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//
// Copyright (c) 2017 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// UniformLinker.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/UniformLinker.h"
#include "common/utilities.h"
#include "libANGLE/Caps.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;
}
} // anonymouse namespace
UniformLinker::UniformLinker(const ProgramState &state) : mState(state)
{
}
void UniformLinker::getResults(std::vector<LinkedUniform> *uniforms,
std::vector<VariableLocation> *uniformLocations)
{
uniforms->swap(mUniforms);
uniformLocations->swap(mUniformLocations);
}
bool UniformLinker::link(InfoLog &infoLog,
const Caps &caps,
const Program::Bindings &uniformLocationBindings)
{
if (mState.getAttachedVertexShader() && mState.getAttachedFragmentShader())
{
ASSERT(mState.getAttachedComputeShader() == nullptr);
if (!validateVertexAndFragmentUniforms(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 (!indexUniforms(infoLog, uniformLocationBindings))
{
return false;
}
return true;
}
bool UniformLinker::validateVertexAndFragmentUniforms(InfoLog &infoLog) const
{
// Check that uniforms defined in the vertex and fragment shaders are identical
std::map<std::string, LinkedUniform> linkedUniforms;
const std::vector<sh::Uniform> &vertexUniforms =
mState.getAttachedVertexShader()->getUniforms();
const std::vector<sh::Uniform> &fragmentUniforms =
mState.getAttachedFragmentShader()->getUniforms();
for (const sh::Uniform &vertexUniform : vertexUniforms)
{
linkedUniforms[vertexUniform.name] = LinkedUniform(vertexUniform);
}
for (const sh::Uniform &fragmentUniform : fragmentUniforms)
{
auto entry = linkedUniforms.find(fragmentUniform.name);
if (entry != linkedUniforms.end())
{
LinkedUniform *linkedUniform = &entry->second;
const std::string &uniformName = "uniform '" + linkedUniform->name + "'";
if (!linkValidateUniforms(infoLog, uniformName, *linkedUniform, fragmentUniform))
{
return false;
}
}
}
return true;
}
// GLSL ES Spec 3.00.3, section 4.3.5.
bool UniformLinker::linkValidateUniforms(InfoLog &infoLog,
const std::string &uniformName,
const sh::Uniform &vertexUniform,
const sh::Uniform &fragmentUniform)
{
#if ANGLE_PROGRAM_LINK_VALIDATE_UNIFORM_PRECISION == ANGLE_ENABLED
const bool validatePrecision = true;
#else
const bool validatePrecision = false;
#endif
if (!Program::linkValidateVariablesBase(infoLog, uniformName, vertexUniform, fragmentUniform,
validatePrecision))
{
return false;
}
// GLSL ES Spec 3.10.4, section 4.4.5.
if (vertexUniform.binding != -1 && fragmentUniform.binding != -1 &&
vertexUniform.binding != fragmentUniform.binding)
{
infoLog << "Binding layout qualifiers for " << uniformName
<< " differ between vertex and fragment shaders.";
return false;
}
// GLSL ES Spec 3.10.4, section 9.2.1.
if (vertexUniform.location != -1 && fragmentUniform.location != -1 &&
vertexUniform.location != fragmentUniform.location)
{
infoLog << "Location layout qualifiers for " << uniformName
<< " differ between vertex and fragment shaders.";
return false;
}
return true;
}
bool UniformLinker::indexUniforms(InfoLog &infoLog,
const Program::Bindings &uniformLocationBindings)
{
// All the locations where another uniform can't be located.
std::set<GLuint> reservedLocations;
// 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,
&reservedLocations, &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())
{
continue;
}
int preSetLocation = uniformLocationBindings.getBinding(uniform.name);
int shaderLocation = uniform.location;
if (shaderLocation != -1)
{
preSetLocation = shaderLocation;
}
for (unsigned int arrayIndex = 0; arrayIndex < uniform.elementCount(); arrayIndex++)
{
VariableLocation location(uniform.name, 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].ignored = true;
}
// 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 Program::Bindings &uniformLocationBindings,
std::set<GLuint> *reservedLocations,
std::set<GLuint> *ignoredLocations,
int *maxUniformLocation)
{
for (const LinkedUniform &uniform : mUniforms)
{
if (uniform.isBuiltIn())
{
continue;
}
int apiBoundLocation = uniformLocationBindings.getBinding(uniform.name);
int shaderLocation = uniform.location;
if (shaderLocation != -1)
{
for (unsigned int arrayIndex = 0; arrayIndex < uniform.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.staticUse)
{
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);
}
}
// 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->staticUse)
{
++uniformIter;
}
else
{
uniformIter = mUniforms.erase(uniformIter);
}
}
}
bool UniformLinker::flattenUniformsAndCheckCapsForShader(
const Shader &shader,
GLuint maxUniformComponents,
GLuint maxTextureImageUnits,
const std::string &componentsErrorMessage,
const std::string &samplerErrorMessage,
std::vector<LinkedUniform> &samplerUniforms,
InfoLog &infoLog)
{
VectorAndSamplerCount vasCount;
for (const sh::Uniform &uniform : shader.getUniforms())
{
vasCount += flattenUniform(uniform, &samplerUniforms);
}
if (vasCount.vectorCount > maxUniformComponents)
{
infoLog << componentsErrorMessage << maxUniformComponents << ").";
return false;
}
if (vasCount.samplerCount > maxTextureImageUnits)
{
infoLog << samplerErrorMessage << maxTextureImageUnits << ").";
return false;
}
return true;
}
bool UniformLinker::flattenUniformsAndCheckCaps(const Caps &caps, InfoLog &infoLog)
{
std::vector<LinkedUniform> samplerUniforms;
if (mState.getAttachedComputeShader())
{
const Shader *computeShader = mState.getAttachedComputeShader();
// TODO (mradev): check whether we need finer-grained component counting
if (!flattenUniformsAndCheckCapsForShader(
*computeShader, caps.maxComputeUniformComponents / 4,
caps.maxComputeTextureImageUnits,
"Compute shader active uniforms exceed MAX_COMPUTE_UNIFORM_COMPONENTS (",
"Compute shader sampler count exceeds MAX_COMPUTE_TEXTURE_IMAGE_UNITS (",
samplerUniforms, infoLog))
{
return false;
}
}
else
{
const Shader *vertexShader = mState.getAttachedVertexShader();
if (!flattenUniformsAndCheckCapsForShader(
*vertexShader, caps.maxVertexUniformVectors, caps.maxVertexTextureImageUnits,
"Vertex shader active uniforms exceed MAX_VERTEX_UNIFORM_VECTORS (",
"Vertex shader sampler count exceeds MAX_VERTEX_TEXTURE_IMAGE_UNITS (",
samplerUniforms, infoLog))
{
return false;
}
const Shader *fragmentShader = mState.getAttachedFragmentShader();
if (!flattenUniformsAndCheckCapsForShader(
*fragmentShader, caps.maxFragmentUniformVectors, caps.maxTextureImageUnits,
"Fragment shader active uniforms exceed MAX_FRAGMENT_UNIFORM_VECTORS (",
"Fragment shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (", samplerUniforms,
infoLog))
{
return false;
}
}
mUniforms.insert(mUniforms.end(), samplerUniforms.begin(), samplerUniforms.end());
return true;
}
UniformLinker::VectorAndSamplerCount UniformLinker::flattenUniform(
const sh::Uniform &uniform,
std::vector<LinkedUniform> *samplerUniforms)
{
int location = uniform.location;
VectorAndSamplerCount uniformVasCount = flattenUniformImpl(
uniform, uniform.name, samplerUniforms, uniform.staticUse, uniform.binding, &location);
if (uniform.staticUse)
{
return uniformVasCount;
}
return VectorAndSamplerCount();
}
UniformLinker::VectorAndSamplerCount UniformLinker::flattenUniformImpl(
const sh::ShaderVariable &uniform,
const std::string &fullName,
std::vector<LinkedUniform> *samplerUniforms,
bool markStaticUse,
int binding,
int *location)
{
ASSERT(location);
VectorAndSamplerCount vectorAndSamplerCount;
if (uniform.isStruct())
{
for (unsigned int elementIndex = 0; elementIndex < uniform.elementCount(); elementIndex++)
{
const std::string &elementString = (uniform.isArray() ? ArrayString(elementIndex) : "");
for (size_t fieldIndex = 0; fieldIndex < uniform.fields.size(); fieldIndex++)
{
const sh::ShaderVariable &field = uniform.fields[fieldIndex];
const std::string &fieldFullName = (fullName + elementString + "." + field.name);
vectorAndSamplerCount += flattenUniformImpl(field, fieldFullName, samplerUniforms,
markStaticUse, -1, location);
}
}
return vectorAndSamplerCount;
}
// Not a struct
bool isSampler = IsSamplerType(uniform.type);
std::vector<gl::LinkedUniform> *uniformList = &mUniforms;
if (isSampler)
{
// Store sampler uniforms separately, so we'll append them to the end of the list.
uniformList = samplerUniforms;
}
LinkedUniform *existingUniform = FindUniform(*uniformList, fullName);
if (existingUniform)
{
if (binding != -1)
{
existingUniform->binding = binding;
}
if (*location != -1)
{
existingUniform->location = *location;
}
if (markStaticUse)
{
existingUniform->staticUse = true;
}
}
else
{
LinkedUniform linkedUniform(uniform.type, uniform.precision, fullName, uniform.arraySize,
binding, *location, -1,
sh::BlockMemberInfo::getDefaultBlockInfo());
linkedUniform.staticUse = markStaticUse;
uniformList->push_back(linkedUniform);
}
unsigned int elementCount = uniform.elementCount();
// Samplers aren't "real" uniforms, so they don't count towards register usage.
// Likewise, don't count "real" uniforms towards sampler count.
vectorAndSamplerCount.vectorCount =
(isSampler ? 0 : (VariableRegisterCount(uniform.type) * elementCount));
vectorAndSamplerCount.samplerCount = (isSampler ? elementCount : 0);
if (*location != -1)
{
*location += elementCount;
}
return vectorAndSamplerCount;
}
} // namespace gl