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-rw-r--r--src/3rdparty/angle/src/libANGLE/ProgramLinkedResources.cpp1040
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diff --git a/src/3rdparty/angle/src/libANGLE/ProgramLinkedResources.cpp b/src/3rdparty/angle/src/libANGLE/ProgramLinkedResources.cpp
new file mode 100644
index 0000000000..a33f751525
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/ProgramLinkedResources.cpp
@@ -0,0 +1,1040 @@
+//
+// Copyright (c) 2017 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// UniformLinker.cpp: implements link-time checks for default block uniforms, and generates uniform
+// locations. Populates data structures related to uniforms so that they can be stored in program
+// state.
+
+#include "libANGLE/ProgramLinkedResources.h"
+
+#include "common/string_utils.h"
+#include "common/utilities.h"
+#include "libANGLE/Caps.h"
+#include "libANGLE/Context.h"
+#include "libANGLE/Shader.h"
+#include "libANGLE/features.h"
+
+namespace gl
+{
+
+namespace
+{
+
+LinkedUniform *FindUniform(std::vector<LinkedUniform> &list, const std::string &name)
+{
+ for (LinkedUniform &uniform : list)
+ {
+ if (uniform.name == name)
+ return &uniform;
+ }
+
+ return nullptr;
+}
+
+int GetUniformLocationBinding(const Program::Bindings &uniformLocationBindings,
+ const sh::Uniform &uniform)
+{
+ int binding = uniformLocationBindings.getBinding(uniform.name);
+ if (uniform.isArray() && binding == -1)
+ {
+ // Bindings for array uniforms can be set either with or without [0] in the end.
+ ASSERT(angle::EndsWith(uniform.name, "[0]"));
+ std::string nameWithoutIndex = uniform.name.substr(0u, uniform.name.length() - 3u);
+ return uniformLocationBindings.getBinding(nameWithoutIndex);
+ }
+ return binding;
+}
+
+} // anonymous namespace
+
+UniformLinker::UniformLinker(const ProgramState &state) : mState(state)
+{
+}
+
+UniformLinker::~UniformLinker() = default;
+
+void UniformLinker::getResults(std::vector<LinkedUniform> *uniforms,
+ std::vector<VariableLocation> *uniformLocations)
+{
+ uniforms->swap(mUniforms);
+ uniformLocations->swap(mUniformLocations);
+}
+
+bool UniformLinker::link(const Context *context,
+ InfoLog &infoLog,
+ const Program::Bindings &uniformLocationBindings)
+{
+ if (mState.getAttachedVertexShader() && mState.getAttachedFragmentShader())
+ {
+ ASSERT(mState.getAttachedComputeShader() == nullptr);
+ if (!validateVertexAndFragmentUniforms(context, infoLog))
+ {
+ return false;
+ }
+ }
+
+ // Flatten the uniforms list (nested fields) into a simple list (no nesting).
+ // Also check the maximum uniform vector and sampler counts.
+ if (!flattenUniformsAndCheckCaps(context, infoLog))
+ {
+ return false;
+ }
+
+ if (!checkMaxCombinedAtomicCounters(context->getCaps(), infoLog))
+ {
+ return false;
+ }
+
+ if (!indexUniforms(infoLog, uniformLocationBindings))
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool UniformLinker::validateVertexAndFragmentUniforms(const Context *context,
+ InfoLog &infoLog) const
+{
+ // Check that uniforms defined in the vertex and fragment shaders are identical
+ std::map<std::string, sh::Uniform> linkedUniforms;
+ const std::vector<sh::Uniform> &vertexUniforms =
+ mState.getAttachedVertexShader()->getUniforms(context);
+ const std::vector<sh::Uniform> &fragmentUniforms =
+ mState.getAttachedFragmentShader()->getUniforms(context);
+
+ for (const sh::Uniform &vertexUniform : vertexUniforms)
+ {
+ linkedUniforms[vertexUniform.name] = vertexUniform;
+ }
+
+ for (const sh::Uniform &fragmentUniform : fragmentUniforms)
+ {
+ auto entry = linkedUniforms.find(fragmentUniform.name);
+ if (entry != linkedUniforms.end())
+ {
+ const sh::Uniform &linkedUniform = entry->second;
+ const std::string &uniformName = "uniform '" + linkedUniform.name + "'";
+ if (!linkValidateUniforms(infoLog, uniformName, linkedUniform, fragmentUniform))
+ {
+ return false;
+ }
+ }
+ }
+ return true;
+}
+
+// GLSL ES Spec 3.00.3, section 4.3.5.
+bool UniformLinker::linkValidateUniforms(InfoLog &infoLog,
+ const std::string &uniformName,
+ const sh::Uniform &vertexUniform,
+ const sh::Uniform &fragmentUniform)
+{
+#if ANGLE_PROGRAM_LINK_VALIDATE_UNIFORM_PRECISION == ANGLE_ENABLED
+ const bool validatePrecision = true;
+#else
+ const bool validatePrecision = false;
+#endif
+
+ if (!Program::linkValidateVariablesBase(infoLog, uniformName, vertexUniform, fragmentUniform,
+ validatePrecision))
+ {
+ return false;
+ }
+
+ // GLSL ES Spec 3.10.4, section 4.4.5.
+ if (vertexUniform.binding != -1 && fragmentUniform.binding != -1 &&
+ vertexUniform.binding != fragmentUniform.binding)
+ {
+ infoLog << "Binding layout qualifiers for " << uniformName
+ << " differ between vertex and fragment shaders.";
+ return false;
+ }
+
+ // GLSL ES Spec 3.10.4, section 9.2.1.
+ if (vertexUniform.location != -1 && fragmentUniform.location != -1 &&
+ vertexUniform.location != fragmentUniform.location)
+ {
+ infoLog << "Location layout qualifiers for " << uniformName
+ << " differ between vertex and fragment shaders.";
+ return false;
+ }
+ if (vertexUniform.offset != fragmentUniform.offset)
+ {
+ infoLog << "Offset layout qualifiers for " << uniformName
+ << " differ between vertex and fragment shaders.";
+ return false;
+ }
+
+ return true;
+}
+
+bool UniformLinker::indexUniforms(InfoLog &infoLog,
+ const Program::Bindings &uniformLocationBindings)
+{
+ // All the locations where another uniform can't be located.
+ std::set<GLuint> reservedLocations;
+ // Locations which have been allocated for an unused uniform.
+ std::set<GLuint> ignoredLocations;
+
+ int maxUniformLocation = -1;
+
+ // Gather uniform locations that have been set either using the bindUniformLocation API or by
+ // using a location layout qualifier and check conflicts between them.
+ if (!gatherUniformLocationsAndCheckConflicts(infoLog, uniformLocationBindings,
+ &reservedLocations, &ignoredLocations,
+ &maxUniformLocation))
+ {
+ return false;
+ }
+
+ // Conflicts have been checked, now we can prune non-statically used uniforms. Code further down
+ // the line relies on only having statically used uniforms in mUniforms.
+ pruneUnusedUniforms();
+
+ // Gather uniforms that have their location pre-set and uniforms that don't yet have a location.
+ std::vector<VariableLocation> unlocatedUniforms;
+ std::map<GLuint, VariableLocation> preLocatedUniforms;
+
+ for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
+ {
+ const LinkedUniform &uniform = mUniforms[uniformIndex];
+
+ if (uniform.isBuiltIn() || IsAtomicCounterType(uniform.type))
+ {
+ continue;
+ }
+
+ int preSetLocation = GetUniformLocationBinding(uniformLocationBindings, uniform);
+ int shaderLocation = uniform.location;
+
+ if (shaderLocation != -1)
+ {
+ preSetLocation = shaderLocation;
+ }
+
+ unsigned int elementCount = uniform.getBasicTypeElementCount();
+ for (unsigned int arrayIndex = 0; arrayIndex < elementCount; arrayIndex++)
+ {
+ VariableLocation location(arrayIndex, static_cast<unsigned int>(uniformIndex));
+
+ if ((arrayIndex == 0 && preSetLocation != -1) || shaderLocation != -1)
+ {
+ int elementLocation = preSetLocation + arrayIndex;
+ preLocatedUniforms[elementLocation] = location;
+ }
+ else
+ {
+ unlocatedUniforms.push_back(location);
+ }
+ }
+ }
+
+ // Make enough space for all uniforms, with pre-set locations or not.
+ mUniformLocations.resize(
+ std::max(unlocatedUniforms.size() + preLocatedUniforms.size() + ignoredLocations.size(),
+ static_cast<size_t>(maxUniformLocation + 1)));
+
+ // Assign uniforms with pre-set locations
+ for (const auto &uniform : preLocatedUniforms)
+ {
+ mUniformLocations[uniform.first] = uniform.second;
+ }
+
+ // Assign ignored uniforms
+ for (const auto &ignoredLocation : ignoredLocations)
+ {
+ mUniformLocations[ignoredLocation].markIgnored();
+ }
+
+ // Automatically assign locations for the rest of the uniforms
+ size_t nextUniformLocation = 0;
+ for (const auto &unlocatedUniform : unlocatedUniforms)
+ {
+ while (mUniformLocations[nextUniformLocation].used() ||
+ mUniformLocations[nextUniformLocation].ignored)
+ {
+ nextUniformLocation++;
+ }
+
+ ASSERT(nextUniformLocation < mUniformLocations.size());
+ mUniformLocations[nextUniformLocation] = unlocatedUniform;
+ nextUniformLocation++;
+ }
+
+ return true;
+}
+
+bool UniformLinker::gatherUniformLocationsAndCheckConflicts(
+ InfoLog &infoLog,
+ const Program::Bindings &uniformLocationBindings,
+ std::set<GLuint> *reservedLocations,
+ std::set<GLuint> *ignoredLocations,
+ int *maxUniformLocation)
+{
+ for (const LinkedUniform &uniform : mUniforms)
+ {
+ if (uniform.isBuiltIn())
+ {
+ continue;
+ }
+
+ int apiBoundLocation = GetUniformLocationBinding(uniformLocationBindings, uniform);
+ int shaderLocation = uniform.location;
+
+ if (shaderLocation != -1)
+ {
+ unsigned int elementCount = uniform.getBasicTypeElementCount();
+
+ for (unsigned int arrayIndex = 0; arrayIndex < elementCount; arrayIndex++)
+ {
+ // GLSL ES 3.10 section 4.4.3
+ int elementLocation = shaderLocation + arrayIndex;
+ *maxUniformLocation = std::max(*maxUniformLocation, elementLocation);
+ if (reservedLocations->find(elementLocation) != reservedLocations->end())
+ {
+ infoLog << "Multiple uniforms bound to location " << elementLocation << ".";
+ return false;
+ }
+ reservedLocations->insert(elementLocation);
+ if (!uniform.staticUse)
+ {
+ ignoredLocations->insert(elementLocation);
+ }
+ }
+ }
+ else if (apiBoundLocation != -1 && uniform.staticUse)
+ {
+ // Only the first location is reserved even if the uniform is an array.
+ *maxUniformLocation = std::max(*maxUniformLocation, apiBoundLocation);
+ if (reservedLocations->find(apiBoundLocation) != reservedLocations->end())
+ {
+ infoLog << "Multiple uniforms bound to location " << apiBoundLocation << ".";
+ return false;
+ }
+ reservedLocations->insert(apiBoundLocation);
+ }
+ }
+
+ // Record the uniform locations that were bound using the API for uniforms that were not found
+ // from the shader. Other uniforms should not be assigned to those locations.
+ for (const auto &locationBinding : uniformLocationBindings)
+ {
+ GLuint location = locationBinding.second;
+ if (reservedLocations->find(location) == reservedLocations->end())
+ {
+ ignoredLocations->insert(location);
+ *maxUniformLocation = std::max(*maxUniformLocation, static_cast<int>(location));
+ }
+ }
+
+ return true;
+}
+
+void UniformLinker::pruneUnusedUniforms()
+{
+ auto uniformIter = mUniforms.begin();
+ while (uniformIter != mUniforms.end())
+ {
+ if (uniformIter->staticUse)
+ {
+ ++uniformIter;
+ }
+ else
+ {
+ uniformIter = mUniforms.erase(uniformIter);
+ }
+ }
+}
+
+bool UniformLinker::flattenUniformsAndCheckCapsForShader(
+ const Context *context,
+ Shader *shader,
+ GLuint maxUniformComponents,
+ GLuint maxTextureImageUnits,
+ GLuint maxImageUnits,
+ GLuint maxAtomicCounters,
+ const std::string &componentsErrorMessage,
+ const std::string &samplerErrorMessage,
+ const std::string &imageErrorMessage,
+ const std::string &atomicCounterErrorMessage,
+ std::vector<LinkedUniform> &samplerUniforms,
+ std::vector<LinkedUniform> &imageUniforms,
+ std::vector<LinkedUniform> &atomicCounterUniforms,
+ InfoLog &infoLog)
+{
+ ShaderUniformCount shaderUniformCount;
+ for (const sh::Uniform &uniform : shader->getUniforms(context))
+ {
+ shaderUniformCount += flattenUniform(uniform, &samplerUniforms, &imageUniforms,
+ &atomicCounterUniforms, shader->getType());
+ }
+
+ if (shaderUniformCount.vectorCount > maxUniformComponents)
+ {
+ infoLog << componentsErrorMessage << maxUniformComponents << ").";
+ return false;
+ }
+
+ if (shaderUniformCount.samplerCount > maxTextureImageUnits)
+ {
+ infoLog << samplerErrorMessage << maxTextureImageUnits << ").";
+ return false;
+ }
+
+ if (shaderUniformCount.imageCount > maxImageUnits)
+ {
+ infoLog << imageErrorMessage << maxImageUnits << ").";
+ return false;
+ }
+
+ if (shaderUniformCount.atomicCounterCount > maxAtomicCounters)
+ {
+ infoLog << atomicCounterErrorMessage << maxAtomicCounters << ").";
+ return false;
+ }
+
+ return true;
+}
+
+bool UniformLinker::flattenUniformsAndCheckCaps(const Context *context, InfoLog &infoLog)
+{
+ std::vector<LinkedUniform> samplerUniforms;
+ std::vector<LinkedUniform> imageUniforms;
+ std::vector<LinkedUniform> atomicCounterUniforms;
+
+ const Caps &caps = context->getCaps();
+
+ if (mState.getAttachedComputeShader())
+ {
+ Shader *computeShader = mState.getAttachedComputeShader();
+
+ // TODO (mradev): check whether we need finer-grained component counting
+ if (!flattenUniformsAndCheckCapsForShader(
+ context, computeShader, caps.maxComputeUniformComponents / 4,
+ caps.maxComputeTextureImageUnits, caps.maxComputeImageUniforms,
+ caps.maxComputeAtomicCounters,
+ "Compute shader active uniforms exceed MAX_COMPUTE_UNIFORM_COMPONENTS (",
+ "Compute shader sampler count exceeds MAX_COMPUTE_TEXTURE_IMAGE_UNITS (",
+ "Compute shader image count exceeds MAX_COMPUTE_IMAGE_UNIFORMS (",
+ "Compute shader atomic counter count exceeds MAX_COMPUTE_ATOMIC_COUNTERS (",
+ samplerUniforms, imageUniforms, atomicCounterUniforms, infoLog))
+ {
+ return false;
+ }
+ }
+ else
+ {
+ Shader *vertexShader = mState.getAttachedVertexShader();
+
+ if (!flattenUniformsAndCheckCapsForShader(
+ context, vertexShader, caps.maxVertexUniformVectors,
+ caps.maxVertexTextureImageUnits, caps.maxVertexImageUniforms,
+ caps.maxVertexAtomicCounters,
+ "Vertex shader active uniforms exceed MAX_VERTEX_UNIFORM_VECTORS (",
+ "Vertex shader sampler count exceeds MAX_VERTEX_TEXTURE_IMAGE_UNITS (",
+ "Vertex shader image count exceeds MAX_VERTEX_IMAGE_UNIFORMS (",
+ "Vertex shader atomic counter count exceeds MAX_VERTEX_ATOMIC_COUNTERS (",
+ samplerUniforms, imageUniforms, atomicCounterUniforms, infoLog))
+ {
+ return false;
+ }
+
+ Shader *fragmentShader = mState.getAttachedFragmentShader();
+
+ if (!flattenUniformsAndCheckCapsForShader(
+ context, fragmentShader, caps.maxFragmentUniformVectors, caps.maxTextureImageUnits,
+ caps.maxFragmentImageUniforms, caps.maxFragmentAtomicCounters,
+ "Fragment shader active uniforms exceed MAX_FRAGMENT_UNIFORM_VECTORS (",
+ "Fragment shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (",
+ "Fragment shader image count exceeds MAX_FRAGMENT_IMAGE_UNIFORMS (",
+ "Fragment shader atomic counter count exceeds MAX_FRAGMENT_ATOMIC_COUNTERS (",
+ samplerUniforms, imageUniforms, atomicCounterUniforms, infoLog))
+ {
+ return false;
+ }
+ }
+
+ mUniforms.insert(mUniforms.end(), samplerUniforms.begin(), samplerUniforms.end());
+ mUniforms.insert(mUniforms.end(), imageUniforms.begin(), imageUniforms.end());
+ mUniforms.insert(mUniforms.end(), atomicCounterUniforms.begin(), atomicCounterUniforms.end());
+ return true;
+}
+
+UniformLinker::ShaderUniformCount UniformLinker::flattenUniform(
+ const sh::Uniform &uniform,
+ std::vector<LinkedUniform> *samplerUniforms,
+ std::vector<LinkedUniform> *imageUniforms,
+ std::vector<LinkedUniform> *atomicCounterUniforms,
+ GLenum shaderType)
+{
+ int location = uniform.location;
+ ShaderUniformCount shaderUniformCount =
+ flattenUniformImpl(uniform, uniform.name, uniform.mappedName, samplerUniforms,
+ imageUniforms, atomicCounterUniforms, shaderType, uniform.staticUse,
+ uniform.binding, uniform.offset, &location);
+ if (uniform.staticUse)
+ {
+ return shaderUniformCount;
+ }
+ return ShaderUniformCount();
+}
+
+UniformLinker::ShaderUniformCount UniformLinker::flattenArrayOfStructsUniform(
+ const sh::ShaderVariable &uniform,
+ unsigned int arrayNestingIndex,
+ const std::string &namePrefix,
+ const std::string &mappedNamePrefix,
+ std::vector<LinkedUniform> *samplerUniforms,
+ std::vector<LinkedUniform> *imageUniforms,
+ std::vector<LinkedUniform> *atomicCounterUniforms,
+ GLenum shaderType,
+ bool markStaticUse,
+ int binding,
+ int offset,
+ int *location)
+{
+ // Nested arrays are processed starting from outermost (arrayNestingIndex 0u) and ending at the
+ // innermost.
+ ShaderUniformCount shaderUniformCount;
+ const unsigned int currentArraySize = uniform.getNestedArraySize(arrayNestingIndex);
+ for (unsigned int arrayElement = 0u; arrayElement < currentArraySize; ++arrayElement)
+ {
+ const std::string elementName = namePrefix + ArrayString(arrayElement);
+ const std::string elementMappedName = mappedNamePrefix + ArrayString(arrayElement);
+ if (arrayNestingIndex + 1u < uniform.arraySizes.size())
+ {
+ shaderUniformCount += flattenArrayOfStructsUniform(
+ uniform, arrayNestingIndex + 1u, elementName, elementMappedName, samplerUniforms,
+ imageUniforms, atomicCounterUniforms, shaderType, markStaticUse, binding, offset,
+ location);
+ }
+ else
+ {
+ shaderUniformCount += flattenStructUniform(
+ uniform.fields, elementName, elementMappedName, samplerUniforms, imageUniforms,
+ atomicCounterUniforms, shaderType, markStaticUse, binding, offset, location);
+ }
+ }
+ return shaderUniformCount;
+}
+
+UniformLinker::ShaderUniformCount UniformLinker::flattenStructUniform(
+ const std::vector<sh::ShaderVariable> &fields,
+ const std::string &namePrefix,
+ const std::string &mappedNamePrefix,
+ std::vector<LinkedUniform> *samplerUniforms,
+ std::vector<LinkedUniform> *imageUniforms,
+ std::vector<LinkedUniform> *atomicCounterUniforms,
+ GLenum shaderType,
+ bool markStaticUse,
+ int binding,
+ int offset,
+ int *location)
+{
+ ShaderUniformCount shaderUniformCount;
+ for (const sh::ShaderVariable &field : fields)
+ {
+ const std::string &fieldName = namePrefix + "." + field.name;
+ const std::string &fieldMappedName = mappedNamePrefix + "." + field.mappedName;
+
+ shaderUniformCount +=
+ flattenUniformImpl(field, fieldName, fieldMappedName, samplerUniforms, imageUniforms,
+ atomicCounterUniforms, shaderType, markStaticUse, -1, -1, location);
+ }
+ return shaderUniformCount;
+}
+
+UniformLinker::ShaderUniformCount UniformLinker::flattenArrayUniform(
+ const sh::ShaderVariable &uniform,
+ const std::string &namePrefix,
+ const std::string &mappedNamePrefix,
+ std::vector<LinkedUniform> *samplerUniforms,
+ std::vector<LinkedUniform> *imageUniforms,
+ std::vector<LinkedUniform> *atomicCounterUniforms,
+ GLenum shaderType,
+ bool markStaticUse,
+ int binding,
+ int offset,
+ int *location)
+{
+ ShaderUniformCount shaderUniformCount;
+
+ ASSERT(uniform.isArray());
+ for (unsigned int arrayElement = 0u; arrayElement < uniform.getOutermostArraySize();
+ ++arrayElement)
+ {
+ sh::ShaderVariable uniformElement = uniform;
+ uniformElement.indexIntoArray(arrayElement);
+ const std::string elementName = namePrefix + ArrayString(arrayElement);
+ const std::string elementMappedName = mappedNamePrefix + ArrayString(arrayElement);
+
+ shaderUniformCount += flattenUniformImpl(
+ uniformElement, elementName, elementMappedName, samplerUniforms, imageUniforms,
+ atomicCounterUniforms, shaderType, markStaticUse, binding, offset, location);
+ }
+ return shaderUniformCount;
+}
+
+UniformLinker::ShaderUniformCount UniformLinker::flattenUniformImpl(
+ const sh::ShaderVariable &uniform,
+ const std::string &fullName,
+ const std::string &fullMappedName,
+ std::vector<LinkedUniform> *samplerUniforms,
+ std::vector<LinkedUniform> *imageUniforms,
+ std::vector<LinkedUniform> *atomicCounterUniforms,
+ GLenum shaderType,
+ bool markStaticUse,
+ int binding,
+ int offset,
+ int *location)
+{
+ ASSERT(location);
+ ShaderUniformCount shaderUniformCount;
+
+ if (uniform.isStruct())
+ {
+ if (uniform.isArray())
+ {
+ shaderUniformCount += flattenArrayOfStructsUniform(
+ uniform, 0u, fullName, fullMappedName, samplerUniforms, imageUniforms,
+ atomicCounterUniforms, shaderType, markStaticUse, binding, offset, location);
+ }
+ else
+ {
+ shaderUniformCount += flattenStructUniform(
+ uniform.fields, fullName, fullMappedName, samplerUniforms, imageUniforms,
+ atomicCounterUniforms, shaderType, markStaticUse, binding, offset, location);
+ }
+ return shaderUniformCount;
+ }
+ if (uniform.isArrayOfArrays())
+ {
+ // GLES 3.1 November 2016 section 7.3.1 page 77:
+ // "For an active variable declared as an array of an aggregate data type (structures or
+ // arrays), a separate entry will be generated for each active array element"
+ return flattenArrayUniform(uniform, fullName, fullMappedName, samplerUniforms,
+ imageUniforms, atomicCounterUniforms, shaderType, markStaticUse,
+ binding, offset, location);
+ }
+
+ // Not a struct
+ bool isSampler = IsSamplerType(uniform.type);
+ bool isImage = IsImageType(uniform.type);
+ bool isAtomicCounter = IsAtomicCounterType(uniform.type);
+ std::vector<gl::LinkedUniform> *uniformList = &mUniforms;
+ if (isSampler)
+ {
+ uniformList = samplerUniforms;
+ }
+ else if (isImage)
+ {
+ uniformList = imageUniforms;
+ }
+ else if (isAtomicCounter)
+ {
+ uniformList = atomicCounterUniforms;
+ }
+
+ std::string fullNameWithArrayIndex(fullName);
+ std::string fullMappedNameWithArrayIndex(fullMappedName);
+
+ if (uniform.isArray())
+ {
+ // We're following the GLES 3.1 November 2016 spec section 7.3.1.1 Naming Active Resources
+ // and including [0] at the end of array variable names.
+ fullNameWithArrayIndex += "[0]";
+ fullMappedNameWithArrayIndex += "[0]";
+ }
+
+ LinkedUniform *existingUniform = FindUniform(*uniformList, fullNameWithArrayIndex);
+ if (existingUniform)
+ {
+ if (binding != -1)
+ {
+ existingUniform->binding = binding;
+ }
+ if (offset != -1)
+ {
+ existingUniform->offset = offset;
+ }
+ if (*location != -1)
+ {
+ existingUniform->location = *location;
+ }
+ if (markStaticUse)
+ {
+ existingUniform->staticUse = true;
+ existingUniform->setStaticUse(shaderType, true);
+ }
+ }
+ else
+ {
+ ASSERT(uniform.arraySizes.size() <= 1u);
+ LinkedUniform linkedUniform(uniform.type, uniform.precision, fullNameWithArrayIndex,
+ uniform.arraySizes, binding, offset, *location, -1,
+ sh::BlockMemberInfo::getDefaultBlockInfo());
+ linkedUniform.mappedName = fullMappedNameWithArrayIndex;
+ linkedUniform.staticUse = markStaticUse;
+ linkedUniform.flattenedOffsetInParentArrays = uniform.flattenedOffsetInParentArrays;
+ if (markStaticUse)
+ {
+ linkedUniform.setStaticUse(shaderType, true);
+ }
+
+ uniformList->push_back(linkedUniform);
+ }
+
+ // Struct and array of arrays uniforms get flattened so we can use getBasicTypeElementCount().
+ unsigned int elementCount = uniform.getBasicTypeElementCount();
+
+ // Samplers and images aren't "real" uniforms, so they don't count towards register usage.
+ // Likewise, don't count "real" uniforms towards opaque count.
+ shaderUniformCount.vectorCount =
+ (IsOpaqueType(uniform.type) ? 0 : (VariableRegisterCount(uniform.type) * elementCount));
+ shaderUniformCount.samplerCount = (isSampler ? elementCount : 0);
+ shaderUniformCount.imageCount = (isImage ? elementCount : 0);
+ shaderUniformCount.atomicCounterCount = (isAtomicCounter ? elementCount : 0);
+
+ if (*location != -1)
+ {
+ *location += elementCount;
+ }
+
+ return shaderUniformCount;
+}
+
+bool UniformLinker::checkMaxCombinedAtomicCounters(const Caps &caps, InfoLog &infoLog)
+{
+ unsigned int atomicCounterCount = 0;
+ for (const auto &uniform : mUniforms)
+ {
+ if (IsAtomicCounterType(uniform.type) && uniform.staticUse)
+ {
+ atomicCounterCount += uniform.getBasicTypeElementCount();
+ if (atomicCounterCount > caps.maxCombinedAtomicCounters)
+ {
+ infoLog << "atomic counter count exceeds MAX_COMBINED_ATOMIC_COUNTERS"
+ << caps.maxCombinedAtomicCounters << ").";
+ return false;
+ }
+ }
+ }
+ return true;
+}
+
+// InterfaceBlockLinker implementation.
+InterfaceBlockLinker::InterfaceBlockLinker(std::vector<InterfaceBlock> *blocksOut)
+ : mBlocksOut(blocksOut)
+{
+}
+
+InterfaceBlockLinker::~InterfaceBlockLinker()
+{
+}
+
+void InterfaceBlockLinker::addShaderBlocks(GLenum shader,
+ const std::vector<sh::InterfaceBlock> *blocks)
+{
+ mShaderBlocks.push_back(std::make_pair(shader, blocks));
+}
+
+void InterfaceBlockLinker::linkBlocks(const GetBlockSize &getBlockSize,
+ const GetBlockMemberInfo &getMemberInfo) const
+{
+ ASSERT(mBlocksOut->empty());
+
+ std::set<std::string> visitedList;
+
+ for (const auto &shaderBlocks : mShaderBlocks)
+ {
+ const GLenum shaderType = shaderBlocks.first;
+
+ for (const auto &block : *shaderBlocks.second)
+ {
+ // Only 'packed' blocks are allowed to be considered inactive.
+ if (!block.staticUse && block.layout == sh::BLOCKLAYOUT_PACKED)
+ continue;
+
+ if (visitedList.count(block.name) > 0)
+ {
+ if (block.staticUse)
+ {
+ for (InterfaceBlock &priorBlock : *mBlocksOut)
+ {
+ if (block.name == priorBlock.name)
+ {
+ priorBlock.setStaticUse(shaderType, true);
+ // TODO(jiajia.qin@intel.com): update the block members static use.
+ }
+ }
+ }
+ }
+ else
+ {
+ defineInterfaceBlock(getBlockSize, getMemberInfo, block, shaderType);
+ visitedList.insert(block.name);
+ }
+ }
+ }
+}
+
+template <typename VarT>
+void InterfaceBlockLinker::defineArrayOfStructsBlockMembers(const GetBlockMemberInfo &getMemberInfo,
+ const VarT &field,
+ unsigned int arrayNestingIndex,
+ const std::string &prefix,
+ const std::string &mappedPrefix,
+ int blockIndex,
+ bool singleEntryForTopLevelArray,
+ int topLevelArraySize) const
+{
+ // Nested arrays are processed starting from outermost (arrayNestingIndex 0u) and ending at the
+ // innermost.
+ unsigned int entryGenerationArraySize = field.getNestedArraySize(arrayNestingIndex);
+ if (singleEntryForTopLevelArray)
+ {
+ entryGenerationArraySize = 1;
+ }
+ for (unsigned int arrayElement = 0u; arrayElement < entryGenerationArraySize; ++arrayElement)
+ {
+ const std::string elementName = prefix + ArrayString(arrayElement);
+ const std::string elementMappedName = mappedPrefix + ArrayString(arrayElement);
+ if (arrayNestingIndex + 1u < field.arraySizes.size())
+ {
+ defineArrayOfStructsBlockMembers(getMemberInfo, field, arrayNestingIndex + 1u,
+ elementName, elementMappedName, blockIndex, false,
+ topLevelArraySize);
+ }
+ else
+ {
+ defineBlockMembers(getMemberInfo, field.fields, elementName, elementMappedName,
+ blockIndex, false, topLevelArraySize);
+ }
+ }
+}
+
+template <typename VarT>
+void InterfaceBlockLinker::defineBlockMembers(const GetBlockMemberInfo &getMemberInfo,
+ const std::vector<VarT> &fields,
+ const std::string &prefix,
+ const std::string &mappedPrefix,
+ int blockIndex,
+ bool singleEntryForTopLevelArray,
+ int topLevelArraySize) const
+{
+ for (const VarT &field : fields)
+ {
+ std::string fullName = (prefix.empty() ? field.name : prefix + "." + field.name);
+ std::string fullMappedName =
+ (mappedPrefix.empty() ? field.mappedName : mappedPrefix + "." + field.mappedName);
+
+ defineBlockMember(getMemberInfo, field, fullName, fullMappedName, blockIndex,
+ singleEntryForTopLevelArray, topLevelArraySize);
+ }
+}
+
+template <typename VarT>
+void InterfaceBlockLinker::defineBlockMember(const GetBlockMemberInfo &getMemberInfo,
+ const VarT &field,
+ const std::string &fullName,
+ const std::string &fullMappedName,
+ int blockIndex,
+ bool singleEntryForTopLevelArray,
+ int topLevelArraySize) const
+{
+ int nextArraySize = topLevelArraySize;
+ if (((field.isArray() && field.isStruct()) || field.isArrayOfArrays()) &&
+ singleEntryForTopLevelArray)
+ {
+ // In OpenGL ES 3.10 spec, session 7.3.1.1 'For an active shader storage block
+ // member declared as an array of an aggregate type, an entry will be generated only
+ // for the first array element, regardless of its type.'
+ nextArraySize = field.getOutermostArraySize();
+ }
+
+ if (field.isStruct())
+ {
+ if (field.isArray())
+ {
+ defineArrayOfStructsBlockMembers(getMemberInfo, field, 0u, fullName, fullMappedName,
+ blockIndex, singleEntryForTopLevelArray,
+ nextArraySize);
+ }
+ else
+ {
+ ASSERT(nextArraySize == topLevelArraySize);
+ defineBlockMembers(getMemberInfo, field.fields, fullName, fullMappedName, blockIndex,
+ false, nextArraySize);
+ }
+ return;
+ }
+ if (field.isArrayOfArrays())
+ {
+ unsigned int entryGenerationArraySize = field.getOutermostArraySize();
+ if (singleEntryForTopLevelArray)
+ {
+ entryGenerationArraySize = 1u;
+ }
+ for (unsigned int arrayElement = 0u; arrayElement < entryGenerationArraySize;
+ ++arrayElement)
+ {
+ VarT fieldElement = field;
+ fieldElement.indexIntoArray(arrayElement);
+ const std::string elementName = fullName + ArrayString(arrayElement);
+ const std::string elementMappedName = fullMappedName + ArrayString(arrayElement);
+
+ defineBlockMember(getMemberInfo, fieldElement, elementName, elementMappedName,
+ blockIndex, false, nextArraySize);
+ }
+ return;
+ }
+
+ // If getBlockMemberInfo returns false, the variable is optimized out.
+ sh::BlockMemberInfo memberInfo;
+ if (!getMemberInfo(fullName, fullMappedName, &memberInfo))
+ {
+ return;
+ }
+
+ std::string fullNameWithArrayIndex = fullName;
+ std::string fullMappedNameWithArrayIndex = fullMappedName;
+
+ if (field.isArray())
+ {
+ fullNameWithArrayIndex += "[0]";
+ fullMappedNameWithArrayIndex += "[0]";
+ }
+
+ ASSERT(nextArraySize == topLevelArraySize);
+ defineBlockMemberImpl(field, fullNameWithArrayIndex, fullMappedNameWithArrayIndex, blockIndex,
+ memberInfo, nextArraySize);
+}
+
+void InterfaceBlockLinker::defineInterfaceBlock(const GetBlockSize &getBlockSize,
+ const GetBlockMemberInfo &getMemberInfo,
+ const sh::InterfaceBlock &interfaceBlock,
+ GLenum shaderType) const
+{
+ size_t blockSize = 0;
+ std::vector<unsigned int> blockIndexes;
+
+ int blockIndex = static_cast<int>(mBlocksOut->size());
+ // Track the first and last block member index to determine the range of active block members in
+ // the block.
+ size_t firstBlockMemberIndex = getCurrentBlockMemberIndex();
+ defineBlockMembers(getMemberInfo, interfaceBlock.fields, interfaceBlock.fieldPrefix(),
+ interfaceBlock.fieldMappedPrefix(), blockIndex,
+ interfaceBlock.blockType == sh::BlockType::BLOCK_BUFFER, 1);
+ size_t lastBlockMemberIndex = getCurrentBlockMemberIndex();
+
+ for (size_t blockMemberIndex = firstBlockMemberIndex; blockMemberIndex < lastBlockMemberIndex;
+ ++blockMemberIndex)
+ {
+ blockIndexes.push_back(static_cast<unsigned int>(blockMemberIndex));
+ }
+
+ // ESSL 3.10 section 4.4.4 page 58:
+ // Any uniform or shader storage block declared without a binding qualifier is initially
+ // assigned to block binding point zero.
+ int blockBinding = (interfaceBlock.binding == -1 ? 0 : interfaceBlock.binding);
+ for (unsigned int arrayElement = 0; arrayElement < interfaceBlock.elementCount();
+ ++arrayElement)
+ {
+ std::string blockArrayName = interfaceBlock.name;
+ std::string blockMappedArrayName = interfaceBlock.mappedName;
+ if (interfaceBlock.isArray())
+ {
+ blockArrayName += ArrayString(arrayElement);
+ blockMappedArrayName += ArrayString(arrayElement);
+ }
+
+ // Don't define this block at all if it's not active in the implementation.
+ if (!getBlockSize(blockArrayName, blockMappedArrayName, &blockSize))
+ {
+ continue;
+ }
+
+ InterfaceBlock block(interfaceBlock.name, interfaceBlock.mappedName,
+ interfaceBlock.isArray(), arrayElement, blockBinding + arrayElement);
+ block.memberIndexes = blockIndexes;
+ block.setStaticUse(shaderType, interfaceBlock.staticUse);
+
+ // Since all block elements in an array share the same active interface blocks, they
+ // will all be active once any block member is used. So, since interfaceBlock.name[0]
+ // was active, here we will add every block element in the array.
+ block.dataSize = static_cast<unsigned int>(blockSize);
+ mBlocksOut->push_back(block);
+ }
+}
+
+// UniformBlockLinker implementation.
+UniformBlockLinker::UniformBlockLinker(std::vector<InterfaceBlock> *blocksOut,
+ std::vector<LinkedUniform> *uniformsOut)
+ : InterfaceBlockLinker(blocksOut), mUniformsOut(uniformsOut)
+{
+}
+
+UniformBlockLinker::~UniformBlockLinker()
+{
+}
+
+void UniformBlockLinker::defineBlockMemberImpl(const sh::ShaderVariable &field,
+ const std::string &fullName,
+ const std::string &fullMappedName,
+ int blockIndex,
+ const sh::BlockMemberInfo &memberInfo,
+ int /*topLevelArraySize*/) const
+{
+ LinkedUniform newUniform(field.type, field.precision, fullName, field.arraySizes, -1, -1, -1,
+ blockIndex, memberInfo);
+ newUniform.mappedName = fullMappedName;
+ // TODO(jiajia.qin@intel.com): update the block memeber static use.
+
+ // Since block uniforms have no location, we don't need to store them in the uniform locations
+ // list.
+ mUniformsOut->push_back(newUniform);
+}
+
+size_t UniformBlockLinker::getCurrentBlockMemberIndex() const
+{
+ return mUniformsOut->size();
+}
+
+// ShaderStorageBlockLinker implementation.
+ShaderStorageBlockLinker::ShaderStorageBlockLinker(std::vector<InterfaceBlock> *blocksOut,
+ std::vector<BufferVariable> *bufferVariablesOut)
+ : InterfaceBlockLinker(blocksOut), mBufferVariablesOut(bufferVariablesOut)
+{
+}
+
+ShaderStorageBlockLinker::~ShaderStorageBlockLinker()
+{
+}
+
+void ShaderStorageBlockLinker::defineBlockMemberImpl(const sh::ShaderVariable &field,
+ const std::string &fullName,
+ const std::string &fullMappedName,
+ int blockIndex,
+ const sh::BlockMemberInfo &memberInfo,
+ int topLevelArraySize) const
+{
+ BufferVariable newBufferVariable(field.type, field.precision, fullName, field.arraySizes,
+ blockIndex, memberInfo);
+ newBufferVariable.mappedName = fullMappedName;
+ // TODO(jiajia.qin@intel.com): update the block memeber static use.
+
+ newBufferVariable.topLevelArraySize = topLevelArraySize;
+
+ mBufferVariablesOut->push_back(newBufferVariable);
+}
+
+size_t ShaderStorageBlockLinker::getCurrentBlockMemberIndex() const
+{
+ return mBufferVariablesOut->size();
+}
+
+} // namespace gl