| // | |
| // 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; | |
| } | |
| 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<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; | |
| if (variable.hasParentArrayIndex()) | |
| { | |
| 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; | |
| }; | |
| class InterfaceBlockInfo final : angle::NonCopyable | |
| { | |
| public: | |
| InterfaceBlockInfo(CustomBlockLayoutEncoderFactory *customEncoderFactory) | |
| : mCustomEncoderFactory(customEncoderFactory) | |
| {} | |
| void getShaderBlockInfo(const std::vector<sh::InterfaceBlock> &interfaceBlocks); | |
| bool getBlockSize(const std::string &name, const std::string &mappedName, size_t *sizeOut); | |
| bool getBlockMemberInfo(const std::string &name, | |
| const std::string &mappedName, | |
| sh::BlockMemberInfo *infoOut); | |
| private: | |
| size_t getBlockInfo(const sh::InterfaceBlock &interfaceBlock); | |
| std::map<std::string, size_t> mBlockSizes; | |
| sh::BlockLayoutMap mBlockLayout; | |
| // Based on the interface block layout, the std140 or std430 encoders are used. On some | |
| // platforms (currently only D3D), there could be another non-standard encoder used. | |
| CustomBlockLayoutEncoderFactory *mCustomEncoderFactory; | |
| }; | |
| void InterfaceBlockInfo::getShaderBlockInfo(const std::vector<sh::InterfaceBlock> &interfaceBlocks) | |
| { | |
| for (const sh::InterfaceBlock &interfaceBlock : interfaceBlocks) | |
| { | |
| if (!IsActiveInterfaceBlock(interfaceBlock)) | |
| continue; | |
| if (mBlockSizes.count(interfaceBlock.name) > 0) | |
| continue; | |
| size_t dataSize = getBlockInfo(interfaceBlock); | |
| mBlockSizes[interfaceBlock.name] = dataSize; | |
| } | |
| } | |
| size_t InterfaceBlockInfo::getBlockInfo(const sh::InterfaceBlock &interfaceBlock) | |
| { | |
| ASSERT(IsActiveInterfaceBlock(interfaceBlock)); | |
| // define member uniforms | |
| sh::Std140BlockEncoder std140Encoder; | |
| sh::Std430BlockEncoder std430Encoder; | |
| sh::BlockLayoutEncoder *customEncoder = nullptr; | |
| sh::BlockLayoutEncoder *encoder = nullptr; | |
| if (interfaceBlock.layout == sh::BLOCKLAYOUT_STD140) | |
| { | |
| encoder = &std140Encoder; | |
| } | |
| else if (interfaceBlock.layout == sh::BLOCKLAYOUT_STD430) | |
| { | |
| encoder = &std430Encoder; | |
| } | |
| else if (mCustomEncoderFactory) | |
| { | |
| encoder = customEncoder = mCustomEncoderFactory->makeEncoder(); | |
| } | |
| else | |
| { | |
| UNREACHABLE(); | |
| return 0; | |
| } | |
| sh::GetInterfaceBlockInfo(interfaceBlock.fields, interfaceBlock.fieldPrefix(), encoder, | |
| &mBlockLayout); | |
| size_t offset = encoder->getCurrentOffset(); | |
| SafeDelete(customEncoder); | |
| return offset; | |
| } | |
| bool InterfaceBlockInfo::getBlockSize(const std::string &name, | |
| const std::string &mappedName, | |
| size_t *sizeOut) | |
| { | |
| size_t nameLengthWithoutArrayIndex; | |
| ParseArrayIndex(name, &nameLengthWithoutArrayIndex); | |
| std::string baseName = name.substr(0u, nameLengthWithoutArrayIndex); | |
| auto sizeIter = mBlockSizes.find(baseName); | |
| if (sizeIter == mBlockSizes.end()) | |
| { | |
| *sizeOut = 0; | |
| return false; | |
| } | |
| *sizeOut = sizeIter->second; | |
| return true; | |
| } | |
| bool InterfaceBlockInfo::getBlockMemberInfo(const std::string &name, | |
| const std::string &mappedName, | |
| sh::BlockMemberInfo *infoOut) | |
| { | |
| auto infoIter = mBlockLayout.find(name); | |
| if (infoIter == mBlockLayout.end()) | |
| { | |
| *infoOut = sh::kDefaultBlockMemberInfo; | |
| return false; | |
| } | |
| *infoOut = infoIter->second; | |
| return true; | |
| } | |
| } // 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 (const 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 = uniformLocationBindings.getBinding(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 = uniformLocationBindings.getBinding(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.location; | |
| 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 (const 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, | |
| std::vector<std::string> *unusedInterfaceBlocksOut) | |
| : mShaderBlocks({}), mBlocksOut(blocksOut), mUnusedInterfaceBlocksOut(unusedInterfaceBlocksOut) | |
| {} | |
| 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 (const ShaderType shaderType : AllShaderTypes()) | |
| { | |
| if (!mShaderBlocks[shaderType]) | |
| { | |
| continue; | |
| } | |
| for (const sh::InterfaceBlock &block : *mShaderBlocks[shaderType]) | |
| { | |
| if (!IsActiveInterfaceBlock(block)) | |
| { | |
| mUnusedInterfaceBlocksOut->push_back(block.name); | |
| continue; | |
| } | |
| if (visitedList.count(block.name) == 0) | |
| { | |
| defineInterfaceBlock(getBlockSize, getMemberInfo, block, shaderType); | |
| visitedList.insert(block.name); | |
| continue; | |
| } | |
| if (!block.active) | |
| { | |
| mUnusedInterfaceBlocksOut->push_back(block.name); | |
| 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, | |
| std::vector<std::string> *unusedInterfaceBlocksOut) | |
| : InterfaceBlockLinker(blocksOut, unusedInterfaceBlocksOut), 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, | |
| std::vector<std::string> *unusedInterfaceBlocksOut) | |
| : InterfaceBlockLinker(blocksOut, unusedInterfaceBlocksOut), | |
| 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, &unusedInterfaceBlocks), | |
| shaderStorageBlockLinker(shaderStorageBlocksOut, bufferVariablesOut, &unusedInterfaceBlocks), | |
| atomicCounterBufferLinker(atomicCounterBuffersOut) | |
| {} | |
| ProgramLinkedResources::~ProgramLinkedResources() = default; | |
| void ProgramLinkedResourcesLinker::linkResources(const ProgramState &programState, | |
| const ProgramLinkedResources &resources) const | |
| { | |
| // Gather uniform interface block info. | |
| InterfaceBlockInfo uniformBlockInfo(mCustomEncoderFactory); | |
| for (const ShaderType shaderType : AllShaderTypes()) | |
| { | |
| Shader *shader = programState.getAttachedShader(shaderType); | |
| if (shader) | |
| { | |
| uniformBlockInfo.getShaderBlockInfo(shader->getUniformBlocks()); | |
| } | |
| } | |
| auto getUniformBlockSize = [&uniformBlockInfo](const std::string &name, | |
| const std::string &mappedName, size_t *sizeOut) { | |
| return uniformBlockInfo.getBlockSize(name, mappedName, sizeOut); | |
| }; | |
| auto getUniformBlockMemberInfo = [&uniformBlockInfo](const std::string &name, | |
| const std::string &mappedName, | |
| sh::BlockMemberInfo *infoOut) { | |
| return uniformBlockInfo.getBlockMemberInfo(name, mappedName, infoOut); | |
| }; | |
| // Link uniform interface blocks. | |
| resources.uniformBlockLinker.linkBlocks(getUniformBlockSize, getUniformBlockMemberInfo); | |
| // Gather storage bufer interface block info. | |
| InterfaceBlockInfo shaderStorageBlockInfo(mCustomEncoderFactory); | |
| for (const ShaderType shaderType : AllShaderTypes()) | |
| { | |
| Shader *shader = programState.getAttachedShader(shaderType); | |
| if (shader) | |
| { | |
| shaderStorageBlockInfo.getShaderBlockInfo(shader->getShaderStorageBlocks()); | |
| } | |
| } | |
| auto getShaderStorageBlockSize = [&shaderStorageBlockInfo](const std::string &name, | |
| const std::string &mappedName, | |
| size_t *sizeOut) { | |
| return shaderStorageBlockInfo.getBlockSize(name, mappedName, sizeOut); | |
| }; | |
| auto getShaderStorageBlockMemberInfo = [&shaderStorageBlockInfo](const std::string &name, | |
| const std::string &mappedName, | |
| sh::BlockMemberInfo *infoOut) { | |
| return shaderStorageBlockInfo.getBlockMemberInfo(name, mappedName, infoOut); | |
| }; | |
| // Link storage buffer interface blocks. | |
| resources.shaderStorageBlockLinker.linkBlocks(getShaderStorageBlockSize, | |
| getShaderStorageBlockMemberInfo); | |
| // Gather and link atomic counter buffer interface blocks. | |
| std::map<int, unsigned int> sizeMap; | |
| getAtomicCounterBufferSizeMap(programState, sizeMap); | |
| resources.atomicCounterBufferLinker.link(sizeMap); | |
| } | |
| void ProgramLinkedResourcesLinker::getAtomicCounterBufferSizeMap( | |
| const ProgramState &programState, | |
| std::map<int, unsigned int> &sizeMapOut) const | |
| { | |
| for (unsigned int index : programState.getAtomicCounterUniformRange()) | |
| { | |
| const LinkedUniform &glUniform = programState.getUniforms()[index]; | |
| auto &bufferDataSize = sizeMapOut[glUniform.binding]; | |
| // Calculate the size of the buffer by finding the end of the last uniform with the same | |
| // binding. The end of the uniform is calculated by finding the initial offset of the | |
| // uniform and adding size of the uniform. For arrays, the size is the number of elements | |
| // times the element size (should always by 4 for atomic_units). | |
| unsigned dataOffset = | |
| glUniform.offset + (glUniform.getBasicTypeElementCount() * glUniform.getElementSize()); | |
| if (dataOffset > bufferDataSize) | |
| { | |
| bufferDataSize = dataOffset; | |
| } | |
| } | |
| } | |
| } // namespace gl |