summaryrefslogtreecommitdiffstats
path: root/src/3rdparty/angle/src/libANGLE/ProgramLinkedResources.h
blob: 1bf91b7f3b7302b30d1b245f2cb3ff43556438d7 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
//
// 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.h: 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.

#ifndef LIBANGLE_UNIFORMLINKER_H_
#define LIBANGLE_UNIFORMLINKER_H_

#include "libANGLE/Program.h"
#include "libANGLE/Uniform.h"
#include "libANGLE/VaryingPacking.h"

#include <functional>

namespace gl
{

class UniformLinker
{
  public:
    UniformLinker(const ProgramState &state);
    ~UniformLinker();

    bool link(const Context *context,
              InfoLog &infoLog,
              const Program::Bindings &uniformLocationBindings);

    void getResults(std::vector<LinkedUniform> *uniforms,
                    std::vector<VariableLocation> *uniformLocations);

  private:
    struct ShaderUniformCount
    {
        ShaderUniformCount() : vectorCount(0), samplerCount(0), imageCount(0), atomicCounterCount(0)
        {
        }
        ShaderUniformCount(const ShaderUniformCount &other) = default;
        ShaderUniformCount &operator=(const ShaderUniformCount &other) = default;

        ShaderUniformCount &operator+=(const ShaderUniformCount &other)
        {
            vectorCount += other.vectorCount;
            samplerCount += other.samplerCount;
            imageCount += other.imageCount;
            atomicCounterCount += other.atomicCounterCount;
            return *this;
        }

        unsigned int vectorCount;
        unsigned int samplerCount;
        unsigned int imageCount;
        unsigned int atomicCounterCount;
    };

    bool validateVertexAndFragmentUniforms(const Context *context, InfoLog &infoLog) const;

    static bool linkValidateUniforms(InfoLog &infoLog,
                                     const std::string &uniformName,
                                     const sh::Uniform &vertexUniform,
                                     const sh::Uniform &fragmentUniform);

    bool 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);

    bool flattenUniformsAndCheckCaps(const Context *context, InfoLog &infoLog);
    bool checkMaxCombinedAtomicCounters(const Caps &caps, InfoLog &infoLog);

    ShaderUniformCount flattenUniform(const sh::Uniform &uniform,
                                      std::vector<LinkedUniform> *samplerUniforms,
                                      std::vector<LinkedUniform> *imageUniforms,
                                      std::vector<LinkedUniform> *atomicCounterUniforms,
                                      GLenum shaderType);

    ShaderUniformCount 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);

    ShaderUniformCount 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 flattenArrayUniform(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);

    // markStaticUse is given as a separate parameter because it is tracked here at struct
    // granularity.
    ShaderUniformCount 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);

    bool indexUniforms(InfoLog &infoLog, const Program::Bindings &uniformLocationBindings);
    bool gatherUniformLocationsAndCheckConflicts(InfoLog &infoLog,
                                                 const Program::Bindings &uniformLocationBindings,
                                                 std::set<GLuint> *reservedLocations,
                                                 std::set<GLuint> *ignoredLocations,
                                                 int *maxUniformLocation);
    void pruneUnusedUniforms();

    const ProgramState &mState;
    std::vector<LinkedUniform> mUniforms;
    std::vector<VariableLocation> mUniformLocations;
};

// This class is intended to be used during the link step to store interface block information.
// It is called by the Impl class during ProgramImpl::link so that it has access to the
// real block size and layout.
class InterfaceBlockLinker : angle::NonCopyable
{
  public:
    virtual ~InterfaceBlockLinker();

    using GetBlockSize = std::function<
        bool(const std::string &blockName, const std::string &blockMappedName, size_t *sizeOut)>;
    using GetBlockMemberInfo = std::function<
        bool(const std::string &name, const std::string &mappedName, sh::BlockMemberInfo *infoOut)>;

    // This is called once per shader stage. It stores a pointer to the block vector, so it's
    // important that this class does not persist longer than the duration of Program::link.
    void addShaderBlocks(GLenum shader, const std::vector<sh::InterfaceBlock> *blocks);

    // This is called once during a link operation, after all shader blocks are added.
    void linkBlocks(const GetBlockSize &getBlockSize,
                    const GetBlockMemberInfo &getMemberInfo) const;

  protected:
    InterfaceBlockLinker(std::vector<InterfaceBlock> *blocksOut);
    void defineInterfaceBlock(const GetBlockSize &getBlockSize,
                              const GetBlockMemberInfo &getMemberInfo,
                              const sh::InterfaceBlock &interfaceBlock,
                              GLenum shaderType) const;

    template <typename VarT>
    void defineBlockMembers(const GetBlockMemberInfo &getMemberInfo,
                            const std::vector<VarT> &fields,
                            const std::string &prefix,
                            const std::string &mappedPrefix,
                            int blockIndex,
                            bool singleEntryForTopLevelArray,
                            int topLevelArraySize) const;
    template <typename VarT>
    void defineBlockMember(const GetBlockMemberInfo &getMemberInfo,
                           const VarT &field,
                           const std::string &fullName,
                           const std::string &fullMappedName,
                           int blockIndex,
                           bool singleEntryForTopLevelArray,
                           int topLevelArraySize) const;

    virtual void defineBlockMemberImpl(const sh::ShaderVariable &field,
                                       const std::string &fullName,
                                       const std::string &fullMappedName,
                                       int blockIndex,
                                       const sh::BlockMemberInfo &memberInfo,
                                       int topLevelArraySize) const             = 0;
    virtual size_t getCurrentBlockMemberIndex() const                           = 0;

    using ShaderBlocks = std::pair<GLenum, const std::vector<sh::InterfaceBlock> *>;
    std::vector<ShaderBlocks> mShaderBlocks;

    std::vector<InterfaceBlock> *mBlocksOut;

  private:
    template <typename VarT>
    void 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;
};

class UniformBlockLinker final : public InterfaceBlockLinker
{
  public:
    UniformBlockLinker(std::vector<InterfaceBlock> *blocksOut,
                       std::vector<LinkedUniform> *uniformsOut);
    ~UniformBlockLinker() override;

  private:
    void defineBlockMemberImpl(const sh::ShaderVariable &field,
                               const std::string &fullName,
                               const std::string &fullMappedName,
                               int blockIndex,
                               const sh::BlockMemberInfo &memberInfo,
                               int topLevelArraySize) const override;
    size_t getCurrentBlockMemberIndex() const override;
    std::vector<LinkedUniform> *mUniformsOut;
};

class ShaderStorageBlockLinker final : public InterfaceBlockLinker
{
  public:
    ShaderStorageBlockLinker(std::vector<InterfaceBlock> *blocksOut,
                             std::vector<BufferVariable> *bufferVariablesOut);
    ~ShaderStorageBlockLinker() override;

  private:
    void defineBlockMemberImpl(const sh::ShaderVariable &field,
                               const std::string &fullName,
                               const std::string &fullMappedName,
                               int blockIndex,
                               const sh::BlockMemberInfo &memberInfo,
                               int topLevelArraySize) const override;
    size_t getCurrentBlockMemberIndex() const override;
    std::vector<BufferVariable> *mBufferVariablesOut;
};

// The link operation is responsible for finishing the link of uniform and interface blocks.
// This way it can filter out unreferenced resources and still have access to the info.
// TODO(jmadill): Integrate uniform linking/filtering as well as interface blocks.
struct ProgramLinkedResources
{
    VaryingPacking varyingPacking;
    UniformBlockLinker uniformBlockLinker;
    ShaderStorageBlockLinker shaderStorageBlockLinker;
};

}  // namespace gl

#endif  // LIBANGLE_UNIFORMLINKER_H_