1*61046927SAndroid Build Coastguard Worker /*
2*61046927SAndroid Build Coastguard Worker * Copyright © 2018 Intel Corporation
3*61046927SAndroid Build Coastguard Worker *
4*61046927SAndroid Build Coastguard Worker * Permission is hereby granted, free of charge, to any person obtaining a
5*61046927SAndroid Build Coastguard Worker * copy of this software and associated documentation files (the "Software"),
6*61046927SAndroid Build Coastguard Worker * to deal in the Software without restriction, including without limitation
7*61046927SAndroid Build Coastguard Worker * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8*61046927SAndroid Build Coastguard Worker * and/or sell copies of the Software, and to permit persons to whom the
9*61046927SAndroid Build Coastguard Worker * Software is furnished to do so, subject to the following conditions:
10*61046927SAndroid Build Coastguard Worker *
11*61046927SAndroid Build Coastguard Worker * The above copyright notice and this permission notice (including the next
12*61046927SAndroid Build Coastguard Worker * paragraph) shall be included in all copies or substantial portions of the
13*61046927SAndroid Build Coastguard Worker * Software.
14*61046927SAndroid Build Coastguard Worker *
15*61046927SAndroid Build Coastguard Worker * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16*61046927SAndroid Build Coastguard Worker * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17*61046927SAndroid Build Coastguard Worker * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18*61046927SAndroid Build Coastguard Worker * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19*61046927SAndroid Build Coastguard Worker * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20*61046927SAndroid Build Coastguard Worker * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21*61046927SAndroid Build Coastguard Worker * IN THE SOFTWARE.
22*61046927SAndroid Build Coastguard Worker *
23*61046927SAndroid Build Coastguard Worker */
24*61046927SAndroid Build Coastguard Worker #include <ctype.h>
25*61046927SAndroid Build Coastguard Worker
26*61046927SAndroid Build Coastguard Worker #include "glsl_types.h"
27*61046927SAndroid Build Coastguard Worker #include "linker_util.h"
28*61046927SAndroid Build Coastguard Worker #include "util/bitscan.h"
29*61046927SAndroid Build Coastguard Worker #include "util/set.h"
30*61046927SAndroid Build Coastguard Worker #include "ir_uniform.h" /* for gl_uniform_storage */
31*61046927SAndroid Build Coastguard Worker #include "main/shader_types.h"
32*61046927SAndroid Build Coastguard Worker #include "main/consts_exts.h"
33*61046927SAndroid Build Coastguard Worker
34*61046927SAndroid Build Coastguard Worker /**
35*61046927SAndroid Build Coastguard Worker * Given a string identifying a program resource, break it into a base name
36*61046927SAndroid Build Coastguard Worker * and an optional array index in square brackets.
37*61046927SAndroid Build Coastguard Worker *
38*61046927SAndroid Build Coastguard Worker * If an array index is present, \c out_base_name_end is set to point to the
39*61046927SAndroid Build Coastguard Worker * "[" that precedes the array index, and the array index itself is returned
40*61046927SAndroid Build Coastguard Worker * as a long.
41*61046927SAndroid Build Coastguard Worker *
42*61046927SAndroid Build Coastguard Worker * If no array index is present (or if the array index is negative or
43*61046927SAndroid Build Coastguard Worker * mal-formed), \c out_base_name_end, is set to point to the null terminator
44*61046927SAndroid Build Coastguard Worker * at the end of the input string, and -1 is returned.
45*61046927SAndroid Build Coastguard Worker *
46*61046927SAndroid Build Coastguard Worker * Only the final array index is parsed; if the string contains other array
47*61046927SAndroid Build Coastguard Worker * indices (or structure field accesses), they are left in the base name.
48*61046927SAndroid Build Coastguard Worker *
49*61046927SAndroid Build Coastguard Worker * No attempt is made to check that the base name is properly formed;
50*61046927SAndroid Build Coastguard Worker * typically the caller will look up the base name in a hash table, so
51*61046927SAndroid Build Coastguard Worker * ill-formed base names simply turn into hash table lookup failures.
52*61046927SAndroid Build Coastguard Worker */
53*61046927SAndroid Build Coastguard Worker long
link_util_parse_program_resource_name(const GLchar * name,const size_t len,const GLchar ** out_base_name_end)54*61046927SAndroid Build Coastguard Worker link_util_parse_program_resource_name(const GLchar *name, const size_t len,
55*61046927SAndroid Build Coastguard Worker const GLchar **out_base_name_end)
56*61046927SAndroid Build Coastguard Worker {
57*61046927SAndroid Build Coastguard Worker /* Section 7.3.1 ("Program Interfaces") of the OpenGL 4.3 spec says:
58*61046927SAndroid Build Coastguard Worker *
59*61046927SAndroid Build Coastguard Worker * "When an integer array element or block instance number is part of
60*61046927SAndroid Build Coastguard Worker * the name string, it will be specified in decimal form without a "+"
61*61046927SAndroid Build Coastguard Worker * or "-" sign or any extra leading zeroes. Additionally, the name
62*61046927SAndroid Build Coastguard Worker * string will not include white space anywhere in the string."
63*61046927SAndroid Build Coastguard Worker */
64*61046927SAndroid Build Coastguard Worker
65*61046927SAndroid Build Coastguard Worker *out_base_name_end = name + len;
66*61046927SAndroid Build Coastguard Worker
67*61046927SAndroid Build Coastguard Worker if (len == 0 || name[len-1] != ']')
68*61046927SAndroid Build Coastguard Worker return -1;
69*61046927SAndroid Build Coastguard Worker
70*61046927SAndroid Build Coastguard Worker /* Walk backwards over the string looking for a non-digit character. This
71*61046927SAndroid Build Coastguard Worker * had better be the opening bracket for an array index.
72*61046927SAndroid Build Coastguard Worker *
73*61046927SAndroid Build Coastguard Worker * Initially, i specifies the location of the ']'. Since the string may
74*61046927SAndroid Build Coastguard Worker * contain only the ']' charcater, walk backwards very carefully.
75*61046927SAndroid Build Coastguard Worker */
76*61046927SAndroid Build Coastguard Worker unsigned i;
77*61046927SAndroid Build Coastguard Worker for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i)
78*61046927SAndroid Build Coastguard Worker /* empty */ ;
79*61046927SAndroid Build Coastguard Worker
80*61046927SAndroid Build Coastguard Worker if ((i == 0) || name[i-1] != '[')
81*61046927SAndroid Build Coastguard Worker return -1;
82*61046927SAndroid Build Coastguard Worker
83*61046927SAndroid Build Coastguard Worker long array_index = strtol(&name[i], NULL, 10);
84*61046927SAndroid Build Coastguard Worker if (array_index < 0)
85*61046927SAndroid Build Coastguard Worker return -1;
86*61046927SAndroid Build Coastguard Worker
87*61046927SAndroid Build Coastguard Worker /* Check for leading zero */
88*61046927SAndroid Build Coastguard Worker if (name[i] == '0' && name[i+1] != ']')
89*61046927SAndroid Build Coastguard Worker return -1;
90*61046927SAndroid Build Coastguard Worker
91*61046927SAndroid Build Coastguard Worker *out_base_name_end = name + (i - 1);
92*61046927SAndroid Build Coastguard Worker return array_index;
93*61046927SAndroid Build Coastguard Worker }
94*61046927SAndroid Build Coastguard Worker
95*61046927SAndroid Build Coastguard Worker /* Utility methods shared between the GLSL IR and the NIR */
96*61046927SAndroid Build Coastguard Worker
97*61046927SAndroid Build Coastguard Worker /* From the OpenGL 4.6 specification, 7.3.1.1 Naming Active Resources:
98*61046927SAndroid Build Coastguard Worker *
99*61046927SAndroid Build Coastguard Worker * "For an active shader storage block member declared as an array of an
100*61046927SAndroid Build Coastguard Worker * aggregate type, an entry will be generated only for the first array
101*61046927SAndroid Build Coastguard Worker * element, regardless of its type. Such block members are referred to as
102*61046927SAndroid Build Coastguard Worker * top-level arrays. If the block member is an aggregate type, the
103*61046927SAndroid Build Coastguard Worker * enumeration rules are then applied recursively."
104*61046927SAndroid Build Coastguard Worker */
105*61046927SAndroid Build Coastguard Worker bool
link_util_should_add_buffer_variable(struct gl_shader_program * prog,struct gl_uniform_storage * uniform,int top_level_array_base_offset,int top_level_array_size_in_bytes,int second_element_offset,int block_index)106*61046927SAndroid Build Coastguard Worker link_util_should_add_buffer_variable(struct gl_shader_program *prog,
107*61046927SAndroid Build Coastguard Worker struct gl_uniform_storage *uniform,
108*61046927SAndroid Build Coastguard Worker int top_level_array_base_offset,
109*61046927SAndroid Build Coastguard Worker int top_level_array_size_in_bytes,
110*61046927SAndroid Build Coastguard Worker int second_element_offset,
111*61046927SAndroid Build Coastguard Worker int block_index)
112*61046927SAndroid Build Coastguard Worker {
113*61046927SAndroid Build Coastguard Worker /* If the uniform is not a shader storage buffer or is not an array return
114*61046927SAndroid Build Coastguard Worker * true.
115*61046927SAndroid Build Coastguard Worker */
116*61046927SAndroid Build Coastguard Worker if (!uniform->is_shader_storage || top_level_array_size_in_bytes == 0)
117*61046927SAndroid Build Coastguard Worker return true;
118*61046927SAndroid Build Coastguard Worker
119*61046927SAndroid Build Coastguard Worker int after_top_level_array = top_level_array_base_offset +
120*61046927SAndroid Build Coastguard Worker top_level_array_size_in_bytes;
121*61046927SAndroid Build Coastguard Worker
122*61046927SAndroid Build Coastguard Worker /* Check for a new block, or that we are not dealing with array elements of
123*61046927SAndroid Build Coastguard Worker * a top member array other than the first element.
124*61046927SAndroid Build Coastguard Worker */
125*61046927SAndroid Build Coastguard Worker if (block_index != uniform->block_index ||
126*61046927SAndroid Build Coastguard Worker uniform->offset >= after_top_level_array ||
127*61046927SAndroid Build Coastguard Worker uniform->offset < second_element_offset) {
128*61046927SAndroid Build Coastguard Worker return true;
129*61046927SAndroid Build Coastguard Worker }
130*61046927SAndroid Build Coastguard Worker
131*61046927SAndroid Build Coastguard Worker return false;
132*61046927SAndroid Build Coastguard Worker }
133*61046927SAndroid Build Coastguard Worker
134*61046927SAndroid Build Coastguard Worker bool
link_util_add_program_resource(struct gl_shader_program * prog,struct set * resource_set,GLenum type,const void * data,uint8_t stages)135*61046927SAndroid Build Coastguard Worker link_util_add_program_resource(struct gl_shader_program *prog,
136*61046927SAndroid Build Coastguard Worker struct set *resource_set,
137*61046927SAndroid Build Coastguard Worker GLenum type, const void *data, uint8_t stages)
138*61046927SAndroid Build Coastguard Worker {
139*61046927SAndroid Build Coastguard Worker assert(data);
140*61046927SAndroid Build Coastguard Worker
141*61046927SAndroid Build Coastguard Worker /* If resource already exists, do not add it again. */
142*61046927SAndroid Build Coastguard Worker if (_mesa_set_search(resource_set, data))
143*61046927SAndroid Build Coastguard Worker return true;
144*61046927SAndroid Build Coastguard Worker
145*61046927SAndroid Build Coastguard Worker prog->data->ProgramResourceList =
146*61046927SAndroid Build Coastguard Worker reralloc(prog->data,
147*61046927SAndroid Build Coastguard Worker prog->data->ProgramResourceList,
148*61046927SAndroid Build Coastguard Worker gl_program_resource,
149*61046927SAndroid Build Coastguard Worker prog->data->NumProgramResourceList + 1);
150*61046927SAndroid Build Coastguard Worker
151*61046927SAndroid Build Coastguard Worker if (!prog->data->ProgramResourceList) {
152*61046927SAndroid Build Coastguard Worker linker_error(prog, "Out of memory during linking.\n");
153*61046927SAndroid Build Coastguard Worker return false;
154*61046927SAndroid Build Coastguard Worker }
155*61046927SAndroid Build Coastguard Worker
156*61046927SAndroid Build Coastguard Worker struct gl_program_resource *res =
157*61046927SAndroid Build Coastguard Worker &prog->data->ProgramResourceList[prog->data->NumProgramResourceList];
158*61046927SAndroid Build Coastguard Worker
159*61046927SAndroid Build Coastguard Worker res->Type = type;
160*61046927SAndroid Build Coastguard Worker res->Data = data;
161*61046927SAndroid Build Coastguard Worker res->StageReferences = stages;
162*61046927SAndroid Build Coastguard Worker
163*61046927SAndroid Build Coastguard Worker prog->data->NumProgramResourceList++;
164*61046927SAndroid Build Coastguard Worker
165*61046927SAndroid Build Coastguard Worker _mesa_set_add(resource_set, data);
166*61046927SAndroid Build Coastguard Worker
167*61046927SAndroid Build Coastguard Worker return true;
168*61046927SAndroid Build Coastguard Worker }
169*61046927SAndroid Build Coastguard Worker
170*61046927SAndroid Build Coastguard Worker /**
171*61046927SAndroid Build Coastguard Worker * Search through the list of empty blocks to find one that fits the current
172*61046927SAndroid Build Coastguard Worker * uniform.
173*61046927SAndroid Build Coastguard Worker */
174*61046927SAndroid Build Coastguard Worker int
link_util_find_empty_block(struct gl_shader_program * prog,struct gl_uniform_storage * uniform)175*61046927SAndroid Build Coastguard Worker link_util_find_empty_block(struct gl_shader_program *prog,
176*61046927SAndroid Build Coastguard Worker struct gl_uniform_storage *uniform)
177*61046927SAndroid Build Coastguard Worker {
178*61046927SAndroid Build Coastguard Worker const unsigned entries = MAX2(1, uniform->array_elements);
179*61046927SAndroid Build Coastguard Worker
180*61046927SAndroid Build Coastguard Worker foreach_list_typed(struct empty_uniform_block, block, link,
181*61046927SAndroid Build Coastguard Worker &prog->EmptyUniformLocations) {
182*61046927SAndroid Build Coastguard Worker /* Found a block with enough slots to fit the uniform */
183*61046927SAndroid Build Coastguard Worker if (block->slots == entries) {
184*61046927SAndroid Build Coastguard Worker unsigned start = block->start;
185*61046927SAndroid Build Coastguard Worker exec_node_remove(&block->link);
186*61046927SAndroid Build Coastguard Worker ralloc_free(block);
187*61046927SAndroid Build Coastguard Worker
188*61046927SAndroid Build Coastguard Worker return start;
189*61046927SAndroid Build Coastguard Worker /* Found a block with more slots than needed. It can still be used. */
190*61046927SAndroid Build Coastguard Worker } else if (block->slots > entries) {
191*61046927SAndroid Build Coastguard Worker unsigned start = block->start;
192*61046927SAndroid Build Coastguard Worker block->start += entries;
193*61046927SAndroid Build Coastguard Worker block->slots -= entries;
194*61046927SAndroid Build Coastguard Worker
195*61046927SAndroid Build Coastguard Worker return start;
196*61046927SAndroid Build Coastguard Worker }
197*61046927SAndroid Build Coastguard Worker }
198*61046927SAndroid Build Coastguard Worker
199*61046927SAndroid Build Coastguard Worker return -1;
200*61046927SAndroid Build Coastguard Worker }
201*61046927SAndroid Build Coastguard Worker
202*61046927SAndroid Build Coastguard Worker void
link_util_update_empty_uniform_locations(struct gl_shader_program * prog)203*61046927SAndroid Build Coastguard Worker link_util_update_empty_uniform_locations(struct gl_shader_program *prog)
204*61046927SAndroid Build Coastguard Worker {
205*61046927SAndroid Build Coastguard Worker struct empty_uniform_block *current_block = NULL;
206*61046927SAndroid Build Coastguard Worker
207*61046927SAndroid Build Coastguard Worker for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
208*61046927SAndroid Build Coastguard Worker /* We found empty space in UniformRemapTable. */
209*61046927SAndroid Build Coastguard Worker if (prog->UniformRemapTable[i] == NULL) {
210*61046927SAndroid Build Coastguard Worker /* We've found the beginning of a new continous block of empty slots */
211*61046927SAndroid Build Coastguard Worker if (!current_block || current_block->start + current_block->slots != i) {
212*61046927SAndroid Build Coastguard Worker current_block = rzalloc(prog, struct empty_uniform_block);
213*61046927SAndroid Build Coastguard Worker current_block->start = i;
214*61046927SAndroid Build Coastguard Worker exec_list_push_tail(&prog->EmptyUniformLocations,
215*61046927SAndroid Build Coastguard Worker ¤t_block->link);
216*61046927SAndroid Build Coastguard Worker }
217*61046927SAndroid Build Coastguard Worker
218*61046927SAndroid Build Coastguard Worker /* The current block continues, so we simply increment its slots */
219*61046927SAndroid Build Coastguard Worker current_block->slots++;
220*61046927SAndroid Build Coastguard Worker }
221*61046927SAndroid Build Coastguard Worker }
222*61046927SAndroid Build Coastguard Worker }
223*61046927SAndroid Build Coastguard Worker
224*61046927SAndroid Build Coastguard Worker void
link_util_check_subroutine_resources(struct gl_shader_program * prog)225*61046927SAndroid Build Coastguard Worker link_util_check_subroutine_resources(struct gl_shader_program *prog)
226*61046927SAndroid Build Coastguard Worker {
227*61046927SAndroid Build Coastguard Worker unsigned mask = prog->data->linked_stages;
228*61046927SAndroid Build Coastguard Worker while (mask) {
229*61046927SAndroid Build Coastguard Worker const int i = u_bit_scan(&mask);
230*61046927SAndroid Build Coastguard Worker struct gl_program *p = prog->_LinkedShaders[i]->Program;
231*61046927SAndroid Build Coastguard Worker
232*61046927SAndroid Build Coastguard Worker if (p->sh.NumSubroutineUniformRemapTable > MAX_SUBROUTINE_UNIFORM_LOCATIONS) {
233*61046927SAndroid Build Coastguard Worker linker_error(prog, "Too many %s shader subroutine uniforms\n",
234*61046927SAndroid Build Coastguard Worker _mesa_shader_stage_to_string(i));
235*61046927SAndroid Build Coastguard Worker }
236*61046927SAndroid Build Coastguard Worker }
237*61046927SAndroid Build Coastguard Worker }
238*61046927SAndroid Build Coastguard Worker
239*61046927SAndroid Build Coastguard Worker #if defined(_MSC_VER) && DETECT_ARCH_AARCH64
240*61046927SAndroid Build Coastguard Worker // Work around https://developercommunity.visualstudio.com/t/Incorrect-ARM64-codegen-with-optimizatio/10564605
241*61046927SAndroid Build Coastguard Worker #pragma optimize("", off)
242*61046927SAndroid Build Coastguard Worker #endif
243*61046927SAndroid Build Coastguard Worker /**
244*61046927SAndroid Build Coastguard Worker * Validate uniform resources used by a program versus the implementation limits
245*61046927SAndroid Build Coastguard Worker */
246*61046927SAndroid Build Coastguard Worker void
link_util_check_uniform_resources(const struct gl_constants * consts,struct gl_shader_program * prog)247*61046927SAndroid Build Coastguard Worker link_util_check_uniform_resources(const struct gl_constants *consts,
248*61046927SAndroid Build Coastguard Worker struct gl_shader_program *prog)
249*61046927SAndroid Build Coastguard Worker {
250*61046927SAndroid Build Coastguard Worker unsigned total_uniform_blocks = 0;
251*61046927SAndroid Build Coastguard Worker unsigned total_shader_storage_blocks = 0;
252*61046927SAndroid Build Coastguard Worker
253*61046927SAndroid Build Coastguard Worker for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
254*61046927SAndroid Build Coastguard Worker struct gl_linked_shader *sh = prog->_LinkedShaders[i];
255*61046927SAndroid Build Coastguard Worker
256*61046927SAndroid Build Coastguard Worker if (sh == NULL)
257*61046927SAndroid Build Coastguard Worker continue;
258*61046927SAndroid Build Coastguard Worker
259*61046927SAndroid Build Coastguard Worker if (sh->num_uniform_components >
260*61046927SAndroid Build Coastguard Worker consts->Program[i].MaxUniformComponents) {
261*61046927SAndroid Build Coastguard Worker if (consts->GLSLSkipStrictMaxUniformLimitCheck) {
262*61046927SAndroid Build Coastguard Worker linker_warning(prog, "Too many %s shader default uniform block "
263*61046927SAndroid Build Coastguard Worker "components, but the driver will try to optimize "
264*61046927SAndroid Build Coastguard Worker "them out; this is non-portable out-of-spec "
265*61046927SAndroid Build Coastguard Worker "behavior\n",
266*61046927SAndroid Build Coastguard Worker _mesa_shader_stage_to_string(i));
267*61046927SAndroid Build Coastguard Worker } else {
268*61046927SAndroid Build Coastguard Worker linker_error(prog, "Too many %s shader default uniform block "
269*61046927SAndroid Build Coastguard Worker "components\n",
270*61046927SAndroid Build Coastguard Worker _mesa_shader_stage_to_string(i));
271*61046927SAndroid Build Coastguard Worker }
272*61046927SAndroid Build Coastguard Worker }
273*61046927SAndroid Build Coastguard Worker
274*61046927SAndroid Build Coastguard Worker if (sh->num_combined_uniform_components >
275*61046927SAndroid Build Coastguard Worker consts->Program[i].MaxCombinedUniformComponents) {
276*61046927SAndroid Build Coastguard Worker if (consts->GLSLSkipStrictMaxUniformLimitCheck) {
277*61046927SAndroid Build Coastguard Worker linker_warning(prog, "Too many %s shader uniform components, "
278*61046927SAndroid Build Coastguard Worker "but the driver will try to optimize them out; "
279*61046927SAndroid Build Coastguard Worker "this is non-portable out-of-spec behavior\n",
280*61046927SAndroid Build Coastguard Worker _mesa_shader_stage_to_string(i));
281*61046927SAndroid Build Coastguard Worker } else {
282*61046927SAndroid Build Coastguard Worker linker_error(prog, "Too many %s shader uniform components\n",
283*61046927SAndroid Build Coastguard Worker _mesa_shader_stage_to_string(i));
284*61046927SAndroid Build Coastguard Worker }
285*61046927SAndroid Build Coastguard Worker }
286*61046927SAndroid Build Coastguard Worker
287*61046927SAndroid Build Coastguard Worker total_shader_storage_blocks += sh->Program->info.num_ssbos;
288*61046927SAndroid Build Coastguard Worker total_uniform_blocks += sh->Program->info.num_ubos;
289*61046927SAndroid Build Coastguard Worker }
290*61046927SAndroid Build Coastguard Worker
291*61046927SAndroid Build Coastguard Worker if (total_uniform_blocks > consts->MaxCombinedUniformBlocks) {
292*61046927SAndroid Build Coastguard Worker linker_error(prog, "Too many combined uniform blocks (%d/%d)\n",
293*61046927SAndroid Build Coastguard Worker total_uniform_blocks, consts->MaxCombinedUniformBlocks);
294*61046927SAndroid Build Coastguard Worker }
295*61046927SAndroid Build Coastguard Worker
296*61046927SAndroid Build Coastguard Worker if (total_shader_storage_blocks > consts->MaxCombinedShaderStorageBlocks) {
297*61046927SAndroid Build Coastguard Worker linker_error(prog, "Too many combined shader storage blocks (%d/%d)\n",
298*61046927SAndroid Build Coastguard Worker total_shader_storage_blocks,
299*61046927SAndroid Build Coastguard Worker consts->MaxCombinedShaderStorageBlocks);
300*61046927SAndroid Build Coastguard Worker }
301*61046927SAndroid Build Coastguard Worker
302*61046927SAndroid Build Coastguard Worker for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
303*61046927SAndroid Build Coastguard Worker if (prog->data->UniformBlocks[i].UniformBufferSize >
304*61046927SAndroid Build Coastguard Worker consts->MaxUniformBlockSize) {
305*61046927SAndroid Build Coastguard Worker linker_error(prog, "Uniform block %s too big (%d/%d)\n",
306*61046927SAndroid Build Coastguard Worker prog->data->UniformBlocks[i].name.string,
307*61046927SAndroid Build Coastguard Worker prog->data->UniformBlocks[i].UniformBufferSize,
308*61046927SAndroid Build Coastguard Worker consts->MaxUniformBlockSize);
309*61046927SAndroid Build Coastguard Worker }
310*61046927SAndroid Build Coastguard Worker }
311*61046927SAndroid Build Coastguard Worker
312*61046927SAndroid Build Coastguard Worker for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
313*61046927SAndroid Build Coastguard Worker if (prog->data->ShaderStorageBlocks[i].UniformBufferSize >
314*61046927SAndroid Build Coastguard Worker consts->MaxShaderStorageBlockSize) {
315*61046927SAndroid Build Coastguard Worker linker_error(prog, "Shader storage block %s too big (%d/%d)\n",
316*61046927SAndroid Build Coastguard Worker prog->data->ShaderStorageBlocks[i].name.string,
317*61046927SAndroid Build Coastguard Worker prog->data->ShaderStorageBlocks[i].UniformBufferSize,
318*61046927SAndroid Build Coastguard Worker consts->MaxShaderStorageBlockSize);
319*61046927SAndroid Build Coastguard Worker }
320*61046927SAndroid Build Coastguard Worker }
321*61046927SAndroid Build Coastguard Worker }
322*61046927SAndroid Build Coastguard Worker #if defined(_MSC_VER) && DETECT_ARCH_AARCH64
323*61046927SAndroid Build Coastguard Worker #pragma optimize("", on)
324*61046927SAndroid Build Coastguard Worker #endif
325*61046927SAndroid Build Coastguard Worker
326*61046927SAndroid Build Coastguard Worker void
link_util_calculate_subroutine_compat(struct gl_shader_program * prog)327*61046927SAndroid Build Coastguard Worker link_util_calculate_subroutine_compat(struct gl_shader_program *prog)
328*61046927SAndroid Build Coastguard Worker {
329*61046927SAndroid Build Coastguard Worker unsigned mask = prog->data->linked_stages;
330*61046927SAndroid Build Coastguard Worker while (mask) {
331*61046927SAndroid Build Coastguard Worker const int i = u_bit_scan(&mask);
332*61046927SAndroid Build Coastguard Worker struct gl_program *p = prog->_LinkedShaders[i]->Program;
333*61046927SAndroid Build Coastguard Worker
334*61046927SAndroid Build Coastguard Worker for (unsigned j = 0; j < p->sh.NumSubroutineUniformRemapTable; j++) {
335*61046927SAndroid Build Coastguard Worker if (p->sh.SubroutineUniformRemapTable[j] == INACTIVE_UNIFORM_EXPLICIT_LOCATION)
336*61046927SAndroid Build Coastguard Worker continue;
337*61046927SAndroid Build Coastguard Worker
338*61046927SAndroid Build Coastguard Worker struct gl_uniform_storage *uni = p->sh.SubroutineUniformRemapTable[j];
339*61046927SAndroid Build Coastguard Worker
340*61046927SAndroid Build Coastguard Worker if (!uni)
341*61046927SAndroid Build Coastguard Worker continue;
342*61046927SAndroid Build Coastguard Worker
343*61046927SAndroid Build Coastguard Worker int count = 0;
344*61046927SAndroid Build Coastguard Worker if (p->sh.NumSubroutineFunctions == 0) {
345*61046927SAndroid Build Coastguard Worker linker_error(prog, "subroutine uniform %s defined but no valid functions found\n", glsl_get_type_name(uni->type));
346*61046927SAndroid Build Coastguard Worker continue;
347*61046927SAndroid Build Coastguard Worker }
348*61046927SAndroid Build Coastguard Worker for (unsigned f = 0; f < p->sh.NumSubroutineFunctions; f++) {
349*61046927SAndroid Build Coastguard Worker struct gl_subroutine_function *fn = &p->sh.SubroutineFunctions[f];
350*61046927SAndroid Build Coastguard Worker for (int k = 0; k < fn->num_compat_types; k++) {
351*61046927SAndroid Build Coastguard Worker if (fn->types[k] == uni->type) {
352*61046927SAndroid Build Coastguard Worker count++;
353*61046927SAndroid Build Coastguard Worker break;
354*61046927SAndroid Build Coastguard Worker }
355*61046927SAndroid Build Coastguard Worker }
356*61046927SAndroid Build Coastguard Worker }
357*61046927SAndroid Build Coastguard Worker uni->num_compatible_subroutines = count;
358*61046927SAndroid Build Coastguard Worker }
359*61046927SAndroid Build Coastguard Worker }
360*61046927SAndroid Build Coastguard Worker }
361*61046927SAndroid Build Coastguard Worker
362*61046927SAndroid Build Coastguard Worker /**
363*61046927SAndroid Build Coastguard Worker * Recursive part of the public mark_array_elements_referenced function.
364*61046927SAndroid Build Coastguard Worker *
365*61046927SAndroid Build Coastguard Worker * The recursion occurs when an entire array-of- is accessed. See the
366*61046927SAndroid Build Coastguard Worker * implementation for more details.
367*61046927SAndroid Build Coastguard Worker *
368*61046927SAndroid Build Coastguard Worker * \param dr List of array_deref_range elements to be
369*61046927SAndroid Build Coastguard Worker * processed.
370*61046927SAndroid Build Coastguard Worker * \param count Number of array_deref_range elements to be
371*61046927SAndroid Build Coastguard Worker * processed.
372*61046927SAndroid Build Coastguard Worker * \param scale Current offset scale.
373*61046927SAndroid Build Coastguard Worker * \param linearized_index Current accumulated linearized array index.
374*61046927SAndroid Build Coastguard Worker */
375*61046927SAndroid Build Coastguard Worker void
_mark_array_elements_referenced(const struct array_deref_range * dr,unsigned count,unsigned scale,unsigned linearized_index,BITSET_WORD * bits)376*61046927SAndroid Build Coastguard Worker _mark_array_elements_referenced(const struct array_deref_range *dr,
377*61046927SAndroid Build Coastguard Worker unsigned count, unsigned scale,
378*61046927SAndroid Build Coastguard Worker unsigned linearized_index,
379*61046927SAndroid Build Coastguard Worker BITSET_WORD *bits)
380*61046927SAndroid Build Coastguard Worker {
381*61046927SAndroid Build Coastguard Worker /* Walk through the list of array dereferences in least- to
382*61046927SAndroid Build Coastguard Worker * most-significant order. Along the way, accumulate the current
383*61046927SAndroid Build Coastguard Worker * linearized offset and the scale factor for each array-of-.
384*61046927SAndroid Build Coastguard Worker */
385*61046927SAndroid Build Coastguard Worker for (unsigned i = 0; i < count; i++) {
386*61046927SAndroid Build Coastguard Worker if (dr[i].index < dr[i].size) {
387*61046927SAndroid Build Coastguard Worker linearized_index += dr[i].index * scale;
388*61046927SAndroid Build Coastguard Worker scale *= dr[i].size;
389*61046927SAndroid Build Coastguard Worker } else {
390*61046927SAndroid Build Coastguard Worker /* For each element in the current array, update the count and
391*61046927SAndroid Build Coastguard Worker * offset, then recurse to process the remaining arrays.
392*61046927SAndroid Build Coastguard Worker *
393*61046927SAndroid Build Coastguard Worker * There is some inefficency here if the last eBITSET_WORD *bitslement in the
394*61046927SAndroid Build Coastguard Worker * array_deref_range list specifies the entire array. In that case,
395*61046927SAndroid Build Coastguard Worker * the loop will make recursive calls with count == 0. In the call,
396*61046927SAndroid Build Coastguard Worker * all that will happen is the bit will be set.
397*61046927SAndroid Build Coastguard Worker */
398*61046927SAndroid Build Coastguard Worker for (unsigned j = 0; j < dr[i].size; j++) {
399*61046927SAndroid Build Coastguard Worker _mark_array_elements_referenced(&dr[i + 1],
400*61046927SAndroid Build Coastguard Worker count - (i + 1),
401*61046927SAndroid Build Coastguard Worker scale * dr[i].size,
402*61046927SAndroid Build Coastguard Worker linearized_index + (j * scale),
403*61046927SAndroid Build Coastguard Worker bits);
404*61046927SAndroid Build Coastguard Worker }
405*61046927SAndroid Build Coastguard Worker
406*61046927SAndroid Build Coastguard Worker return;
407*61046927SAndroid Build Coastguard Worker }
408*61046927SAndroid Build Coastguard Worker }
409*61046927SAndroid Build Coastguard Worker
410*61046927SAndroid Build Coastguard Worker BITSET_SET(bits, linearized_index);
411*61046927SAndroid Build Coastguard Worker }
412*61046927SAndroid Build Coastguard Worker
413*61046927SAndroid Build Coastguard Worker /**
414*61046927SAndroid Build Coastguard Worker * Mark a set of array elements as accessed.
415*61046927SAndroid Build Coastguard Worker *
416*61046927SAndroid Build Coastguard Worker * If every \c array_deref_range is for a single index, only a single
417*61046927SAndroid Build Coastguard Worker * element will be marked. If any \c array_deref_range is for an entire
418*61046927SAndroid Build Coastguard Worker * array-of-, then multiple elements will be marked.
419*61046927SAndroid Build Coastguard Worker *
420*61046927SAndroid Build Coastguard Worker * Items in the \c array_deref_range list appear in least- to
421*61046927SAndroid Build Coastguard Worker * most-significant order. This is the \b opposite order the indices
422*61046927SAndroid Build Coastguard Worker * appear in the GLSL shader text. An array access like
423*61046927SAndroid Build Coastguard Worker *
424*61046927SAndroid Build Coastguard Worker * x = y[1][i][3];
425*61046927SAndroid Build Coastguard Worker *
426*61046927SAndroid Build Coastguard Worker * would appear as
427*61046927SAndroid Build Coastguard Worker *
428*61046927SAndroid Build Coastguard Worker * { { 3, n }, { m, m }, { 1, p } }
429*61046927SAndroid Build Coastguard Worker *
430*61046927SAndroid Build Coastguard Worker * where n, m, and p are the sizes of the arrays-of-arrays.
431*61046927SAndroid Build Coastguard Worker *
432*61046927SAndroid Build Coastguard Worker * The set of marked array elements can later be queried by
433*61046927SAndroid Build Coastguard Worker * \c ::is_linearized_index_referenced.
434*61046927SAndroid Build Coastguard Worker *
435*61046927SAndroid Build Coastguard Worker * \param dr List of array_deref_range elements to be processed.
436*61046927SAndroid Build Coastguard Worker * \param count Number of array_deref_range elements to be processed.
437*61046927SAndroid Build Coastguard Worker */
438*61046927SAndroid Build Coastguard Worker void
link_util_mark_array_elements_referenced(const struct array_deref_range * dr,unsigned count,unsigned array_depth,BITSET_WORD * bits)439*61046927SAndroid Build Coastguard Worker link_util_mark_array_elements_referenced(const struct array_deref_range *dr,
440*61046927SAndroid Build Coastguard Worker unsigned count, unsigned array_depth,
441*61046927SAndroid Build Coastguard Worker BITSET_WORD *bits)
442*61046927SAndroid Build Coastguard Worker {
443*61046927SAndroid Build Coastguard Worker if (count != array_depth)
444*61046927SAndroid Build Coastguard Worker return;
445*61046927SAndroid Build Coastguard Worker
446*61046927SAndroid Build Coastguard Worker _mark_array_elements_referenced(dr, count, 1, 0, bits);
447*61046927SAndroid Build Coastguard Worker }
448*61046927SAndroid Build Coastguard Worker
449*61046927SAndroid Build Coastguard Worker const char *
interpolation_string(unsigned interpolation)450*61046927SAndroid Build Coastguard Worker interpolation_string(unsigned interpolation)
451*61046927SAndroid Build Coastguard Worker {
452*61046927SAndroid Build Coastguard Worker switch (interpolation) {
453*61046927SAndroid Build Coastguard Worker case INTERP_MODE_NONE: return "no";
454*61046927SAndroid Build Coastguard Worker case INTERP_MODE_SMOOTH: return "smooth";
455*61046927SAndroid Build Coastguard Worker case INTERP_MODE_FLAT: return "flat";
456*61046927SAndroid Build Coastguard Worker case INTERP_MODE_NOPERSPECTIVE: return "noperspective";
457*61046927SAndroid Build Coastguard Worker }
458*61046927SAndroid Build Coastguard Worker
459*61046927SAndroid Build Coastguard Worker assert(!"Should not get here.");
460*61046927SAndroid Build Coastguard Worker return "";
461*61046927SAndroid Build Coastguard Worker }
462