| // | |
| // 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/UniformLinker.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; | |
| } | |
| } // anonymouse namespace | |
| UniformLinker::UniformLinker(const ProgramState &state) : mState(state) | |
| { | |
| } | |
| 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 (!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, LinkedUniform> 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] = LinkedUniform(vertexUniform); | |
| } | |
| for (const sh::Uniform &fragmentUniform : fragmentUniforms) | |
| { | |
| auto entry = linkedUniforms.find(fragmentUniform.name); | |
| if (entry != linkedUniforms.end()) | |
| { | |
| LinkedUniform *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; | |
| } | |
| 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()) | |
| { | |
| continue; | |
| } | |
| int preSetLocation = uniformLocationBindings.getBinding(uniform.name); | |
| int shaderLocation = uniform.location; | |
| if (shaderLocation != -1) | |
| { | |
| preSetLocation = shaderLocation; | |
| } | |
| for (unsigned int arrayIndex = 0; arrayIndex < uniform.elementCount(); arrayIndex++) | |
| { | |
| VariableLocation location(uniform.name, 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].ignored = true; | |
| } | |
| // 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 = uniformLocationBindings.getBinding(uniform.name); | |
| int shaderLocation = uniform.location; | |
| if (shaderLocation != -1) | |
| { | |
| for (unsigned int arrayIndex = 0; arrayIndex < uniform.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, | |
| const std::string &componentsErrorMessage, | |
| const std::string &samplerErrorMessage, | |
| const std::string &imageErrorMessage, | |
| std::vector<LinkedUniform> &samplerUniforms, | |
| std::vector<LinkedUniform> &imageUniforms, | |
| InfoLog &infoLog) | |
| { | |
| ShaderUniformCount shaderUniformCount; | |
| for (const sh::Uniform &uniform : shader->getUniforms(context)) | |
| { | |
| shaderUniformCount += flattenUniform(uniform, &samplerUniforms, &imageUniforms); | |
| } | |
| 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; | |
| } | |
| return true; | |
| } | |
| bool UniformLinker::flattenUniformsAndCheckCaps(const Context *context, InfoLog &infoLog) | |
| { | |
| std::vector<LinkedUniform> samplerUniforms; | |
| std::vector<LinkedUniform> imageUniforms; | |
| 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, | |
| "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 (", samplerUniforms, | |
| imageUniforms, infoLog)) | |
| { | |
| return false; | |
| } | |
| } | |
| else | |
| { | |
| Shader *vertexShader = mState.getAttachedVertexShader(); | |
| if (!flattenUniformsAndCheckCapsForShader( | |
| context, vertexShader, caps.maxVertexUniformVectors, | |
| caps.maxVertexTextureImageUnits, caps.maxVertexImageUniforms, | |
| "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 (", samplerUniforms, | |
| imageUniforms, infoLog)) | |
| { | |
| return false; | |
| } | |
| Shader *fragmentShader = mState.getAttachedFragmentShader(); | |
| if (!flattenUniformsAndCheckCapsForShader( | |
| context, fragmentShader, caps.maxFragmentUniformVectors, caps.maxTextureImageUnits, | |
| caps.maxFragmentImageUniforms, | |
| "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 (", | |
| samplerUniforms, imageUniforms, infoLog)) | |
| { | |
| return false; | |
| } | |
| } | |
| mUniforms.insert(mUniforms.end(), samplerUniforms.begin(), samplerUniforms.end()); | |
| mUniforms.insert(mUniforms.end(), imageUniforms.begin(), imageUniforms.end()); | |
| return true; | |
| } | |
| UniformLinker::ShaderUniformCount UniformLinker::flattenUniform( | |
| const sh::Uniform &uniform, | |
| std::vector<LinkedUniform> *samplerUniforms, | |
| std::vector<LinkedUniform> *imageUniforms) | |
| { | |
| int location = uniform.location; | |
| ShaderUniformCount shaderUniformCount = | |
| flattenUniformImpl(uniform, uniform.name, samplerUniforms, imageUniforms, uniform.staticUse, | |
| uniform.binding, &location); | |
| if (uniform.staticUse) | |
| { | |
| return shaderUniformCount; | |
| } | |
| return ShaderUniformCount(); | |
| } | |
| UniformLinker::ShaderUniformCount UniformLinker::flattenUniformImpl( | |
| const sh::ShaderVariable &uniform, | |
| const std::string &fullName, | |
| std::vector<LinkedUniform> *samplerUniforms, | |
| std::vector<LinkedUniform> *imageUniforms, | |
| bool markStaticUse, | |
| int binding, | |
| int *location) | |
| { | |
| ASSERT(location); | |
| ShaderUniformCount shaderUniformCount; | |
| if (uniform.isStruct()) | |
| { | |
| for (unsigned int elementIndex = 0; elementIndex < uniform.elementCount(); elementIndex++) | |
| { | |
| const std::string &elementString = (uniform.isArray() ? ArrayString(elementIndex) : ""); | |
| for (size_t fieldIndex = 0; fieldIndex < uniform.fields.size(); fieldIndex++) | |
| { | |
| const sh::ShaderVariable &field = uniform.fields[fieldIndex]; | |
| const std::string &fieldFullName = (fullName + elementString + "." + field.name); | |
| shaderUniformCount += | |
| flattenUniformImpl(field, fieldFullName, samplerUniforms, imageUniforms, | |
| markStaticUse, -1, location); | |
| } | |
| } | |
| return shaderUniformCount; | |
| } | |
| // Not a struct | |
| bool isSampler = IsSamplerType(uniform.type); | |
| bool isImage = IsImageType(uniform.type); | |
| std::vector<gl::LinkedUniform> *uniformList = &mUniforms; | |
| if (isSampler) | |
| { | |
| // Store sampler uniforms separately, so we'll append them to the end of the list. | |
| uniformList = samplerUniforms; | |
| } | |
| else if (isImage) | |
| { | |
| uniformList = imageUniforms; | |
| } | |
| LinkedUniform *existingUniform = FindUniform(*uniformList, fullName); | |
| if (existingUniform) | |
| { | |
| if (binding != -1) | |
| { | |
| existingUniform->binding = binding; | |
| } | |
| if (*location != -1) | |
| { | |
| existingUniform->location = *location; | |
| } | |
| if (markStaticUse) | |
| { | |
| existingUniform->staticUse = true; | |
| } | |
| } | |
| else | |
| { | |
| LinkedUniform linkedUniform(uniform.type, uniform.precision, fullName, uniform.arraySize, | |
| binding, *location, -1, | |
| sh::BlockMemberInfo::getDefaultBlockInfo()); | |
| linkedUniform.staticUse = markStaticUse; | |
| uniformList->push_back(linkedUniform); | |
| } | |
| unsigned int elementCount = uniform.elementCount(); | |
| // Samplers and images aren't "real" uniforms, so they don't count towards register usage. | |
| // Likewise, don't count "real" uniforms towards sampler and image count. | |
| shaderUniformCount.vectorCount = | |
| ((isSampler || isImage) ? 0 : (VariableRegisterCount(uniform.type) * elementCount)); | |
| shaderUniformCount.samplerCount = (isSampler ? elementCount : 0); | |
| shaderUniformCount.imageCount = (isImage ? elementCount : 0); | |
| if (*location != -1) | |
| { | |
| *location += elementCount; | |
| } | |
| return shaderUniformCount; | |
| } | |
| } // namespace gl |