[DMUSIC]
[reactos.git] / reactos / dll / opengl / mesa / src / 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/hash_table.h"
30
31 /**
32 * \file link_uniforms.cpp
33 * Assign locations for GLSL uniforms.
34 *
35 * \author Ian Romanick <ian.d.romanick@intel.com>
36 */
37
38 /**
39 * Count the backing storage requirements for a type
40 */
41 static unsigned
42 values_for_type(const glsl_type *type)
43 {
44 if (type->is_sampler()) {
45 return 1;
46 } else if (type->is_array() && type->fields.array->is_sampler()) {
47 return type->array_size();
48 } else {
49 return type->component_slots();
50 }
51 }
52
53 void
54 uniform_field_visitor::process(ir_variable *var)
55 {
56 const glsl_type *t = var->type;
57
58 /* Only strdup the name if we actually will need to modify it. */
59 if (t->is_record() || (t->is_array() && t->fields.array->is_record())) {
60 char *name = ralloc_strdup(NULL, var->name);
61 recursion(var->type, &name, strlen(name));
62 ralloc_free(name);
63 } else {
64 this->visit_field(t, var->name);
65 }
66 }
67
68 void
69 uniform_field_visitor::recursion(const glsl_type *t, char **name,
70 unsigned name_length)
71 {
72 /* Records need to have each field processed individually.
73 *
74 * Arrays of records need to have each array element processed
75 * individually, then each field of the resulting array elements processed
76 * individually.
77 */
78 if (t->is_record()) {
79 for (unsigned i = 0; i < t->length; i++) {
80 const char *field = t->fields.structure[i].name;
81
82 /* Append '.field' to the current uniform name. */
83 ralloc_asprintf_rewrite_tail(name, name_length, ".%s", field);
84
85 recursion(t->fields.structure[i].type, name,
86 name_length + 1 + strlen(field));
87 }
88 } else if (t->is_array() && t->fields.array->is_record()) {
89 for (unsigned i = 0; i < t->length; i++) {
90 char subscript[13];
91
92 /* Append the subscript to the current uniform name */
93 const unsigned subscript_length = snprintf(subscript, 13, "[%u]", i);
94 ralloc_asprintf_rewrite_tail(name, name_length, "%s", subscript);
95
96 recursion(t->fields.array, name, name_length + subscript_length);
97 }
98 } else {
99 this->visit_field(t, *name);
100 }
101 }
102
103 /**
104 * Class to help calculate the storage requirements for a set of uniforms
105 *
106 * As uniforms are added to the active set the number of active uniforms and
107 * the storage requirements for those uniforms are accumulated. The active
108 * uniforms are added the the hash table supplied to the constructor.
109 *
110 * If the same uniform is added multiple times (i.e., once for each shader
111 * target), it will only be accounted once.
112 */
113 class count_uniform_size : public uniform_field_visitor {
114 public:
115 count_uniform_size(struct string_to_uint_map *map)
116 : num_active_uniforms(0), num_values(0), num_shader_samplers(0),
117 num_shader_uniform_components(0), map(map)
118 {
119 /* empty */
120 }
121
122 void start_shader()
123 {
124 this->num_shader_samplers = 0;
125 this->num_shader_uniform_components = 0;
126 }
127
128 /**
129 * Total number of active uniforms counted
130 */
131 unsigned num_active_uniforms;
132
133 /**
134 * Number of data values required to back the storage for the active uniforms
135 */
136 unsigned num_values;
137
138 /**
139 * Number of samplers used
140 */
141 unsigned num_shader_samplers;
142
143 /**
144 * Number of uniforms used in the current shader
145 */
146 unsigned num_shader_uniform_components;
147
148 private:
149 virtual void visit_field(const glsl_type *type, const char *name)
150 {
151 assert(!type->is_record());
152 assert(!(type->is_array() && type->fields.array->is_record()));
153
154 /* Count the number of samplers regardless of whether the uniform is
155 * already in the hash table. The hash table prevents adding the same
156 * uniform for multiple shader targets, but in this case we want to
157 * count it for each shader target.
158 */
159 const unsigned values = values_for_type(type);
160 if (type->contains_sampler()) {
161 this->num_shader_samplers +=
162 type->is_array() ? type->array_size() : 1;
163 } else {
164 /* Accumulate the total number of uniform slots used by this shader.
165 * Note that samplers do not count against this limit because they
166 * don't use any storage on current hardware.
167 */
168 this->num_shader_uniform_components += values;
169 }
170
171 /* If the uniform is already in the map, there's nothing more to do.
172 */
173 unsigned id;
174 if (this->map->get(id, name))
175 return;
176
177 this->map->put(this->num_active_uniforms, name);
178
179 /* Each leaf uniform occupies one entry in the list of active
180 * uniforms.
181 */
182 this->num_active_uniforms++;
183 this->num_values += values;
184 }
185
186 struct string_to_uint_map *map;
187 };
188
189 /**
190 * Class to help parcel out pieces of backing storage to uniforms
191 *
192 * Each uniform processed has some range of the \c gl_constant_value
193 * structures associated with it. The association is done by finding
194 * the uniform in the \c string_to_uint_map and using the value from
195 * the map to connect that slot in the \c gl_uniform_storage table
196 * with the next available slot in the \c gl_constant_value array.
197 *
198 * \warning
199 * This class assumes that every uniform that will be processed is
200 * already in the \c string_to_uint_map. In addition, it assumes that
201 * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
202 * enough."
203 */
204 class parcel_out_uniform_storage : public uniform_field_visitor {
205 public:
206 parcel_out_uniform_storage(struct string_to_uint_map *map,
207 struct gl_uniform_storage *uniforms,
208 union gl_constant_value *values)
209 : map(map), uniforms(uniforms), next_sampler(0), values(values)
210 {
211 memset(this->targets, 0, sizeof(this->targets));
212 }
213
214 void start_shader()
215 {
216 this->shader_samplers_used = 0;
217 this->shader_shadow_samplers = 0;
218 }
219
220 private:
221 virtual void visit_field(const glsl_type *type, const char *name)
222 {
223 assert(!type->is_record());
224 assert(!(type->is_array() && type->fields.array->is_record()));
225
226 unsigned id;
227 bool found = this->map->get(id, name);
228 assert(found);
229
230 if (!found)
231 return;
232
233 /* If there is already storage associated with this uniform, it means
234 * that it was set while processing an earlier shader stage. For
235 * example, we may be processing the uniform in the fragment shader, but
236 * the uniform was already processed in the vertex shader.
237 */
238 if (this->uniforms[id].storage != NULL) {
239 /* If the uniform already has storage set from another shader stage,
240 * mark the samplers used for this shader stage.
241 */
242 if (type->contains_sampler()) {
243 const unsigned count = MAX2(1, this->uniforms[id].array_elements);
244 const unsigned shadow = (type->is_array())
245 ? type->fields.array->sampler_shadow : type->sampler_shadow;
246
247 for (unsigned i = 0; i < count; i++) {
248 const unsigned s = this->uniforms[id].sampler + i;
249
250 this->shader_samplers_used |= 1U << s;
251 this->shader_shadow_samplers |= shadow << s;
252 }
253 }
254
255 return;
256 }
257
258 const glsl_type *base_type;
259 if (type->is_array()) {
260 this->uniforms[id].array_elements = type->length;
261 base_type = type->fields.array;
262 } else {
263 this->uniforms[id].array_elements = 0;
264 base_type = type;
265 }
266
267 if (base_type->is_sampler()) {
268 this->uniforms[id].sampler = this->next_sampler;
269
270 /* Increment the sampler by 1 for non-arrays and by the number of
271 * array elements for arrays.
272 */
273 this->next_sampler += MAX2(1, this->uniforms[id].array_elements);
274
275 const gl_texture_index target = base_type->sampler_index();
276 const unsigned shadow = base_type->sampler_shadow;
277 for (unsigned i = this->uniforms[id].sampler
278 ; i < this->next_sampler
279 ; i++) {
280 this->targets[i] = target;
281 this->shader_samplers_used |= 1U << i;
282 this->shader_shadow_samplers |= shadow << i;
283 }
284
285 } else {
286 this->uniforms[id].sampler = ~0;
287 }
288
289 this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
290 this->uniforms[id].type = base_type;
291 this->uniforms[id].initialized = 0;
292 this->uniforms[id].num_driver_storage = 0;
293 this->uniforms[id].driver_storage = NULL;
294 this->uniforms[id].storage = this->values;
295
296 this->values += values_for_type(type);
297 }
298
299 struct string_to_uint_map *map;
300
301 struct gl_uniform_storage *uniforms;
302 unsigned next_sampler;
303
304 public:
305 union gl_constant_value *values;
306
307 gl_texture_index targets[MAX_SAMPLERS];
308
309 /**
310 * Mask of samplers used by the current shader stage.
311 */
312 unsigned shader_samplers_used;
313
314 /**
315 * Mask of samplers used by the current shader stage for shadows.
316 */
317 unsigned shader_shadow_samplers;
318 };
319
320 void
321 link_assign_uniform_locations(struct gl_shader_program *prog)
322 {
323 ralloc_free(prog->UniformStorage);
324 prog->UniformStorage = NULL;
325 prog->NumUserUniformStorage = 0;
326
327 if (prog->UniformHash != NULL) {
328 prog->UniformHash->clear();
329 } else {
330 prog->UniformHash = new string_to_uint_map;
331 }
332
333 for (unsigned i = 0; i < Elements(prog->SamplerUnits); i++) {
334 prog->SamplerUnits[i] = i;
335 }
336
337 /* First pass: Count the uniform resources used by the user-defined
338 * uniforms. While this happens, each active uniform will have an index
339 * assigned to it.
340 *
341 * Note: this is *NOT* the index that is returned to the application by
342 * glGetUniformLocation.
343 */
344 count_uniform_size uniform_size(prog->UniformHash);
345 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
346 if (prog->_LinkedShaders[i] == NULL)
347 continue;
348
349 /* Reset various per-shader target counts.
350 */
351 uniform_size.start_shader();
352
353 foreach_list(node, prog->_LinkedShaders[i]->ir) {
354 ir_variable *const var = ((ir_instruction *) node)->as_variable();
355
356 if ((var == NULL) || (var->mode != ir_var_uniform))
357 continue;
358
359 /* FINISHME: Update code to process built-in uniforms!
360 */
361 if (strncmp("gl_", var->name, 3) == 0)
362 continue;
363
364 uniform_size.process(var);
365 }
366
367 prog->_LinkedShaders[i]->num_samplers = uniform_size.num_shader_samplers;
368 prog->_LinkedShaders[i]->num_uniform_components =
369 uniform_size.num_shader_uniform_components;
370 }
371
372 const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
373 const unsigned num_data_slots = uniform_size.num_values;
374
375 /* On the outside chance that there were no uniforms, bail out.
376 */
377 if (num_user_uniforms == 0)
378 return;
379
380 struct gl_uniform_storage *uniforms =
381 rzalloc_array(prog, struct gl_uniform_storage, num_user_uniforms);
382 union gl_constant_value *data =
383 rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
384 #ifndef NDEBUG
385 union gl_constant_value *data_end = &data[num_data_slots];
386 #endif
387
388 parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
389
390 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
391 if (prog->_LinkedShaders[i] == NULL)
392 continue;
393
394 /* Reset various per-shader target counts.
395 */
396 parcel.start_shader();
397
398 foreach_list(node, prog->_LinkedShaders[i]->ir) {
399 ir_variable *const var = ((ir_instruction *) node)->as_variable();
400
401 if ((var == NULL) || (var->mode != ir_var_uniform))
402 continue;
403
404 /* FINISHME: Update code to process built-in uniforms!
405 */
406 if (strncmp("gl_", var->name, 3) == 0)
407 continue;
408
409 parcel.process(var);
410 }
411
412 prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
413 prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
414 }
415
416 assert(sizeof(prog->SamplerTargets) == sizeof(parcel.targets));
417 memcpy(prog->SamplerTargets, parcel.targets, sizeof(prog->SamplerTargets));
418
419 #ifndef NDEBUG
420 for (unsigned i = 0; i < num_user_uniforms; i++) {
421 assert(uniforms[i].storage != NULL);
422 }
423
424 assert(parcel.values == data_end);
425 #endif
426
427 prog->NumUserUniformStorage = num_user_uniforms;
428 prog->UniformStorage = uniforms;
429
430 return;
431 }