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//
// Copyright (c) 2017 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// UniformLinker.h: implements link-time checks for default block uniforms, and generates uniform
// locations. Populates data structures related to uniforms so that they can be stored in program
// state.
#ifndef LIBANGLE_UNIFORMLINKER_H_
#define LIBANGLE_UNIFORMLINKER_H_
#include "angle_gl.h"
#include "common/angleutils.h"
#include "libANGLE/VaryingPacking.h"
#include <functional>
namespace sh
{
struct BlockMemberInfo;
struct InterfaceBlock;
struct ShaderVariable;
struct Uniform;
}
namespace gl
{
struct BufferVariable;
struct Caps;
class Context;
class InfoLog;
struct InterfaceBlock;
struct LinkedUniform;
class ProgramState;
class ProgramBindings;
class Shader;
struct VariableLocation;
class UniformLinker final : angle::NonCopyable
{
public:
UniformLinker(const ProgramState &state);
~UniformLinker();
bool link(const Context *context,
InfoLog &infoLog,
const ProgramBindings &uniformLocationBindings);
void getResults(std::vector<LinkedUniform> *uniforms,
std::vector<VariableLocation> *uniformLocations);
private:
struct ShaderUniformCount
{
ShaderUniformCount() : vectorCount(0), samplerCount(0), imageCount(0), atomicCounterCount(0)
{
}
ShaderUniformCount(const ShaderUniformCount &other) = default;
ShaderUniformCount &operator=(const ShaderUniformCount &other) = default;
ShaderUniformCount &operator+=(const ShaderUniformCount &other)
{
vectorCount += other.vectorCount;
samplerCount += other.samplerCount;
imageCount += other.imageCount;
atomicCounterCount += other.atomicCounterCount;
return *this;
}
unsigned int vectorCount;
unsigned int samplerCount;
unsigned int imageCount;
unsigned int atomicCounterCount;
};
bool validateVertexAndFragmentUniforms(const Context *context, InfoLog &infoLog) const;
static bool linkValidateUniforms(InfoLog &infoLog,
const std::string &uniformName,
const sh::Uniform &vertexUniform,
const sh::Uniform &fragmentUniform);
bool flattenUniformsAndCheckCapsForShader(const Context *context,
Shader *shader,
GLuint maxUniformComponents,
GLuint maxTextureImageUnits,
GLuint maxImageUnits,
GLuint maxAtomicCounters,
const std::string &componentsErrorMessage,
const std::string &samplerErrorMessage,
const std::string &imageErrorMessage,
const std::string &atomicCounterErrorMessage,
std::vector<LinkedUniform> &samplerUniforms,
std::vector<LinkedUniform> &imageUniforms,
std::vector<LinkedUniform> &atomicCounterUniforms,
InfoLog &infoLog);
bool flattenUniformsAndCheckCaps(const Context *context, InfoLog &infoLog);
bool checkMaxCombinedAtomicCounters(const Caps &caps, InfoLog &infoLog);
ShaderUniformCount flattenUniform(const sh::Uniform &uniform,
std::vector<LinkedUniform> *samplerUniforms,
std::vector<LinkedUniform> *imageUniforms,
std::vector<LinkedUniform> *atomicCounterUniforms,
GLenum shaderType);
ShaderUniformCount flattenArrayOfStructsUniform(
const sh::ShaderVariable &uniform,
unsigned int arrayNestingIndex,
const std::string &namePrefix,
const std::string &mappedNamePrefix,
std::vector<LinkedUniform> *samplerUniforms,
std::vector<LinkedUniform> *imageUniforms,
std::vector<LinkedUniform> *atomicCounterUniforms,
GLenum shaderType,
bool markStaticUse,
int binding,
int offset,
int *location);
ShaderUniformCount flattenStructUniform(const std::vector<sh::ShaderVariable> &fields,
const std::string &namePrefix,
const std::string &mappedNamePrefix,
std::vector<LinkedUniform> *samplerUniforms,
std::vector<LinkedUniform> *imageUniforms,
std::vector<LinkedUniform> *atomicCounterUniforms,
GLenum shaderType,
bool markStaticUse,
int binding,
int offset,
int *location);
ShaderUniformCount flattenArrayUniform(const sh::ShaderVariable &uniform,
const std::string &fullName,
const std::string &fullMappedName,
std::vector<LinkedUniform> *samplerUniforms,
std::vector<LinkedUniform> *imageUniforms,
std::vector<LinkedUniform> *atomicCounterUniforms,
GLenum shaderType,
bool markStaticUse,
int binding,
int offset,
int *location);
// markStaticUse is given as a separate parameter because it is tracked here at struct
// granularity.
ShaderUniformCount flattenUniformImpl(const sh::ShaderVariable &uniform,
const std::string &fullName,
const std::string &fullMappedName,
std::vector<LinkedUniform> *samplerUniforms,
std::vector<LinkedUniform> *imageUniforms,
std::vector<LinkedUniform> *atomicCounterUniforms,
GLenum shaderType,
bool markStaticUse,
int binding,
int offset,
int *location);
bool indexUniforms(InfoLog &infoLog, const ProgramBindings &uniformLocationBindings);
bool gatherUniformLocationsAndCheckConflicts(InfoLog &infoLog,
const ProgramBindings &uniformLocationBindings,
std::set<GLuint> *reservedLocations,
std::set<GLuint> *ignoredLocations,
int *maxUniformLocation);
void pruneUnusedUniforms();
const ProgramState &mState;
std::vector<LinkedUniform> mUniforms;
std::vector<VariableLocation> mUniformLocations;
};
// This class is intended to be used during the link step to store interface block information.
// It is called by the Impl class during ProgramImpl::link so that it has access to the
// real block size and layout.
class InterfaceBlockLinker : angle::NonCopyable
{
public:
virtual ~InterfaceBlockLinker();
using GetBlockSize = std::function<
bool(const std::string &blockName, const std::string &blockMappedName, size_t *sizeOut)>;
using GetBlockMemberInfo = std::function<
bool(const std::string &name, const std::string &mappedName, sh::BlockMemberInfo *infoOut)>;
// This is called once per shader stage. It stores a pointer to the block vector, so it's
// important that this class does not persist longer than the duration of Program::link.
void addShaderBlocks(GLenum shader, const std::vector<sh::InterfaceBlock> *blocks);
// This is called once during a link operation, after all shader blocks are added.
void linkBlocks(const GetBlockSize &getBlockSize,
const GetBlockMemberInfo &getMemberInfo) const;
protected:
InterfaceBlockLinker(std::vector<InterfaceBlock> *blocksOut);
void defineInterfaceBlock(const GetBlockSize &getBlockSize,
const GetBlockMemberInfo &getMemberInfo,
const sh::InterfaceBlock &interfaceBlock,
GLenum shaderType) const;
template <typename VarT>
void defineBlockMembers(const GetBlockMemberInfo &getMemberInfo,
const std::vector<VarT> &fields,
const std::string &prefix,
const std::string &mappedPrefix,
int blockIndex,
bool singleEntryForTopLevelArray,
int topLevelArraySize) const;
template <typename VarT>
void defineBlockMember(const GetBlockMemberInfo &getMemberInfo,
const VarT &field,
const std::string &fullName,
const std::string &fullMappedName,
int blockIndex,
bool singleEntryForTopLevelArray,
int topLevelArraySize) const;
virtual void defineBlockMemberImpl(const sh::ShaderVariable &field,
const std::string &fullName,
const std::string &fullMappedName,
int blockIndex,
const sh::BlockMemberInfo &memberInfo,
int topLevelArraySize) const = 0;
virtual size_t getCurrentBlockMemberIndex() const = 0;
using ShaderBlocks = std::pair<GLenum, const std::vector<sh::InterfaceBlock> *>;
std::vector<ShaderBlocks> mShaderBlocks;
std::vector<InterfaceBlock> *mBlocksOut;
private:
template <typename VarT>
void defineArrayOfStructsBlockMembers(const GetBlockMemberInfo &getMemberInfo,
const VarT &field,
unsigned int arrayNestingIndex,
const std::string &prefix,
const std::string &mappedPrefix,
int blockIndex,
bool singleEntryForTopLevelArray,
int topLevelArraySize) const;
};
class UniformBlockLinker final : public InterfaceBlockLinker
{
public:
UniformBlockLinker(std::vector<InterfaceBlock> *blocksOut,
std::vector<LinkedUniform> *uniformsOut);
~UniformBlockLinker() override;
private:
void defineBlockMemberImpl(const sh::ShaderVariable &field,
const std::string &fullName,
const std::string &fullMappedName,
int blockIndex,
const sh::BlockMemberInfo &memberInfo,
int topLevelArraySize) const override;
size_t getCurrentBlockMemberIndex() const override;
std::vector<LinkedUniform> *mUniformsOut;
};
class ShaderStorageBlockLinker final : public InterfaceBlockLinker
{
public:
ShaderStorageBlockLinker(std::vector<InterfaceBlock> *blocksOut,
std::vector<BufferVariable> *bufferVariablesOut);
~ShaderStorageBlockLinker() override;
private:
void defineBlockMemberImpl(const sh::ShaderVariable &field,
const std::string &fullName,
const std::string &fullMappedName,
int blockIndex,
const sh::BlockMemberInfo &memberInfo,
int topLevelArraySize) const override;
size_t getCurrentBlockMemberIndex() const override;
std::vector<BufferVariable> *mBufferVariablesOut;
};
// The link operation is responsible for finishing the link of uniform and interface blocks.
// This way it can filter out unreferenced resources and still have access to the info.
// TODO(jmadill): Integrate uniform linking/filtering as well as interface blocks.
struct ProgramLinkedResources
{
VaryingPacking varyingPacking;
UniformBlockLinker uniformBlockLinker;
ShaderStorageBlockLinker shaderStorageBlockLinker;
};
} // namespace gl
#endif // LIBANGLE_UNIFORMLINKER_H_