#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);
+ }
}