniformStorage[i].remap_location =
1200            p->sh.NumSubroutineUniformRemapTable;
1201         p->sh.NumSubroutineUniformRemapTable += entries;
1202      }
1203   }
1204}
1205
1206static void
1207link_assign_uniform_storage(struct gl_context *ctx,
1208                            struct gl_shader_program *prog,
1209                            const unsigned num_data_slots,
1210                            unsigned num_explicit_uniform_locs)
1211{
1212   /* On the outside chance that there were no uniforms, bail out.
1213    */
1214   if (prog->data->NumUniformStorage == 0)
1215      return;
1216
1217   unsigned int boolean_true = ctx->Const.UniformBooleanTrue;
1218
1219   prog->data->UniformStorage = rzalloc_array(prog, struct gl_uniform_storage,
1220                                              prog->data->NumUniformStorage);
1221   union gl_constant_value *data = rzalloc_array(prog->data->UniformStorage,
1222                                                 union gl_constant_value,
1223                                                 num_data_slots);
1224#ifndef NDEBUG
1225   union gl_constant_value *data_end = &data[num_data_slots];
1226#endif
1227
1228   parcel_out_uniform_storage parcel(prog, prog->UniformHash,
1229                                     prog->data->UniformStorage, data);
1230
1231   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
1232      if (prog->_LinkedShaders[i] == NULL)
1233         continue;
1234
1235      parcel.start_shader((gl_shader_stage)i);
1236
1237      foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
1238         ir_variable *const var = node->as_variable();
1239
1240         if ((var == NULL) || (var->data.mode != ir_var_uniform &&
1241                               var->data.mode != ir_var_shader_storage))
1242            continue;
1243
1244         parcel.set_and_process(var);
1245      }
1246
1247      prog->_LinkedShaders[i]->Program->SamplersUsed =
1248         parcel.shader_samplers_used;
1249      prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
1250
1251      STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->Program->sh.SamplerTargets) ==
1252                    sizeof(parcel.targets));
1253      memcpy(prog->_LinkedShaders[i]->Program->sh.SamplerTargets,
1254             parcel.targets,
1255             sizeof(prog->_LinkedShaders[i]->Program->sh.SamplerTargets));
1256   }
1257
1258#ifndef NDEBUG
1259   for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
1260      assert(prog->data->UniformStorage[i].storage != NULL ||
1261             prog->data->UniformStorage[i].builtin ||
1262             prog->data->UniformStorage[i].is_shader_storage ||
1263             prog->data->UniformStorage[i].block_index != -1);
1264   }
1265
1266   assert(parcel.values == data_end);
1267#endif
1268
1269   link_setup_uniform_remap_tables(ctx, prog, num_explicit_uniform_locs);
1270
1271   link_set_uniform_initializers(prog, boolean_true);
1272}
1273
1274void
1275link_assign_uniform_locations(struct gl_shader_program *prog,
1276                              struct gl_context *ctx,
1277                              unsigned int num_explicit_uniform_locs)
1278{
1279   ralloc_free(prog->data->UniformStorage);
1280   prog->data->UniformStorage = NULL;
1281   prog->data->NumUniformStorage = 0;
1282
1283   if (prog->UniformHash != NULL) {
1284      prog->UniformHash->clear();
1285   } else {
1286      prog->UniformHash = new string_to_uint_map;
1287   }
1288
1289   /* First pass: Count the uniform resources used by the user-defined
1290    * uniforms.  While this happens, each active uniform will have an index
1291    * assigned to it.
1292    *
1293    * Note: this is *NOT* the index that is returned to the application by
1294    * glGetUniformLocation.
1295    */
1296   struct string_to_uint_map *hiddenUniforms = new string_to_uint_map;
1297   count_uniform_size uniform_size(prog->UniformHash, hiddenUniforms);
1298   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
1299      struct gl_linked_shader *sh = prog->_LinkedShaders[i];
1300
1301      if (sh == NULL)
1302         continue;
1303
1304      link_update_uniform_buffer_variables(sh, i);
1305
1306      /* Reset various per-shader target counts.
1307       */
1308      uniform_size.start_shader();
1309
1310      foreach_in_list(ir_instruction, node, sh->ir) {
1311         ir_variable *const var = node->as_variable();
1312
1313         if ((var == NULL) || (var->data.mode != ir_var_uniform &&
1314                               var->data.mode != ir_var_shader_storage))
1315            continue;
1316
1317         uniform_size.process(var);
1318      }
1319
1320      sh->Program->info.num_textures = uniform_size.num_shader_samplers;
1321      sh->Program->info.num_images = uniform_size.num_shader_images;
1322      sh->num_uniform_components = uniform_size.num_shader_uniform_components;
1323      sh->num_combined_uniform_components = sh->num_uniform_components;
1324
1325      for (unsigned i = 0; i < sh->Program->info.num_ubos; i++) {
1326         sh->num_combined_uniform_components +=
1327            sh->Program->sh.UniformBlocks[i]->UniformBufferSize / 4;
1328      }
1329   }
1330
1331   prog->data->NumUniformStorage = uniform_size.num_active_uniforms;
1332   prog->data->NumHiddenUniforms = uniform_size.num_hidden_uniforms;
1333
1334   /* assign hidden uniforms a slot id */
1335   hiddenUniforms->iterate(assign_hidden_uniform_slot_id, &uniform_size);
1336   delete hiddenUniforms;
1337
1338   link_assign_uniform_storage(ctx, prog, uniform_size.num_values,
1339                               num_explicit_uniform_locs);
1340}
1341