++i;
}
- LocationAllocator().apply(*module);
+ LocationAllocator().apply(*module, features);
for(list<Stage>::iterator i=module->stages.begin(); i!=module->stages.end(); ++i)
finalize(*i, mode);
#include <msp/gl/extensions/arb_uniform_buffer_object.h>
#include <msp/gl/extensions/ext_gpu_shader4.h>
#include <msp/gl/extensions/ext_texture_array.h>
+#include <msp/gl/misc.h>
#include "features.h"
namespace Msp {
arb_uniform_buffer_object(false),
ext_gpu_shader4(false),
ext_texture_array(false),
- constant_id_range(0x80000000U)
+ constant_id_range(0x80000000U),
+ uniform_binding_range(84),
+ texture_binding_range(96)
{ }
Features Features::from_context()
features.arb_uniform_buffer_object = ARB_uniform_buffer_object;
features.ext_gpu_shader4 = EXT_gpu_shader4;
features.ext_texture_array = EXT_texture_array;
+ features.uniform_binding_range = get_i(GL_MAX_UNIFORM_BUFFER_BINDINGS);
+ features.texture_binding_range = get_i(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
return features;
}
bool ext_gpu_shader4;
bool ext_texture_array;
unsigned constant_id_range;
+ unsigned uniform_binding_range;
+ unsigned texture_binding_range;
Features();
#include <msp/core/algorithm.h>
+#include <msp/core/hash.h>
#include <msp/core/raii.h>
#include <msp/strings/lexicalcast.h>
#include "finalize.h"
namespace GL {
namespace SL {
-void LocationAllocator::apply(Module &module)
+void LocationAllocator::apply(Module &module, const Features &features)
{
for(list<Stage>::iterator i=module.stages.begin(); i!=module.stages.end(); ++i)
apply(*i);
allocate_locations("uniform");
+
+ for(vector<InterfaceBlock *>::const_iterator i=unbound_blocks.begin(); i!=unbound_blocks.end(); ++i)
+ bind_uniform((*i)->layout, (*i)->block_name, features.uniform_binding_range);
+ for(vector<VariableDeclaration *>::const_iterator i=unbound_textures.begin(); i!=unbound_textures.end(); ++i)
+ bind_uniform((*i)->layout, (*i)->name, features.texture_binding_range);
}
void LocationAllocator::apply(Stage &stage)
if((*i)->interface=="uniform")
{
- map<string, unsigned>::const_iterator j = uniform_locations.find((*i)->name);
- if(j!=uniform_locations.end())
+ map<string, Uniform>::const_iterator j = uniforms.find((*i)->name);
+ if(j!=uniforms.end() && j->second.location>=0)
{
- add_location((*i)->layout, j->second);
+ add_layout_value((*i)->layout, "location", j->second.location);
continue;
}
}
next = blocking+1;
}
- add_location((*i)->layout, next);
+ add_layout_value((*i)->layout, "location", next);
if((*i)->interface=="uniform")
- uniform_locations[(*i)->name] = next;
+ uniforms[(*i)->name].location = next;
for(unsigned j=0; j<size; ++j)
used.insert(next+j);
unplaced_variables.erase(write, unplaced_variables.end());
}
-void LocationAllocator::add_location(RefPtr<Layout> &layout, unsigned location)
+void LocationAllocator::bind_uniform(RefPtr<Layout> &layout, const string &name, unsigned range)
+{
+ map<string, Uniform>::const_iterator i = uniforms.find(name);
+ if(i!=uniforms.end() && i->second.bind_point>=0)
+ add_layout_value(layout, "binding", i->second.bind_point);
+ else
+ {
+ set<unsigned> &used = used_bindings[0];
+
+ unsigned bind_point = fold32(hash64(name))%range;
+ while(used.count(bind_point))
+ bind_point = (bind_point+1)%range;
+
+ add_layout_value(layout, "binding", bind_point);
+ uniforms[name].bind_point = bind_point;
+ used.insert(bind_point);
+ }
+}
+
+void LocationAllocator::add_layout_value(RefPtr<Layout> &layout, const string &name, unsigned value)
{
if(!layout)
layout = new Layout;
Layout::Qualifier qual;
- qual.name = "location";
+ qual.name = name;
qual.has_value = true;
- qual.value = location;
+ qual.value = value;
layout->qualifiers.push_back(qual);
}
void LocationAllocator::visit(VariableDeclaration &var)
{
- if(!var.interface.empty() && var.name.compare(0, 3, "gl_"))
+ if(!var.name.compare(0, 3, "gl_"))
+ return;
+
+ if(!var.interface.empty())
{
int location = (var.layout ? get_layout_value(*var.layout, "location") : -1);
{
location = get_layout_value(*var.linked_declaration->layout, "location");
if(location>=0)
- add_location(var.layout, location);
+ add_layout_value(var.layout, "location", location);
}
if(location>=0)
for(unsigned i=0; i<size; ++i)
used_locations[var.interface].insert(location+i);
if(var.interface=="uniform")
- uniform_locations[var.name] = location;
+ uniforms[var.name].location = location;
}
else
unplaced_variables.push_back(&var);
}
+
+ if(var.interface=="uniform")
+ {
+ const TypeDeclaration *type = var.type_declaration;
+ while(const BasicTypeDeclaration *basic = dynamic_cast<const BasicTypeDeclaration *>(type))
+ type = basic->base_type;
+ if(dynamic_cast<const ImageTypeDeclaration *>(type))
+ {
+ int bind_point = (var.layout ? get_layout_value(*var.layout, "binding") : -1);
+ if(bind_point>=0)
+ {
+ used_bindings[0].insert(bind_point);
+ uniforms[var.name].bind_point = bind_point;
+ }
+ else
+ unbound_textures.push_back(&var);
+ }
+ }
+}
+
+void LocationAllocator::visit(InterfaceBlock &iface)
+{
+ if(!iface.instance_name.compare(0, 3, "gl_"))
+ return;
+
+ if(iface.interface=="uniform")
+ {
+ int bind_point = (iface.layout ? get_layout_value(*iface.layout, "binding") : -1);
+
+ if(bind_point>=0)
+ {
+ used_bindings[0].insert(bind_point);
+ uniforms[iface.block_name].bind_point = bind_point;
+ }
+ else
+ unbound_blocks.push_back(&iface);
+ }
}
class LocationAllocator: private TraversingVisitor
{
private:
+ struct Uniform
+ {
+ int location;
+ int desc_set;
+ int bind_point;
+
+ Uniform(): location(-1), desc_set(-1), bind_point(-1) { }
+ };
+
std::map<std::string, std::set<unsigned> > used_locations;
- std::map<std::string, unsigned> uniform_locations;
+ std::map<std::string, Uniform> uniforms;
+ std::map<unsigned, std::set<unsigned> > used_bindings;
std::vector<VariableDeclaration *> unplaced_variables;
+ std::vector<VariableDeclaration *> unbound_textures;
+ std::vector<InterfaceBlock *> unbound_blocks;
public:
- void apply(Module &);
+ void apply(Module &, const Features &);
private:
void apply(Stage &);
void allocate_locations(const std::string &);
- void add_location(RefPtr<Layout> &, unsigned);
+ void bind_uniform(RefPtr<Layout> &, const std::string &, unsigned);
+ void add_layout_value(RefPtr<Layout> &, const std::string &, unsigned);
virtual void visit(VariableDeclaration &);
- virtual void visit(InterfaceBlock &) { }
+ virtual void visit(InterfaceBlock &);
virtual void visit(FunctionDeclaration &) { }
};
*/
/* Expected output: fragment
-layout(location=4) uniform sampler2D tex;
+layout(location=4, binding=71) uniform sampler2D tex;
layout(location=5) uniform vec3 tint;
layout(location=6) uniform vec3 ambient;
layout(location=0) out vec4 frag_color;
{
TransformComponents components;
};
-uniform ModelData
+layout(binding=26) uniform ModelData
{
Transform transform;
} model;
*/
/* Expected output: fragment
-layout(location=1) uniform sampler2D tex;
+layout(location=1, binding=71) uniform sampler2D tex;
layout(location=0) out vec4 frag_color;
layout(location=0) in vec2 _gs_out_texcoord;
void main()
*/
/* Expected output: fragment
-layout(location=4) uniform sampler2D tex;
+layout(location=4, binding=71) uniform sampler2D tex;
layout(location=0) out vec4 frag_color;
layout(location=0) in vec2 _vs_out_texcoord;
void main()
*/
/* Expected output: fragment
-layout(location=9) uniform sampler2D normalmap;
+layout(location=9, binding=25) uniform sampler2D normalmap;
layout(location=0) out vec4 frag_color;
layout(location=1) in vec2 _vs_out_texcoord;
layout(location=0) in vec3 tbn_light_dir;
*/
/* Expected output: fragment
-layout(location=4) uniform sampler2D tex;
+layout(location=4, binding=71) uniform sampler2D tex;
layout(location=0) out vec4 frag_color;
layout(location=0) in vec2 _vs_out_texcoord;
void main()
*/
/* Expected output: fragment
-layout(location=0) uniform sampler2D tex;
+layout(location=0, binding=71) uniform sampler2D tex;
layout(location=0) out vec4 frag_color;
in GeometryOut
{
*/
/* Expected output: fragment
-layout(location=0) uniform sampler2D tex;
+layout(location=0, binding=71) uniform sampler2D tex;
layout(location=0) out vec4 frag_color;
layout(location=0) in vec2 _gs_out_texcoord;
void main()
*/
/* Expected output: fragment
-layout(location=4) uniform sampler2D tex;
+layout(location=4, binding=71) uniform sampler2D tex;
layout(location=0) out vec4 frag_color;
layout(location=0) in vec2 _gs_out_texcoord;
void main()
/* Expected output: fragment
layout(constant_id=0) const bool use_texture = false;
layout(constant_id=1) const bool use_vertex_color = false;
-layout(location=4) uniform sampler2D tex;
+layout(location=4, binding=71) uniform sampler2D tex;
layout(location=0) out vec4 frag_color;
layout(location=1) in vec2 _vs_out_texcoord;
layout(location=0) in vec4 _vs_out_color;
*/
/* Expected output: fragment
-layout(location=0) uniform sampler2D tex;
+layout(location=0, binding=71) uniform sampler2D tex;
layout(location=0) out vec4 frag_color;
layout(location=0) in vec2 _gs_out_texcoord;
void main()
};
layout(location=5) uniform LightParams light;
layout(location=9) uniform vec3 material_color;
-layout(location=10) uniform sampler2D occlusion_map;
+layout(location=10, binding=83) uniform sampler2D occlusion_map;
layout(location=0) out vec4 frag_color;
layout(location=1) in vec2 _vs_out_texcoord;
layout(location=0) in vec3 _vs_out_normal;
}
/* Expected output: vertex
-uniform GlobalValues
+layout(binding=72) uniform GlobalValues
{
vec4 tint;
vec2 scale;
*/
/* Expected output: fragment
-uniform GlobalValues
+layout(binding=72) uniform GlobalValues
{
vec4 tint;
vec2 scale;
*/
/* Expected output: fragment
-layout(location=4) uniform sampler2D tex;
+layout(location=4, binding=71) uniform sampler2D tex;
layout(location=0) out vec4 frag_color;
layout(location=0) in vec2 _vs_out_texcoord;
void main()
}
/* Expected output: vertex
-uniform Transform
+layout(binding=48) uniform Transform
{
mat4 mvp;
} transform;
*/
/* Expected output: fragment
-uniform Colors
+layout(binding=23) uniform Colors
{
vec4 color1;
vec4 color2;
};
-layout(location=0) uniform sampler2D mask;
+layout(location=0, binding=75) uniform sampler2D mask;
layout(location=0) out vec4 frag_color;
layout(location=0) in vec2 _vs_out_texcoord;
void main()
/* Expected output: vertex
layout(location=1) uniform mat4 mvp;
-layout(location=0) uniform sampler2D heightmap;
+layout(location=0, binding=16) uniform sampler2D heightmap;
layout(location=0) in vec2 position;
layout(location=1) in vec2 texcoord;
layout(location=0) out vec2 _vs_out_texcoord;
*/
/* Expected output: fragment
-layout(location=0) uniform sampler2D heightmap;
+layout(location=0, binding=16) uniform sampler2D heightmap;
layout(location=5) uniform vec4 color;
layout(location=0) out vec4 frag_color;
layout(location=0) in vec2 _vs_out_texcoord;