blob: 8b3e4d31f033a046ec5d093b5f0b371b5c600143 [file] [log] [blame]
//
// 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