xref: /aosp_15_r20/external/mesa3d/src/compiler/glsl/linker_util.cpp (revision 6104692788411f58d303aa86923a9ff6ecaded22)
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                                 &current_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