| // |
| // 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. |
| // |
| |
| // ProgramLinkedResources.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 ProgramBindings &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; |
| } |
| |
| template <typename VarT> |
| void SetActive(std::vector<VarT> *list, const std::string &name, ShaderType shaderType, bool active) |
| { |
| for (auto &variable : *list) |
| { |
| if (variable.name == name) |
| { |
| variable.setActive(shaderType, active); |
| return; |
| } |
| } |
| } |
| |
| // GLSL ES Spec 3.00.3, section 4.3.5. |
| LinkMismatchError LinkValidateUniforms(const sh::Uniform &uniform1, |
| const sh::Uniform &uniform2, |
| std::string *mismatchedStructFieldName) |
| { |
| #if ANGLE_PROGRAM_LINK_VALIDATE_UNIFORM_PRECISION == ANGLE_ENABLED |
| const bool validatePrecision = true; |
| #else |
| const bool validatePrecision = false; |
| #endif |
| |
| LinkMismatchError linkError = Program::LinkValidateVariablesBase( |
| uniform1, uniform2, validatePrecision, true, mismatchedStructFieldName); |
| if (linkError != LinkMismatchError::NO_MISMATCH) |
| { |
| return linkError; |
| } |
| |
| // GLSL ES Spec 3.10.4, section 4.4.5. |
| if (uniform1.binding != -1 && uniform2.binding != -1 && uniform1.binding != uniform2.binding) |
| { |
| return LinkMismatchError::BINDING_MISMATCH; |
| } |
| |
| // GLSL ES Spec 3.10.4, section 9.2.1. |
| if (uniform1.location != -1 && uniform2.location != -1 && |
| uniform1.location != uniform2.location) |
| { |
| return LinkMismatchError::LOCATION_MISMATCH; |
| } |
| if (uniform1.offset != uniform2.offset) |
| { |
| return LinkMismatchError::OFFSET_MISMATCH; |
| } |
| |
| return LinkMismatchError::NO_MISMATCH; |
| } |
| |
| using ShaderUniform = std::pair<ShaderType, const sh::Uniform *>; |
| |
| bool ValidateGraphicsUniformsPerShader(Shader *shaderToLink, |
| bool extendLinkedUniforms, |
| std::map<std::string, ShaderUniform> *linkedUniforms, |
| InfoLog &infoLog) |
| { |
| ASSERT(shaderToLink && linkedUniforms); |
| |
| for (const sh::Uniform &uniform : shaderToLink->getUniforms()) |
| { |
| const auto &entry = linkedUniforms->find(uniform.name); |
| if (entry != linkedUniforms->end()) |
| { |
| const sh::Uniform &linkedUniform = *(entry->second.second); |
| std::string mismatchedStructFieldName; |
| LinkMismatchError linkError = |
| LinkValidateUniforms(uniform, linkedUniform, &mismatchedStructFieldName); |
| if (linkError != LinkMismatchError::NO_MISMATCH) |
| { |
| LogLinkMismatch(infoLog, uniform.name, "uniform", linkError, |
| mismatchedStructFieldName, entry->second.first, |
| shaderToLink->getType()); |
| return false; |
| } |
| } |
| else if (extendLinkedUniforms) |
| { |
| (*linkedUniforms)[uniform.name] = std::make_pair(shaderToLink->getType(), &uniform); |
| } |
| } |
| |
| return true; |
| } |
| |
| GLuint GetMaximumShaderUniformVectors(ShaderType shaderType, const Caps &caps) |
| { |
| switch (shaderType) |
| { |
| case ShaderType::Vertex: |
| return caps.maxVertexUniformVectors; |
| case ShaderType::Fragment: |
| return caps.maxFragmentUniformVectors; |
| |
| case ShaderType::Compute: |
| case ShaderType::Geometry: |
| return caps.maxShaderUniformComponents[shaderType] / 4; |
| |
| default: |
| UNREACHABLE(); |
| return 0u; |
| } |
| } |
| |
| enum class UniformType : uint8_t |
| { |
| Variable = 0, |
| Sampler = 1, |
| Image = 2, |
| AtomicCounter = 3, |
| |
| InvalidEnum = 4, |
| EnumCount = 4, |
| }; |
| |
| const char *GetUniformResourceNameString(UniformType uniformType) |
| { |
| switch (uniformType) |
| { |
| case UniformType::Variable: |
| return "uniform"; |
| case UniformType::Sampler: |
| return "texture image unit"; |
| case UniformType::Image: |
| return "image uniform"; |
| case UniformType::AtomicCounter: |
| return "atomic counter"; |
| default: |
| UNREACHABLE(); |
| return ""; |
| } |
| } |
| |
| std::string GetUniformResourceLimitName(ShaderType shaderType, UniformType uniformType) |
| { |
| // Special case: MAX_TEXTURE_IMAGE_UNITS (no "MAX_FRAGMENT_TEXTURE_IMAGE_UNITS") |
| if (shaderType == ShaderType::Fragment && uniformType == UniformType::Sampler) |
| { |
| return "MAX_TEXTURE_IMAGE_UNITS"; |
| } |
| |
| std::ostringstream ostream; |
| ostream << "MAX_" << GetShaderTypeString(shaderType) << "_"; |
| |
| switch (uniformType) |
| { |
| case UniformType::Variable: |
| // For vertex and fragment shaders, ES 2.0 only defines MAX_VERTEX_UNIFORM_VECTORS and |
| // MAX_FRAGMENT_UNIFORM_VECTORS ([OpenGL ES 2.0] Table 6.20). |
| if (shaderType == ShaderType::Vertex || shaderType == ShaderType::Fragment) |
| { |
| ostream << "UNIFORM_VECTORS"; |
| break; |
| } |
| // For compute and geometry shaders, there are no definitions on |
| // "MAX_COMPUTE_UNIFORM_VECTORS" or "MAX_GEOMETRY_UNIFORM_VECTORS_EXT" |
| // ([OpenGL ES 3.1] Table 20.45, [EXT_geometry_shader] Table 20.43gs). |
| else |
| { |
| ostream << "UNIFORM_COMPONENTS"; |
| } |
| break; |
| case UniformType::Sampler: |
| ostream << "TEXTURE_IMAGE_UNITS"; |
| break; |
| case UniformType::Image: |
| ostream << "IMAGE_UNIFORMS"; |
| break; |
| case UniformType::AtomicCounter: |
| ostream << "ATOMIC_COUNTERS"; |
| break; |
| default: |
| UNREACHABLE(); |
| return ""; |
| } |
| |
| if (shaderType == ShaderType::Geometry) |
| { |
| ostream << "_EXT"; |
| } |
| |
| return ostream.str(); |
| } |
| |
| void LogUniformsExceedLimit(ShaderType shaderType, |
| UniformType uniformType, |
| GLuint limit, |
| InfoLog &infoLog) |
| { |
| infoLog << GetShaderTypeString(shaderType) << " shader " |
| << GetUniformResourceNameString(uniformType) << "s count exceeds " |
| << GetUniformResourceLimitName(shaderType, uniformType) << "(" << limit << ")"; |
| } |
| |
| // The purpose of this visitor is to capture the uniforms in a uniform block. Each new uniform is |
| // added to "uniformsOut". |
| class UniformBlockEncodingVisitor : public sh::VariableNameVisitor |
| { |
| public: |
| UniformBlockEncodingVisitor(const GetBlockMemberInfoFunc &getMemberInfo, |
| const std::string &namePrefix, |
| const std::string &mappedNamePrefix, |
| std::vector<LinkedUniform> *uniformsOut, |
| ShaderType shaderType, |
| int blockIndex) |
| : sh::VariableNameVisitor(namePrefix, mappedNamePrefix), |
| mGetMemberInfo(getMemberInfo), |
| mUniformsOut(uniformsOut), |
| mShaderType(shaderType), |
| mBlockIndex(blockIndex) |
| {} |
| |
| void visitNamedVariable(const sh::ShaderVariable &variable, |
| bool isRowMajor, |
| const std::string &name, |
| const std::string &mappedName) override |
| { |
| // If getBlockMemberInfo returns false, the variable is optimized out. |
| sh::BlockMemberInfo variableInfo; |
| if (!mGetMemberInfo(name, mappedName, &variableInfo)) |
| return; |
| |
| std::string nameWithArrayIndex = name; |
| std::string mappedNameWithArrayIndex = mappedName; |
| |
| if (variable.isArray()) |
| { |
| nameWithArrayIndex += "[0]"; |
| mappedNameWithArrayIndex += "[0]"; |
| } |
| |
| if (mBlockIndex == -1) |
| { |
| SetActive(mUniformsOut, nameWithArrayIndex, mShaderType, variable.active); |
| return; |
| } |
| |
| LinkedUniform newUniform(variable.type, variable.precision, nameWithArrayIndex, |
| variable.arraySizes, -1, -1, -1, mBlockIndex, variableInfo); |
| newUniform.mappedName = mappedNameWithArrayIndex; |
| newUniform.setActive(mShaderType, variable.active); |
| |
| // Since block uniforms have no location, we don't need to store them in the uniform |
| // locations list. |
| mUniformsOut->push_back(newUniform); |
| } |
| |
| private: |
| const GetBlockMemberInfoFunc &mGetMemberInfo; |
| std::vector<LinkedUniform> *mUniformsOut; |
| const ShaderType mShaderType; |
| const int mBlockIndex; |
| }; |
| |
| // The purpose of this visitor is to capture the buffer variables in a shader storage block. Each |
| // new buffer variable is stored in "bufferVariablesOut". |
| class ShaderStorageBlockVisitor : public sh::BlockEncoderVisitor |
| { |
| public: |
| ShaderStorageBlockVisitor(const GetBlockMemberInfoFunc &getMemberInfo, |
| const std::string &namePrefix, |
| const std::string &mappedNamePrefix, |
| std::vector<BufferVariable> *bufferVariablesOut, |
| ShaderType shaderType, |
| int blockIndex) |
| : sh::BlockEncoderVisitor(namePrefix, mappedNamePrefix, &mDummyEncoder), |
| mGetMemberInfo(getMemberInfo), |
| mBufferVariablesOut(bufferVariablesOut), |
| mShaderType(shaderType), |
| mBlockIndex(blockIndex) |
| {} |
| |
| void visitNamedVariable(const sh::ShaderVariable &variable, |
| bool isRowMajor, |
| const std::string &name, |
| const std::string &mappedName) override |
| { |
| if (mSkipEnabled) |
| return; |
| |
| // If getBlockMemberInfo returns false, the variable is optimized out. |
| sh::BlockMemberInfo variableInfo; |
| if (!mGetMemberInfo(name, mappedName, &variableInfo)) |
| return; |
| |
| std::string nameWithArrayIndex = name; |
| std::string mappedNameWithArrayIndex = mappedName; |
| |
| if (variable.isArray()) |
| { |
| nameWithArrayIndex += "[0]"; |
| mappedNameWithArrayIndex += "[0]"; |
| } |
| |
| if (mBlockIndex == -1) |
| { |
| SetActive(mBufferVariablesOut, nameWithArrayIndex, mShaderType, variable.active); |
| return; |
| } |
| |
| BufferVariable newBufferVariable(variable.type, variable.precision, nameWithArrayIndex, |
| variable.arraySizes, mBlockIndex, variableInfo); |
| newBufferVariable.mappedName = mappedNameWithArrayIndex; |
| newBufferVariable.setActive(mShaderType, variable.active); |
| |
| newBufferVariable.topLevelArraySize = mTopLevelArraySize; |
| |
| mBufferVariablesOut->push_back(newBufferVariable); |
| } |
| |
| private: |
| const GetBlockMemberInfoFunc &mGetMemberInfo; |
| std::vector<BufferVariable> *mBufferVariablesOut; |
| const ShaderType mShaderType; |
| const int mBlockIndex; |
| sh::DummyBlockEncoder mDummyEncoder; |
| }; |
| |
| struct ShaderUniformCount |
| { |
| unsigned int vectorCount = 0; |
| unsigned int samplerCount = 0; |
| unsigned int imageCount = 0; |
| unsigned int atomicCounterCount = 0; |
| }; |
| |
| ShaderUniformCount &operator+=(ShaderUniformCount &lhs, const ShaderUniformCount &rhs) |
| { |
| lhs.vectorCount += rhs.vectorCount; |
| lhs.samplerCount += rhs.samplerCount; |
| lhs.imageCount += rhs.imageCount; |
| lhs.atomicCounterCount += rhs.atomicCounterCount; |
| return lhs; |
| } |
| |
| // The purpose of this visitor is to flatten struct and array uniforms into a list of singleton |
| // uniforms. They are stored in separate lists by uniform type so they can be sorted in order. |
| // Counts for each uniform category are stored and can be queried with "getCounts". |
| class FlattenUniformVisitor : public sh::VariableNameVisitor |
| { |
| public: |
| FlattenUniformVisitor(ShaderType shaderType, |
| const sh::Uniform &uniform, |
| std::vector<LinkedUniform> *uniforms, |
| std::vector<LinkedUniform> *samplerUniforms, |
| std::vector<LinkedUniform> *imageUniforms, |
| std::vector<LinkedUniform> *atomicCounterUniforms, |
| std::vector<UnusedUniform> *unusedUniforms) |
| : sh::VariableNameVisitor("", ""), |
| mShaderType(shaderType), |
| mMarkActive(uniform.active), |
| mMarkStaticUse(uniform.staticUse), |
| mBinding(uniform.binding), |
| mOffset(uniform.offset), |
| mLocation(uniform.location), |
| mUniforms(uniforms), |
| mSamplerUniforms(samplerUniforms), |
| mImageUniforms(imageUniforms), |
| mAtomicCounterUniforms(atomicCounterUniforms), |
| mUnusedUniforms(unusedUniforms) |
| {} |
| |
| void visitNamedSampler(const sh::ShaderVariable &sampler, |
| const std::string &name, |
| const std::string &mappedName) override |
| { |
| visitNamedVariable(sampler, false, name, mappedName); |
| } |
| |
| void visitNamedVariable(const sh::ShaderVariable &variable, |
| bool isRowMajor, |
| const std::string &name, |
| const std::string &mappedName) override |
| { |
| bool isSampler = IsSamplerType(variable.type); |
| bool isImage = IsImageType(variable.type); |
| bool isAtomicCounter = IsAtomicCounterType(variable.type); |
| std::vector<gl::LinkedUniform> *uniformList = mUniforms; |
| if (isSampler) |
| { |
| uniformList = mSamplerUniforms; |
| } |
| else if (isImage) |
| { |
| uniformList = mImageUniforms; |
| } |
| else if (isAtomicCounter) |
| { |
| uniformList = mAtomicCounterUniforms; |
| } |
| |
| std::string fullNameWithArrayIndex(name); |
| std::string fullMappedNameWithArrayIndex(mappedName); |
| |
| if (variable.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 (getBinding() != -1) |
| { |
| existingUniform->binding = getBinding(); |
| } |
| if (getOffset() != -1) |
| { |
| existingUniform->offset = getOffset(); |
| } |
| if (mLocation != -1) |
| { |
| existingUniform->location = mLocation; |
| } |
| if (mMarkActive) |
| { |
| existingUniform->active = true; |
| existingUniform->setActive(mShaderType, true); |
| } |
| if (mMarkStaticUse) |
| { |
| existingUniform->staticUse = true; |
| } |
| } |
| else |
| { |
| LinkedUniform linkedUniform(variable.type, variable.precision, fullNameWithArrayIndex, |
| variable.arraySizes, getBinding(), getOffset(), mLocation, |
| -1, sh::kDefaultBlockMemberInfo); |
| linkedUniform.mappedName = fullMappedNameWithArrayIndex; |
| linkedUniform.active = mMarkActive; |
| linkedUniform.staticUse = mMarkStaticUse; |
| linkedUniform.setParentArrayIndex(variable.parentArrayIndex()); |
| if (mMarkActive) |
| { |
| linkedUniform.setActive(mShaderType, true); |
| } |
| else |
| { |
| mUnusedUniforms->emplace_back(linkedUniform.name, linkedUniform.isSampler()); |
| } |
| |
| uniformList->push_back(linkedUniform); |
| } |
| |
| unsigned int elementCount = variable.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. |
| |
| if (!IsOpaqueType(variable.type)) |
| { |
| mUniformCount.vectorCount += VariableRegisterCount(variable.type) * elementCount; |
| } |
| |
| mUniformCount.samplerCount += (isSampler ? elementCount : 0); |
| mUniformCount.imageCount += (isImage ? elementCount : 0); |
| mUniformCount.atomicCounterCount += (isAtomicCounter ? elementCount : 0); |
| |
| if (mLocation != -1) |
| { |
| mLocation += elementCount; |
| } |
| } |
| |
| void enterStructAccess(const sh::ShaderVariable &structVar, bool isRowMajor) override |
| { |
| mStructStackSize++; |
| sh::VariableNameVisitor::enterStructAccess(structVar, isRowMajor); |
| } |
| |
| void exitStructAccess(const sh::ShaderVariable &structVar, bool isRowMajor) override |
| { |
| mStructStackSize--; |
| sh::VariableNameVisitor::exitStructAccess(structVar, isRowMajor); |
| } |
| |
| ShaderUniformCount getCounts() const { return mUniformCount; } |
| |
| private: |
| int getBinding() const { return mStructStackSize == 0 ? mBinding : -1; } |
| int getOffset() const { return mStructStackSize == 0 ? mOffset : -1; } |
| |
| ShaderType mShaderType; |
| |
| // Active and StaticUse are given separately because they are tracked at struct granularity. |
| bool mMarkActive; |
| bool mMarkStaticUse; |
| int mBinding; |
| int mOffset; |
| int mLocation; |
| std::vector<LinkedUniform> *mUniforms; |
| std::vector<LinkedUniform> *mSamplerUniforms; |
| std::vector<LinkedUniform> *mImageUniforms; |
| std::vector<LinkedUniform> *mAtomicCounterUniforms; |
| std::vector<UnusedUniform> *mUnusedUniforms; |
| ShaderUniformCount mUniformCount; |
| unsigned int mStructStackSize = 0; |
| }; |
| } // anonymous namespace |
| |
| UniformLinker::UniformLinker(const ProgramState &state) : mState(state) {} |
| |
| UniformLinker::~UniformLinker() = default; |
| |
| void UniformLinker::getResults(std::vector<LinkedUniform> *uniforms, |
| std::vector<UnusedUniform> *unusedUniforms, |
| std::vector<VariableLocation> *uniformLocations) |
| { |
| uniforms->swap(mUniforms); |
| unusedUniforms->swap(mUnusedUniforms); |
| uniformLocations->swap(mUniformLocations); |
| } |
| |
| bool UniformLinker::link(const Caps &caps, |
| InfoLog &infoLog, |
| const ProgramBindings &uniformLocationBindings) |
| { |
| if (mState.getAttachedShader(ShaderType::Vertex) && |
| mState.getAttachedShader(ShaderType::Fragment)) |
| { |
| ASSERT(mState.getAttachedShader(ShaderType::Compute) == nullptr); |
| if (!validateGraphicsUniforms(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(caps, infoLog)) |
| { |
| return false; |
| } |
| |
| if (!checkMaxCombinedAtomicCounters(caps, infoLog)) |
| { |
| return false; |
| } |
| |
| if (!indexUniforms(infoLog, uniformLocationBindings)) |
| { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool UniformLinker::validateGraphicsUniforms(InfoLog &infoLog) const |
| { |
| // Check that uniforms defined in the graphics shaders are identical |
| std::map<std::string, ShaderUniform> linkedUniforms; |
| |
| for (ShaderType shaderType : kAllGraphicsShaderTypes) |
| { |
| Shader *currentShader = mState.getAttachedShader(shaderType); |
| if (currentShader) |
| { |
| if (shaderType == ShaderType::Vertex) |
| { |
| for (const sh::Uniform &vertexUniform : currentShader->getUniforms()) |
| { |
| linkedUniforms[vertexUniform.name] = |
| std::make_pair(ShaderType::Vertex, &vertexUniform); |
| } |
| } |
| else |
| { |
| bool isLastShader = (shaderType == ShaderType::Fragment); |
| if (!ValidateGraphicsUniformsPerShader(currentShader, !isLastShader, |
| &linkedUniforms, infoLog)) |
| { |
| return false; |
| } |
| } |
| } |
| } |
| |
| return true; |
| } |
| |
| bool UniformLinker::indexUniforms(InfoLog &infoLog, const ProgramBindings &uniformLocationBindings) |
| { |
| // 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, |
| &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() && !uniform.isEmulatedBuiltIn()) || |
| 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 ProgramBindings &uniformLocationBindings, |
| std::set<GLuint> *ignoredLocations, |
| int *maxUniformLocation) |
| { |
| // All the locations where another uniform can't be located. |
| std::set<GLuint> reservedLocations; |
| |
| for (const LinkedUniform &uniform : mUniforms) |
| { |
| if (uniform.isBuiltIn() && !uniform.isEmulatedBuiltIn()) |
| { |
| 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.active) |
| { |
| 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); |
| if (!uniform.active) |
| { |
| ignoredLocations->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->active) |
| { |
| ++uniformIter; |
| } |
| else |
| { |
| mUnusedUniforms.emplace_back(uniformIter->name, uniformIter->isSampler()); |
| uniformIter = mUniforms.erase(uniformIter); |
| } |
| } |
| } |
| |
| bool UniformLinker::flattenUniformsAndCheckCapsForShader( |
| Shader *shader, |
| const Caps &caps, |
| std::vector<LinkedUniform> &samplerUniforms, |
| std::vector<LinkedUniform> &imageUniforms, |
| std::vector<LinkedUniform> &atomicCounterUniforms, |
| std::vector<UnusedUniform> &unusedUniforms, |
| InfoLog &infoLog) |
| { |
| ShaderUniformCount shaderUniformCount; |
| for (const sh::Uniform &uniform : shader->getUniforms()) |
| { |
| FlattenUniformVisitor flattener(shader->getType(), uniform, &mUniforms, &samplerUniforms, |
| &imageUniforms, &atomicCounterUniforms, &unusedUniforms); |
| sh::TraverseShaderVariable(uniform, false, &flattener); |
| |
| if (uniform.active) |
| { |
| shaderUniformCount += flattener.getCounts(); |
| } |
| else |
| { |
| unusedUniforms.emplace_back(uniform.name, IsSamplerType(uniform.type)); |
| } |
| } |
| |
| ShaderType shaderType = shader->getType(); |
| |
| // TODO (jiawei.shao@intel.com): check whether we need finer-grained component counting |
| GLuint maxUniformVectorsCount = GetMaximumShaderUniformVectors(shaderType, caps); |
| if (shaderUniformCount.vectorCount > maxUniformVectorsCount) |
| { |
| GLuint maxUniforms = 0u; |
| |
| // See comments in GetUniformResourceLimitName() |
| if (shaderType == ShaderType::Vertex || shaderType == ShaderType::Fragment) |
| { |
| maxUniforms = maxUniformVectorsCount; |
| } |
| else |
| { |
| maxUniforms = maxUniformVectorsCount * 4; |
| } |
| |
| LogUniformsExceedLimit(shaderType, UniformType::Variable, maxUniforms, infoLog); |
| return false; |
| } |
| |
| if (shaderUniformCount.samplerCount > caps.maxShaderTextureImageUnits[shaderType]) |
| { |
| LogUniformsExceedLimit(shaderType, UniformType::Sampler, |
| caps.maxShaderTextureImageUnits[shaderType], infoLog); |
| return false; |
| } |
| |
| if (shaderUniformCount.imageCount > caps.maxShaderImageUniforms[shaderType]) |
| { |
| LogUniformsExceedLimit(shaderType, UniformType::Image, |
| caps.maxShaderImageUniforms[shaderType], infoLog); |
| return false; |
| } |
| |
| if (shaderUniformCount.atomicCounterCount > caps.maxShaderAtomicCounters[shaderType]) |
| { |
| LogUniformsExceedLimit(shaderType, UniformType::AtomicCounter, |
| caps.maxShaderAtomicCounters[shaderType], infoLog); |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool UniformLinker::flattenUniformsAndCheckCaps(const Caps &caps, InfoLog &infoLog) |
| { |
| std::vector<LinkedUniform> samplerUniforms; |
| std::vector<LinkedUniform> imageUniforms; |
| std::vector<LinkedUniform> atomicCounterUniforms; |
| std::vector<UnusedUniform> unusedUniforms; |
| |
| for (ShaderType shaderType : AllShaderTypes()) |
| { |
| Shader *shader = mState.getAttachedShader(shaderType); |
| if (!shader) |
| { |
| continue; |
| } |
| |
| if (!flattenUniformsAndCheckCapsForShader(shader, caps, samplerUniforms, imageUniforms, |
| atomicCounterUniforms, unusedUniforms, 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()); |
| mUnusedUniforms.insert(mUnusedUniforms.end(), unusedUniforms.begin(), unusedUniforms.end()); |
| return true; |
| } |
| |
| bool UniformLinker::checkMaxCombinedAtomicCounters(const Caps &caps, InfoLog &infoLog) |
| { |
| unsigned int atomicCounterCount = 0; |
| for (const auto &uniform : mUniforms) |
| { |
| if (IsAtomicCounterType(uniform.type) && uniform.active) |
| { |
| 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) |
| : mShaderBlocks({}), mBlocksOut(blocksOut) |
| {} |
| |
| InterfaceBlockLinker::~InterfaceBlockLinker() {} |
| |
| void InterfaceBlockLinker::addShaderBlocks(ShaderType shaderType, |
| const std::vector<sh::InterfaceBlock> *blocks) |
| { |
| mShaderBlocks[shaderType] = blocks; |
| } |
| |
| void InterfaceBlockLinker::linkBlocks(const GetBlockSizeFunc &getBlockSize, |
| const GetBlockMemberInfoFunc &getMemberInfo) const |
| { |
| ASSERT(mBlocksOut->empty()); |
| |
| std::set<std::string> visitedList; |
| |
| for (ShaderType shaderType : AllShaderTypes()) |
| { |
| if (!mShaderBlocks[shaderType]) |
| { |
| continue; |
| } |
| |
| for (const sh::InterfaceBlock &block : *mShaderBlocks[shaderType]) |
| { |
| if (!IsActiveInterfaceBlock(block)) |
| continue; |
| |
| if (visitedList.count(block.name) == 0) |
| { |
| defineInterfaceBlock(getBlockSize, getMemberInfo, block, shaderType); |
| visitedList.insert(block.name); |
| continue; |
| } |
| |
| if (!block.active) |
| continue; |
| |
| for (InterfaceBlock &priorBlock : *mBlocksOut) |
| { |
| if (block.name == priorBlock.name) |
| { |
| priorBlock.setActive(shaderType, true); |
| |
| std::unique_ptr<sh::ShaderVariableVisitor> visitor( |
| getVisitor(getMemberInfo, block.fieldPrefix(), block.fieldMappedPrefix(), |
| shaderType, -1)); |
| |
| sh::TraverseShaderVariables(block.fields, false, visitor.get()); |
| } |
| } |
| } |
| } |
| } |
| |
| void InterfaceBlockLinker::defineInterfaceBlock(const GetBlockSizeFunc &getBlockSize, |
| const GetBlockMemberInfoFunc &getMemberInfo, |
| const sh::InterfaceBlock &interfaceBlock, |
| ShaderType 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(); |
| |
| std::unique_ptr<sh::ShaderVariableVisitor> visitor( |
| getVisitor(getMemberInfo, interfaceBlock.fieldPrefix(), interfaceBlock.fieldMappedPrefix(), |
| shaderType, blockIndex)); |
| sh::TraverseShaderVariables(interfaceBlock.fields, false, visitor.get()); |
| |
| size_t lastBlockMemberIndex = getCurrentBlockMemberIndex(); |
| |
| for (size_t blockMemberIndex = firstBlockMemberIndex; blockMemberIndex < lastBlockMemberIndex; |
| ++blockMemberIndex) |
| { |
| blockIndexes.push_back(static_cast<unsigned int>(blockMemberIndex)); |
| } |
| |
| 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; |
| } |
| |
| // 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 + arrayElement); |
| InterfaceBlock block(interfaceBlock.name, interfaceBlock.mappedName, |
| interfaceBlock.isArray(), arrayElement, blockBinding); |
| block.memberIndexes = blockIndexes; |
| block.setActive(shaderType, interfaceBlock.active); |
| |
| // 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() {} |
| |
| size_t UniformBlockLinker::getCurrentBlockMemberIndex() const |
| { |
| return mUniformsOut->size(); |
| } |
| |
| sh::ShaderVariableVisitor *UniformBlockLinker::getVisitor( |
| const GetBlockMemberInfoFunc &getMemberInfo, |
| const std::string &namePrefix, |
| const std::string &mappedNamePrefix, |
| ShaderType shaderType, |
| int blockIndex) const |
| { |
| return new UniformBlockEncodingVisitor(getMemberInfo, namePrefix, mappedNamePrefix, |
| mUniformsOut, shaderType, blockIndex); |
| } |
| |
| // ShaderStorageBlockLinker implementation. |
| ShaderStorageBlockLinker::ShaderStorageBlockLinker(std::vector<InterfaceBlock> *blocksOut, |
| std::vector<BufferVariable> *bufferVariablesOut) |
| : InterfaceBlockLinker(blocksOut), mBufferVariablesOut(bufferVariablesOut) |
| {} |
| |
| ShaderStorageBlockLinker::~ShaderStorageBlockLinker() {} |
| |
| size_t ShaderStorageBlockLinker::getCurrentBlockMemberIndex() const |
| { |
| return mBufferVariablesOut->size(); |
| } |
| |
| sh::ShaderVariableVisitor *ShaderStorageBlockLinker::getVisitor( |
| const GetBlockMemberInfoFunc &getMemberInfo, |
| const std::string &namePrefix, |
| const std::string &mappedNamePrefix, |
| ShaderType shaderType, |
| int blockIndex) const |
| { |
| return new ShaderStorageBlockVisitor(getMemberInfo, namePrefix, mappedNamePrefix, |
| mBufferVariablesOut, shaderType, blockIndex); |
| } |
| |
| // AtomicCounterBufferLinker implementation. |
| AtomicCounterBufferLinker::AtomicCounterBufferLinker( |
| std::vector<AtomicCounterBuffer> *atomicCounterBuffersOut) |
| : mAtomicCounterBuffersOut(atomicCounterBuffersOut) |
| {} |
| |
| AtomicCounterBufferLinker::~AtomicCounterBufferLinker() {} |
| |
| void AtomicCounterBufferLinker::link(const std::map<int, unsigned int> &sizeMap) const |
| { |
| for (auto &atomicCounterBuffer : *mAtomicCounterBuffersOut) |
| { |
| auto bufferSize = sizeMap.find(atomicCounterBuffer.binding); |
| ASSERT(bufferSize != sizeMap.end()); |
| atomicCounterBuffer.dataSize = bufferSize->second; |
| } |
| } |
| |
| ProgramLinkedResources::ProgramLinkedResources( |
| GLuint maxVaryingVectors, |
| PackMode packMode, |
| std::vector<InterfaceBlock> *uniformBlocksOut, |
| std::vector<LinkedUniform> *uniformsOut, |
| std::vector<InterfaceBlock> *shaderStorageBlocksOut, |
| std::vector<BufferVariable> *bufferVariablesOut, |
| std::vector<AtomicCounterBuffer> *atomicCounterBuffersOut) |
| : varyingPacking(maxVaryingVectors, packMode), |
| uniformBlockLinker(uniformBlocksOut, uniformsOut), |
| shaderStorageBlockLinker(shaderStorageBlocksOut, bufferVariablesOut), |
| atomicCounterBufferLinker(atomicCounterBuffersOut) |
| {} |
| |
| ProgramLinkedResources::~ProgramLinkedResources() = default; |
| |
| } // namespace gl |