| // | |
| // 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 << ")"; | |
| } | |
| } // 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() || 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()) | |
| { | |
| 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()) | |
| { | |
| shaderUniformCount += | |
| flattenUniform(uniform, &samplerUniforms, &imageUniforms, &atomicCounterUniforms, | |
| &unusedUniforms, shader->getType()); | |
| } | |
| 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; | |
| } | |
| UniformLinker::ShaderUniformCount UniformLinker::flattenUniform( | |
| const sh::Uniform &uniform, | |
| std::vector<LinkedUniform> *samplerUniforms, | |
| std::vector<LinkedUniform> *imageUniforms, | |
| std::vector<LinkedUniform> *atomicCounterUniforms, | |
| std::vector<UnusedUniform> *unusedUniforms, | |
| ShaderType shaderType) | |
| { | |
| int location = uniform.location; | |
| ShaderUniformCount shaderUniformCount = flattenUniformImpl( | |
| uniform, uniform.name, uniform.mappedName, samplerUniforms, imageUniforms, | |
| atomicCounterUniforms, unusedUniforms, shaderType, uniform.active, uniform.staticUse, | |
| uniform.binding, uniform.offset, &location); | |
| if (uniform.active) | |
| { | |
| return shaderUniformCount; | |
| } | |
| else | |
| { | |
| unusedUniforms->emplace_back(uniform.name, IsSamplerType(uniform.type)); | |
| } | |
| 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, | |
| std::vector<UnusedUniform> *unusedUniforms, | |
| ShaderType shaderType, | |
| bool markActive, | |
| 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, unusedUniforms, shaderType, markActive, | |
| markStaticUse, binding, offset, location); | |
| } | |
| else | |
| { | |
| shaderUniformCount += flattenStructUniform( | |
| uniform.fields, elementName, elementMappedName, samplerUniforms, imageUniforms, | |
| atomicCounterUniforms, unusedUniforms, shaderType, markActive, 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, | |
| std::vector<UnusedUniform> *unusedUniforms, | |
| ShaderType shaderType, | |
| bool markActive, | |
| 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, unusedUniforms, shaderType, markActive, | |
| 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, | |
| std::vector<UnusedUniform> *unusedUniforms, | |
| ShaderType shaderType, | |
| bool markActive, | |
| 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, unusedUniforms, shaderType, | |
| markActive, 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, | |
| std::vector<UnusedUniform> *unusedUniforms, | |
| ShaderType shaderType, | |
| bool markActive, | |
| 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, unusedUniforms, shaderType, markActive, markStaticUse, | |
| binding, offset, location); | |
| } | |
| else | |
| { | |
| shaderUniformCount += flattenStructUniform( | |
| uniform.fields, fullName, fullMappedName, samplerUniforms, imageUniforms, | |
| atomicCounterUniforms, unusedUniforms, shaderType, markActive, 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, unusedUniforms, shaderType, | |
| markActive, 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 (markActive) | |
| { | |
| existingUniform->active = true; | |
| existingUniform->setActive(shaderType, true); | |
| } | |
| if (markStaticUse) | |
| { | |
| existingUniform->staticUse = 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.active = markActive; | |
| linkedUniform.staticUse = markStaticUse; | |
| linkedUniform.flattenedOffsetInParentArrays = uniform.flattenedOffsetInParentArrays; | |
| if (markActive) | |
| { | |
| linkedUniform.setActive(shaderType, true); | |
| } | |
| else | |
| { | |
| unusedUniforms->emplace_back(linkedUniform.name, linkedUniform.isSampler()); | |
| } | |
| 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.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 GetBlockSize &getBlockSize, | |
| const GetBlockMemberInfo &getMemberInfo) const | |
| { | |
| ASSERT(mBlocksOut->empty()); | |
| std::set<std::string> visitedList; | |
| for (ShaderType shaderType : AllShaderTypes()) | |
| { | |
| if (!mShaderBlocks[shaderType]) | |
| { | |
| continue; | |
| } | |
| for (const auto &block : *mShaderBlocks[shaderType]) | |
| { | |
| if (!IsActiveInterfaceBlock(block)) | |
| continue; | |
| if (visitedList.count(block.name) > 0) | |
| { | |
| if (block.active) | |
| { | |
| for (InterfaceBlock &priorBlock : *mBlocksOut) | |
| { | |
| if (block.name == priorBlock.name) | |
| { | |
| priorBlock.setActive(shaderType, true); | |
| // Update the block members static use. | |
| defineBlockMembers(nullptr, block.fields, block.fieldPrefix(), | |
| block.fieldMappedPrefix(), -1, | |
| block.blockType == sh::BlockType::BLOCK_BUFFER, 1, | |
| shaderType); | |
| } | |
| } | |
| } | |
| } | |
| 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, | |
| ShaderType shaderType) 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, shaderType); | |
| } | |
| else | |
| { | |
| defineBlockMembers(getMemberInfo, field.fields, elementName, elementMappedName, | |
| blockIndex, false, topLevelArraySize, shaderType); | |
| } | |
| } | |
| } | |
| 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, | |
| ShaderType shaderType) 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, shaderType); | |
| } | |
| } | |
| 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, | |
| ShaderType shaderType) 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, | |
| shaderType); | |
| } | |
| else | |
| { | |
| ASSERT(nextArraySize == topLevelArraySize); | |
| defineBlockMembers(getMemberInfo, field.fields, fullName, fullMappedName, blockIndex, | |
| false, nextArraySize, shaderType); | |
| } | |
| 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, shaderType); | |
| } | |
| return; | |
| } | |
| std::string fullNameWithArrayIndex = fullName; | |
| std::string fullMappedNameWithArrayIndex = fullMappedName; | |
| if (field.isArray()) | |
| { | |
| fullNameWithArrayIndex += "[0]"; | |
| fullMappedNameWithArrayIndex += "[0]"; | |
| } | |
| if (blockIndex == -1) | |
| { | |
| updateBlockMemberActiveImpl(fullNameWithArrayIndex, shaderType, field.active); | |
| } | |
| else | |
| { | |
| // If getBlockMemberInfo returns false, the variable is optimized out. | |
| sh::BlockMemberInfo memberInfo; | |
| if (!getMemberInfo(fullName, fullMappedName, &memberInfo)) | |
| { | |
| return; | |
| } | |
| ASSERT(nextArraySize == topLevelArraySize); | |
| defineBlockMemberImpl(field, fullNameWithArrayIndex, fullMappedNameWithArrayIndex, | |
| blockIndex, memberInfo, nextArraySize, shaderType); | |
| } | |
| } | |
| void InterfaceBlockLinker::defineInterfaceBlock(const GetBlockSize &getBlockSize, | |
| const GetBlockMemberInfo &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(); | |
| defineBlockMembers(getMemberInfo, interfaceBlock.fields, interfaceBlock.fieldPrefix(), | |
| interfaceBlock.fieldMappedPrefix(), blockIndex, | |
| interfaceBlock.blockType == sh::BlockType::BLOCK_BUFFER, 1, shaderType); | |
| 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() | |
| { | |
| } | |
| void UniformBlockLinker::defineBlockMemberImpl(const sh::ShaderVariable &field, | |
| const std::string &fullName, | |
| const std::string &fullMappedName, | |
| int blockIndex, | |
| const sh::BlockMemberInfo &memberInfo, | |
| int /*topLevelArraySize*/, | |
| ShaderType shaderType) const | |
| { | |
| LinkedUniform newUniform(field.type, field.precision, fullName, field.arraySizes, -1, -1, -1, | |
| blockIndex, memberInfo); | |
| newUniform.mappedName = fullMappedName; | |
| newUniform.setActive(shaderType, field.active); | |
| // 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(); | |
| } | |
| void UniformBlockLinker::updateBlockMemberActiveImpl(const std::string &fullName, | |
| ShaderType shaderType, | |
| bool active) const | |
| { | |
| SetActive(mUniformsOut, fullName, shaderType, active); | |
| } | |
| // 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, | |
| ShaderType shaderType) const | |
| { | |
| BufferVariable newBufferVariable(field.type, field.precision, fullName, field.arraySizes, | |
| blockIndex, memberInfo); | |
| newBufferVariable.mappedName = fullMappedName; | |
| newBufferVariable.setActive(shaderType, field.active); | |
| newBufferVariable.topLevelArraySize = topLevelArraySize; | |
| mBufferVariablesOut->push_back(newBufferVariable); | |
| } | |
| size_t ShaderStorageBlockLinker::getCurrentBlockMemberIndex() const | |
| { | |
| return mBufferVariablesOut->size(); | |
| } | |
| void ShaderStorageBlockLinker::updateBlockMemberActiveImpl(const std::string &fullName, | |
| ShaderType shaderType, | |
| bool active) const | |
| { | |
| SetActive(mBufferVariablesOut, fullName, shaderType, active); | |
| } | |
| // 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; | |
| } | |
| } | |
| } // namespace gl |