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* Copyright © 2011 Intel Corporation
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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#include "main/core.h"
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#include "ir_uniform.h"
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#include "glsl_symbol_table.h"
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#include "program/hash_table.h"
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* \file link_uniforms.cpp
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* Assign locations for GLSL uniforms.
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* \author Ian Romanick <ian.d.romanick@intel.com>
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* Count the backing storage requirements for a type
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values_for_type(const glsl_type *type)
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if (type->is_sampler()) {
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} else if (type->is_array() && type->fields.array->is_sampler()) {
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return type->array_size();
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return type->component_slots();
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uniform_field_visitor::process(ir_variable *var)
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const glsl_type *t = var->type;
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/* Only strdup the name if we actually will need to modify it. */
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if (t->is_record() || (t->is_array() && t->fields.array->is_record())) {
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char *name = ralloc_strdup(NULL, var->name);
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recursion(var->type, &name, strlen(name));
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this->visit_field(t, var->name);
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uniform_field_visitor::recursion(const glsl_type *t, char **name,
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/* Records need to have each field processed individually.
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* Arrays of records need to have each array element processed
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* individually, then each field of the resulting array elements processed
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for (unsigned i = 0; i < t->length; i++) {
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const char *field = t->fields.structure[i].name;
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/* Append '.field' to the current uniform name. */
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ralloc_asprintf_rewrite_tail(name, name_length, ".%s", field);
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recursion(t->fields.structure[i].type, name,
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name_length + 1 + strlen(field));
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} else if (t->is_array() && t->fields.array->is_record()) {
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for (unsigned i = 0; i < t->length; i++) {
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/* Append the subscript to the current uniform name */
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const unsigned subscript_length = snprintf(subscript, 13, "[%u]", i);
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ralloc_asprintf_rewrite_tail(name, name_length, "%s", subscript);
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recursion(t->fields.array, name, name_length + subscript_length);
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this->visit_field(t, *name);
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* Class to help calculate the storage requirements for a set of uniforms
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* As uniforms are added to the active set the number of active uniforms and
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* the storage requirements for those uniforms are accumulated. The active
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* uniforms are added the the hash table supplied to the constructor.
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* If the same uniform is added multiple times (i.e., once for each shader
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* target), it will only be accounted once.
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class count_uniform_size : public uniform_field_visitor {
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count_uniform_size(struct string_to_uint_map *map)
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: num_active_uniforms(0), num_values(0), num_shader_samplers(0),
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num_shader_uniform_components(0), map(map)
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this->num_shader_samplers = 0;
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this->num_shader_uniform_components = 0;
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* Total number of active uniforms counted
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unsigned num_active_uniforms;
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* Number of data values required to back the storage for the active uniforms
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* Number of samplers used
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unsigned num_shader_samplers;
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* Number of uniforms used in the current shader
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unsigned num_shader_uniform_components;
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virtual void visit_field(const glsl_type *type, const char *name)
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assert(!type->is_record());
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assert(!(type->is_array() && type->fields.array->is_record()));
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/* Count the number of samplers regardless of whether the uniform is
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* already in the hash table. The hash table prevents adding the same
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* uniform for multiple shader targets, but in this case we want to
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* count it for each shader target.
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const unsigned values = values_for_type(type);
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if (type->contains_sampler()) {
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this->num_shader_samplers +=
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type->is_array() ? type->array_size() : 1;
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/* Accumulate the total number of uniform slots used by this shader.
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* Note that samplers do not count against this limit because they
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* don't use any storage on current hardware.
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this->num_shader_uniform_components += values;
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/* If the uniform is already in the map, there's nothing more to do.
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if (this->map->get(id, name))
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char *key = strdup(name);
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this->map->put(this->num_active_uniforms, key);
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/* Each leaf uniform occupies one entry in the list of active
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this->num_active_uniforms++;
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this->num_values += values;
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struct string_to_uint_map *map;
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* Class to help parcel out pieces of backing storage to uniforms
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* Each uniform processed has some range of the \c gl_constant_value
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* structures associated with it. The association is done by finding
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* the uniform in the \c string_to_uint_map and using the value from
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* the map to connect that slot in the \c gl_uniform_storage table
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* with the next available slot in the \c gl_constant_value array.
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* This class assumes that every uniform that will be processed is
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* already in the \c string_to_uint_map. In addition, it assumes that
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* the \c gl_uniform_storage and \c gl_constant_value arrays are "big
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class parcel_out_uniform_storage : public uniform_field_visitor {
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parcel_out_uniform_storage(struct string_to_uint_map *map,
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struct gl_uniform_storage *uniforms,
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union gl_constant_value *values)
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: map(map), uniforms(uniforms), next_sampler(0), values(values)
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memset(this->targets, 0, sizeof(this->targets));
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this->shader_samplers_used = 0;
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this->shader_shadow_samplers = 0;
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virtual void visit_field(const glsl_type *type, const char *name)
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assert(!type->is_record());
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assert(!(type->is_array() && type->fields.array->is_record()));
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bool found = this->map->get(id, name);
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/* If there is already storage associated with this uniform, it means
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* that it was set while processing an earlier shader stage. For
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* example, we may be processing the uniform in the fragment shader, but
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* the uniform was already processed in the vertex shader.
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if (this->uniforms[id].storage != NULL) {
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/* If the uniform already has storage set from another shader stage,
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* mark the samplers used for this shader stage.
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if (type->contains_sampler()) {
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const unsigned count = MAX2(1, this->uniforms[id].array_elements);
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const unsigned shadow = (type->is_array())
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? type->fields.array->sampler_shadow : type->sampler_shadow;
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for (unsigned i = 0; i < count; i++) {
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const unsigned s = this->uniforms[id].sampler + i;
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this->shader_samplers_used |= 1U << s;
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this->shader_shadow_samplers |= shadow << s;
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const glsl_type *base_type;
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if (type->is_array()) {
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this->uniforms[id].array_elements = type->length;
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base_type = type->fields.array;
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this->uniforms[id].array_elements = 0;
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if (base_type->is_sampler()) {
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this->uniforms[id].sampler = this->next_sampler;
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/* Increment the sampler by 1 for non-arrays and by the number of
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* array elements for arrays.
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this->next_sampler += MAX2(1, this->uniforms[id].array_elements);
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const gl_texture_index target = base_type->sampler_index();
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const unsigned shadow = base_type->sampler_shadow;
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for (unsigned i = this->uniforms[id].sampler
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; i < this->next_sampler
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this->targets[i] = target;
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this->shader_samplers_used |= 1U << i;
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this->shader_shadow_samplers |= shadow << i;
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this->uniforms[id].sampler = ~0;
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this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
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this->uniforms[id].type = base_type;
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this->uniforms[id].initialized = 0;
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this->uniforms[id].num_driver_storage = 0;
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this->uniforms[id].driver_storage = NULL;
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this->uniforms[id].storage = this->values;
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this->values += values_for_type(type);
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struct string_to_uint_map *map;
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struct gl_uniform_storage *uniforms;
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unsigned next_sampler;
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union gl_constant_value *values;
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gl_texture_index targets[MAX_SAMPLERS];
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* Mask of samplers used by the current shader stage.
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unsigned shader_samplers_used;
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* Mask of samplers used by the current shader stage for shadows.
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unsigned shader_shadow_samplers;
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link_assign_uniform_locations(struct gl_shader_program *prog)
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ralloc_free(prog->UniformStorage);
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prog->UniformStorage = NULL;
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prog->NumUserUniformStorage = 0;
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if (prog->UniformHash != NULL) {
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prog->UniformHash->clear();
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prog->UniformHash = new string_to_uint_map;
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for (unsigned i = 0; i < Elements(prog->SamplerUnits); i++) {
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prog->SamplerUnits[i] = i;
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/* First pass: Count the uniform resources used by the user-defined
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* uniforms. While this happens, each active uniform will have an index
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* Note: this is *NOT* the index that is returned to the application by
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* glGetUniformLocation.
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count_uniform_size uniform_size(prog->UniformHash);
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for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
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if (prog->_LinkedShaders[i] == NULL)
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/* Reset various per-shader target counts.
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uniform_size.start_shader();
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foreach_list(node, prog->_LinkedShaders[i]->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if ((var == NULL) || (var->mode != ir_var_uniform))
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/* FINISHME: Update code to process built-in uniforms!
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if (strncmp("gl_", var->name, 3) == 0)
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uniform_size.process(var);
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prog->_LinkedShaders[i]->num_samplers = uniform_size.num_shader_samplers;
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prog->_LinkedShaders[i]->num_uniform_components =
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uniform_size.num_shader_uniform_components;
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const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
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const unsigned num_data_slots = uniform_size.num_values;
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/* On the outside chance that there were no uniforms, bail out.
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if (num_user_uniforms == 0)
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struct gl_uniform_storage *uniforms =
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rzalloc_array(prog, struct gl_uniform_storage, num_user_uniforms);
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union gl_constant_value *data =
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rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
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union gl_constant_value *data_end = &data[num_data_slots];
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parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
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for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
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if (prog->_LinkedShaders[i] == NULL)
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/* Reset various per-shader target counts.
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parcel.start_shader();
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foreach_list(node, prog->_LinkedShaders[i]->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if ((var == NULL) || (var->mode != ir_var_uniform))
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/* FINISHME: Update code to process built-in uniforms!
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if (strncmp("gl_", var->name, 3) == 0)
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prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
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prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
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assert(sizeof(prog->SamplerTargets) == sizeof(parcel.targets));
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memcpy(prog->SamplerTargets, parcel.targets, sizeof(prog->SamplerTargets));
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for (unsigned i = 0; i < num_user_uniforms; i++) {
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assert(uniforms[i].storage != NULL);
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assert(parcel.values == data_end);
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prog->NumUserUniformStorage = num_user_uniforms;
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prog->UniformStorage = uniforms;