Olli Etuaho | b78707c | 2017-03-09 15:03:11 +0000 | [diff] [blame^] | 1 | // |
| 2 | // Copyright (c) 2017 The ANGLE Project Authors. All rights reserved. |
| 3 | // Use of this source code is governed by a BSD-style license that can be |
| 4 | // found in the LICENSE file. |
| 5 | // |
| 6 | |
| 7 | // UniformLinker.cpp: implements link-time checks for default block uniforms, and generates uniform |
| 8 | // locations. Populates data structures related to uniforms so that they can be stored in program |
| 9 | // state. |
| 10 | |
| 11 | #include "libANGLE/UniformLinker.h" |
| 12 | |
| 13 | #include "common/utilities.h" |
| 14 | #include "libANGLE/Caps.h" |
| 15 | #include "libANGLE/Shader.h" |
| 16 | |
| 17 | namespace gl |
| 18 | { |
| 19 | |
| 20 | namespace |
| 21 | { |
| 22 | |
| 23 | LinkedUniform *FindUniform(std::vector<LinkedUniform> &list, const std::string &name) |
| 24 | { |
| 25 | for (LinkedUniform &uniform : list) |
| 26 | { |
| 27 | if (uniform.name == name) |
| 28 | return &uniform; |
| 29 | } |
| 30 | |
| 31 | return nullptr; |
| 32 | } |
| 33 | |
| 34 | } // anonymouse namespace |
| 35 | |
| 36 | UniformLinker::UniformLinker(const ProgramState &state) : mState(state) |
| 37 | { |
| 38 | } |
| 39 | |
| 40 | void UniformLinker::getResults(std::vector<LinkedUniform> *uniforms, |
| 41 | std::vector<VariableLocation> *uniformLocations) |
| 42 | { |
| 43 | uniforms->swap(mUniforms); |
| 44 | uniformLocations->swap(mUniformLocations); |
| 45 | } |
| 46 | |
| 47 | bool UniformLinker::link(InfoLog &infoLog, |
| 48 | const Caps &caps, |
| 49 | const Program::Bindings &uniformLocationBindings) |
| 50 | { |
| 51 | if (mState.getAttachedVertexShader() && mState.getAttachedFragmentShader()) |
| 52 | { |
| 53 | ASSERT(mState.getAttachedComputeShader() == nullptr); |
| 54 | if (!validateVertexAndFragmentUniforms(infoLog)) |
| 55 | { |
| 56 | return false; |
| 57 | } |
| 58 | } |
| 59 | |
| 60 | // Flatten the uniforms list (nested fields) into a simple list (no nesting). |
| 61 | // Also check the maximum uniform vector and sampler counts. |
| 62 | if (!flattenUniformsAndCheckCaps(caps, infoLog)) |
| 63 | { |
| 64 | return false; |
| 65 | } |
| 66 | |
| 67 | if (!indexUniforms(infoLog, uniformLocationBindings)) |
| 68 | { |
| 69 | return false; |
| 70 | } |
| 71 | |
| 72 | return true; |
| 73 | } |
| 74 | |
| 75 | bool UniformLinker::validateVertexAndFragmentUniforms(InfoLog &infoLog) const |
| 76 | { |
| 77 | // Check that uniforms defined in the vertex and fragment shaders are identical |
| 78 | std::map<std::string, LinkedUniform> linkedUniforms; |
| 79 | const std::vector<sh::Uniform> &vertexUniforms = |
| 80 | mState.getAttachedVertexShader()->getUniforms(); |
| 81 | const std::vector<sh::Uniform> &fragmentUniforms = |
| 82 | mState.getAttachedFragmentShader()->getUniforms(); |
| 83 | |
| 84 | for (const sh::Uniform &vertexUniform : vertexUniforms) |
| 85 | { |
| 86 | linkedUniforms[vertexUniform.name] = LinkedUniform(vertexUniform); |
| 87 | } |
| 88 | |
| 89 | for (const sh::Uniform &fragmentUniform : fragmentUniforms) |
| 90 | { |
| 91 | auto entry = linkedUniforms.find(fragmentUniform.name); |
| 92 | if (entry != linkedUniforms.end()) |
| 93 | { |
| 94 | LinkedUniform *linkedUniform = &entry->second; |
| 95 | const std::string &uniformName = "uniform '" + linkedUniform->name + "'"; |
| 96 | if (!linkValidateUniforms(infoLog, uniformName, *linkedUniform, fragmentUniform)) |
| 97 | { |
| 98 | return false; |
| 99 | } |
| 100 | } |
| 101 | } |
| 102 | return true; |
| 103 | } |
| 104 | |
| 105 | // GLSL ES Spec 3.00.3, section 4.3.5. |
| 106 | bool UniformLinker::linkValidateUniforms(InfoLog &infoLog, |
| 107 | const std::string &uniformName, |
| 108 | const sh::Uniform &vertexUniform, |
| 109 | const sh::Uniform &fragmentUniform) |
| 110 | { |
| 111 | #if ANGLE_PROGRAM_LINK_VALIDATE_UNIFORM_PRECISION == ANGLE_ENABLED |
| 112 | const bool validatePrecision = true; |
| 113 | #else |
| 114 | const bool validatePrecision = false; |
| 115 | #endif |
| 116 | |
| 117 | if (!Program::linkValidateVariablesBase(infoLog, uniformName, vertexUniform, fragmentUniform, |
| 118 | validatePrecision)) |
| 119 | { |
| 120 | return false; |
| 121 | } |
| 122 | |
| 123 | // GLSL ES Spec 3.10.4, section 4.4.5. |
| 124 | if (vertexUniform.binding != -1 && fragmentUniform.binding != -1 && |
| 125 | vertexUniform.binding != fragmentUniform.binding) |
| 126 | { |
| 127 | infoLog << "Binding layout qualifiers for " << uniformName |
| 128 | << " differ between vertex and fragment shaders."; |
| 129 | return false; |
| 130 | } |
| 131 | |
| 132 | // GLSL ES Spec 3.10.4, section 9.2.1. |
| 133 | if (vertexUniform.location != -1 && fragmentUniform.location != -1 && |
| 134 | vertexUniform.location != fragmentUniform.location) |
| 135 | { |
| 136 | infoLog << "Location layout qualifiers for " << uniformName |
| 137 | << " differ between vertex and fragment shaders."; |
| 138 | return false; |
| 139 | } |
| 140 | |
| 141 | return true; |
| 142 | } |
| 143 | |
| 144 | bool UniformLinker::indexUniforms(InfoLog &infoLog, |
| 145 | const Program::Bindings &uniformLocationBindings) |
| 146 | { |
| 147 | // All the locations where another uniform can't be located. |
| 148 | std::set<GLuint> reservedLocations; |
| 149 | // Locations which have been allocated for an unused uniform. |
| 150 | std::set<GLuint> ignoredLocations; |
| 151 | |
| 152 | int maxUniformLocation = -1; |
| 153 | |
| 154 | // Gather uniform locations that have been set either using the bindUniformLocation API or by |
| 155 | // using a location layout qualifier and check conflicts between them. |
| 156 | if (!gatherUniformLocationsAndCheckConflicts(infoLog, uniformLocationBindings, |
| 157 | &reservedLocations, &ignoredLocations, |
| 158 | &maxUniformLocation)) |
| 159 | { |
| 160 | return false; |
| 161 | } |
| 162 | |
| 163 | // Conflicts have been checked, now we can prune non-statically used uniforms. Code further down |
| 164 | // the line relies on only having statically used uniforms in mUniforms. |
| 165 | pruneUnusedUniforms(); |
| 166 | |
| 167 | // Gather uniforms that have their location pre-set and uniforms that don't yet have a location. |
| 168 | std::vector<VariableLocation> unlocatedUniforms; |
| 169 | std::map<GLuint, VariableLocation> preLocatedUniforms; |
| 170 | |
| 171 | for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++) |
| 172 | { |
| 173 | const LinkedUniform &uniform = mUniforms[uniformIndex]; |
| 174 | |
| 175 | if (uniform.isBuiltIn()) |
| 176 | { |
| 177 | continue; |
| 178 | } |
| 179 | |
| 180 | int preSetLocation = uniformLocationBindings.getBinding(uniform.name); |
| 181 | int shaderLocation = uniform.location; |
| 182 | |
| 183 | if (shaderLocation != -1) |
| 184 | { |
| 185 | preSetLocation = shaderLocation; |
| 186 | } |
| 187 | |
| 188 | for (unsigned int arrayIndex = 0; arrayIndex < uniform.elementCount(); arrayIndex++) |
| 189 | { |
| 190 | VariableLocation location(uniform.name, arrayIndex, |
| 191 | static_cast<unsigned int>(uniformIndex)); |
| 192 | |
| 193 | if ((arrayIndex == 0 && preSetLocation != -1) || shaderLocation != -1) |
| 194 | { |
| 195 | int elementLocation = preSetLocation + arrayIndex; |
| 196 | preLocatedUniforms[elementLocation] = location; |
| 197 | } |
| 198 | else |
| 199 | { |
| 200 | unlocatedUniforms.push_back(location); |
| 201 | } |
| 202 | } |
| 203 | } |
| 204 | |
| 205 | // Make enough space for all uniforms, with pre-set locations or not. |
| 206 | mUniformLocations.resize( |
| 207 | std::max(unlocatedUniforms.size() + preLocatedUniforms.size() + ignoredLocations.size(), |
| 208 | static_cast<size_t>(maxUniformLocation + 1))); |
| 209 | |
| 210 | // Assign uniforms with pre-set locations |
| 211 | for (const auto &uniform : preLocatedUniforms) |
| 212 | { |
| 213 | mUniformLocations[uniform.first] = uniform.second; |
| 214 | } |
| 215 | |
| 216 | // Assign ignored uniforms |
| 217 | for (const auto &ignoredLocation : ignoredLocations) |
| 218 | { |
| 219 | mUniformLocations[ignoredLocation].ignored = true; |
| 220 | } |
| 221 | |
| 222 | // Automatically assign locations for the rest of the uniforms |
| 223 | size_t nextUniformLocation = 0; |
| 224 | for (const auto &unlocatedUniform : unlocatedUniforms) |
| 225 | { |
| 226 | while (mUniformLocations[nextUniformLocation].used || |
| 227 | mUniformLocations[nextUniformLocation].ignored) |
| 228 | { |
| 229 | nextUniformLocation++; |
| 230 | } |
| 231 | |
| 232 | ASSERT(nextUniformLocation < mUniformLocations.size()); |
| 233 | mUniformLocations[nextUniformLocation] = unlocatedUniform; |
| 234 | nextUniformLocation++; |
| 235 | } |
| 236 | |
| 237 | return true; |
| 238 | } |
| 239 | |
| 240 | bool UniformLinker::gatherUniformLocationsAndCheckConflicts( |
| 241 | InfoLog &infoLog, |
| 242 | const Program::Bindings &uniformLocationBindings, |
| 243 | std::set<GLuint> *reservedLocations, |
| 244 | std::set<GLuint> *ignoredLocations, |
| 245 | int *maxUniformLocation) |
| 246 | { |
| 247 | for (const LinkedUniform &uniform : mUniforms) |
| 248 | { |
| 249 | if (uniform.isBuiltIn()) |
| 250 | { |
| 251 | continue; |
| 252 | } |
| 253 | |
| 254 | int apiBoundLocation = uniformLocationBindings.getBinding(uniform.name); |
| 255 | int shaderLocation = uniform.location; |
| 256 | |
| 257 | if (shaderLocation != -1) |
| 258 | { |
| 259 | for (unsigned int arrayIndex = 0; arrayIndex < uniform.elementCount(); arrayIndex++) |
| 260 | { |
| 261 | // GLSL ES 3.10 section 4.4.3 |
| 262 | int elementLocation = shaderLocation + arrayIndex; |
| 263 | *maxUniformLocation = std::max(*maxUniformLocation, elementLocation); |
| 264 | if (reservedLocations->find(elementLocation) != reservedLocations->end()) |
| 265 | { |
| 266 | infoLog << "Multiple uniforms bound to location " << elementLocation << "."; |
| 267 | return false; |
| 268 | } |
| 269 | reservedLocations->insert(elementLocation); |
| 270 | if (!uniform.staticUse) |
| 271 | { |
| 272 | ignoredLocations->insert(elementLocation); |
| 273 | } |
| 274 | } |
| 275 | } |
| 276 | else if (apiBoundLocation != -1 && uniform.staticUse) |
| 277 | { |
| 278 | // Only the first location is reserved even if the uniform is an array. |
| 279 | *maxUniformLocation = std::max(*maxUniformLocation, apiBoundLocation); |
| 280 | if (reservedLocations->find(apiBoundLocation) != reservedLocations->end()) |
| 281 | { |
| 282 | infoLog << "Multiple uniforms bound to location " << apiBoundLocation << "."; |
| 283 | return false; |
| 284 | } |
| 285 | reservedLocations->insert(apiBoundLocation); |
| 286 | } |
| 287 | } |
| 288 | |
| 289 | // Record the uniform locations that were bound using the API for uniforms that were not found |
| 290 | // from the shader. Other uniforms should not be assigned to those locations. |
| 291 | for (const auto &locationBinding : uniformLocationBindings) |
| 292 | { |
| 293 | GLuint location = locationBinding.second; |
| 294 | if (reservedLocations->find(location) == reservedLocations->end()) |
| 295 | { |
| 296 | ignoredLocations->insert(location); |
| 297 | *maxUniformLocation = std::max(*maxUniformLocation, static_cast<int>(location)); |
| 298 | } |
| 299 | } |
| 300 | |
| 301 | return true; |
| 302 | } |
| 303 | |
| 304 | void UniformLinker::pruneUnusedUniforms() |
| 305 | { |
| 306 | auto uniformIter = mUniforms.begin(); |
| 307 | while (uniformIter != mUniforms.end()) |
| 308 | { |
| 309 | if (uniformIter->staticUse) |
| 310 | { |
| 311 | ++uniformIter; |
| 312 | } |
| 313 | else |
| 314 | { |
| 315 | uniformIter = mUniforms.erase(uniformIter); |
| 316 | } |
| 317 | } |
| 318 | } |
| 319 | |
| 320 | bool UniformLinker::flattenUniformsAndCheckCapsForShader( |
| 321 | const Shader &shader, |
| 322 | GLuint maxUniformComponents, |
| 323 | GLuint maxTextureImageUnits, |
| 324 | const std::string &componentsErrorMessage, |
| 325 | const std::string &samplerErrorMessage, |
| 326 | std::vector<LinkedUniform> &samplerUniforms, |
| 327 | InfoLog &infoLog) |
| 328 | { |
| 329 | VectorAndSamplerCount vasCount; |
| 330 | for (const sh::Uniform &uniform : shader.getUniforms()) |
| 331 | { |
| 332 | vasCount += flattenUniform(uniform, &samplerUniforms); |
| 333 | } |
| 334 | |
| 335 | if (vasCount.vectorCount > maxUniformComponents) |
| 336 | { |
| 337 | infoLog << componentsErrorMessage << maxUniformComponents << ")."; |
| 338 | return false; |
| 339 | } |
| 340 | |
| 341 | if (vasCount.samplerCount > maxTextureImageUnits) |
| 342 | { |
| 343 | infoLog << samplerErrorMessage << maxTextureImageUnits << ")."; |
| 344 | return false; |
| 345 | } |
| 346 | |
| 347 | return true; |
| 348 | } |
| 349 | |
| 350 | bool UniformLinker::flattenUniformsAndCheckCaps(const Caps &caps, InfoLog &infoLog) |
| 351 | { |
| 352 | std::vector<LinkedUniform> samplerUniforms; |
| 353 | |
| 354 | if (mState.getAttachedComputeShader()) |
| 355 | { |
| 356 | const Shader *computeShader = mState.getAttachedComputeShader(); |
| 357 | |
| 358 | // TODO (mradev): check whether we need finer-grained component counting |
| 359 | if (!flattenUniformsAndCheckCapsForShader( |
| 360 | *computeShader, caps.maxComputeUniformComponents / 4, |
| 361 | caps.maxComputeTextureImageUnits, |
| 362 | "Compute shader active uniforms exceed MAX_COMPUTE_UNIFORM_COMPONENTS (", |
| 363 | "Compute shader sampler count exceeds MAX_COMPUTE_TEXTURE_IMAGE_UNITS (", |
| 364 | samplerUniforms, infoLog)) |
| 365 | { |
| 366 | return false; |
| 367 | } |
| 368 | } |
| 369 | else |
| 370 | { |
| 371 | const Shader *vertexShader = mState.getAttachedVertexShader(); |
| 372 | |
| 373 | if (!flattenUniformsAndCheckCapsForShader( |
| 374 | *vertexShader, caps.maxVertexUniformVectors, caps.maxVertexTextureImageUnits, |
| 375 | "Vertex shader active uniforms exceed MAX_VERTEX_UNIFORM_VECTORS (", |
| 376 | "Vertex shader sampler count exceeds MAX_VERTEX_TEXTURE_IMAGE_UNITS (", |
| 377 | samplerUniforms, infoLog)) |
| 378 | { |
| 379 | return false; |
| 380 | } |
| 381 | const Shader *fragmentShader = mState.getAttachedFragmentShader(); |
| 382 | |
| 383 | if (!flattenUniformsAndCheckCapsForShader( |
| 384 | *fragmentShader, caps.maxFragmentUniformVectors, caps.maxTextureImageUnits, |
| 385 | "Fragment shader active uniforms exceed MAX_FRAGMENT_UNIFORM_VECTORS (", |
| 386 | "Fragment shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (", samplerUniforms, |
| 387 | infoLog)) |
| 388 | { |
| 389 | return false; |
| 390 | } |
| 391 | } |
| 392 | |
| 393 | mUniforms.insert(mUniforms.end(), samplerUniforms.begin(), samplerUniforms.end()); |
| 394 | return true; |
| 395 | } |
| 396 | |
| 397 | UniformLinker::VectorAndSamplerCount UniformLinker::flattenUniform( |
| 398 | const sh::Uniform &uniform, |
| 399 | std::vector<LinkedUniform> *samplerUniforms) |
| 400 | { |
| 401 | int location = uniform.location; |
| 402 | VectorAndSamplerCount uniformVasCount = flattenUniformImpl( |
| 403 | uniform, uniform.name, samplerUniforms, uniform.staticUse, uniform.binding, &location); |
| 404 | if (uniform.staticUse) |
| 405 | { |
| 406 | return uniformVasCount; |
| 407 | } |
| 408 | return VectorAndSamplerCount(); |
| 409 | } |
| 410 | |
| 411 | UniformLinker::VectorAndSamplerCount UniformLinker::flattenUniformImpl( |
| 412 | const sh::ShaderVariable &uniform, |
| 413 | const std::string &fullName, |
| 414 | std::vector<LinkedUniform> *samplerUniforms, |
| 415 | bool markStaticUse, |
| 416 | int binding, |
| 417 | int *location) |
| 418 | { |
| 419 | ASSERT(location); |
| 420 | VectorAndSamplerCount vectorAndSamplerCount; |
| 421 | |
| 422 | if (uniform.isStruct()) |
| 423 | { |
| 424 | for (unsigned int elementIndex = 0; elementIndex < uniform.elementCount(); elementIndex++) |
| 425 | { |
| 426 | const std::string &elementString = (uniform.isArray() ? ArrayString(elementIndex) : ""); |
| 427 | |
| 428 | for (size_t fieldIndex = 0; fieldIndex < uniform.fields.size(); fieldIndex++) |
| 429 | { |
| 430 | const sh::ShaderVariable &field = uniform.fields[fieldIndex]; |
| 431 | const std::string &fieldFullName = (fullName + elementString + "." + field.name); |
| 432 | |
| 433 | vectorAndSamplerCount += flattenUniformImpl(field, fieldFullName, samplerUniforms, |
| 434 | markStaticUse, -1, location); |
| 435 | } |
| 436 | } |
| 437 | |
| 438 | return vectorAndSamplerCount; |
| 439 | } |
| 440 | |
| 441 | // Not a struct |
| 442 | bool isSampler = IsSamplerType(uniform.type); |
| 443 | std::vector<gl::LinkedUniform> *uniformList = &mUniforms; |
| 444 | if (isSampler) |
| 445 | { |
| 446 | // Store sampler uniforms separately, so we'll append them to the end of the list. |
| 447 | uniformList = samplerUniforms; |
| 448 | } |
| 449 | LinkedUniform *existingUniform = FindUniform(*uniformList, fullName); |
| 450 | if (existingUniform) |
| 451 | { |
| 452 | if (binding != -1) |
| 453 | { |
| 454 | existingUniform->binding = binding; |
| 455 | } |
| 456 | if (*location != -1) |
| 457 | { |
| 458 | existingUniform->location = *location; |
| 459 | } |
| 460 | if (markStaticUse) |
| 461 | { |
| 462 | existingUniform->staticUse = true; |
| 463 | } |
| 464 | } |
| 465 | else |
| 466 | { |
| 467 | LinkedUniform linkedUniform(uniform.type, uniform.precision, fullName, uniform.arraySize, |
| 468 | binding, *location, -1, |
| 469 | sh::BlockMemberInfo::getDefaultBlockInfo()); |
| 470 | linkedUniform.staticUse = markStaticUse; |
| 471 | uniformList->push_back(linkedUniform); |
| 472 | } |
| 473 | |
| 474 | unsigned int elementCount = uniform.elementCount(); |
| 475 | |
| 476 | // Samplers aren't "real" uniforms, so they don't count towards register usage. |
| 477 | // Likewise, don't count "real" uniforms towards sampler count. |
| 478 | vectorAndSamplerCount.vectorCount = |
| 479 | (isSampler ? 0 : (VariableRegisterCount(uniform.type) * elementCount)); |
| 480 | vectorAndSamplerCount.samplerCount = (isSampler ? elementCount : 0); |
| 481 | |
| 482 | if (*location != -1) |
| 483 | { |
| 484 | *location += elementCount; |
| 485 | } |
| 486 | |
| 487 | return vectorAndSamplerCount; |
| 488 | } |
| 489 | |
| 490 | } // namespace gl |