1/*
2 * Copyright © 2014 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 */
23
24/**
25 * \file serialize.cpp
26 *
27 * GLSL serialization
28 *
29 * Supports serializing and deserializing glsl programs using a blob.
30 */
31
32#include "compiler/glsl_types.h"
33#include "compiler/shader_info.h"
34#include "ir_uniform.h"
35#include "main/mtypes.h"
36#include "main/shaderobj.h"
37#include "program/program.h"
38#include "string_to_uint_map.h"
39#include "util/bitscan.h"
40
41
42static void
43write_subroutines(struct blob *metadata, struct gl_shader_program *prog)
44{
45   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
46      struct gl_linked_shader *sh = prog->_LinkedShaders[i];
47      if (!sh)
48         continue;
49
50      struct gl_program *glprog = sh->Program;
51
52      blob_write_uint32(metadata, glprog->sh.NumSubroutineUniforms);
53      blob_write_uint32(metadata, glprog->sh.MaxSubroutineFunctionIndex);
54      blob_write_uint32(metadata, glprog->sh.NumSubroutineFunctions);
55      for (unsigned j = 0; j < glprog->sh.NumSubroutineFunctions; j++) {
56         int num_types = glprog->sh.SubroutineFunctions[j].num_compat_types;
57
58         blob_write_string(metadata, glprog->sh.SubroutineFunctions[j].name.string);
59         blob_write_uint32(metadata, glprog->sh.SubroutineFunctions[j].index);
60         blob_write_uint32(metadata, num_types);
61
62         for (int k = 0; k < num_types; k++) {
63            encode_type_to_blob(metadata,
64                                glprog->sh.SubroutineFunctions[j].types[k]);
65         }
66      }
67   }
68}
69
70static void
71read_subroutines(struct blob_reader *metadata, struct gl_shader_program *prog)
72{
73   struct gl_subroutine_function *subs;
74
75   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
76      struct gl_linked_shader *sh = prog->_LinkedShaders[i];
77      if (!sh)
78         continue;
79
80      struct gl_program *glprog = sh->Program;
81
82      glprog->sh.NumSubroutineUniforms = blob_read_uint32(metadata);
83      glprog->sh.MaxSubroutineFunctionIndex = blob_read_uint32(metadata);
84      glprog->sh.NumSubroutineFunctions = blob_read_uint32(metadata);
85
86      subs = rzalloc_array(prog, struct gl_subroutine_function,
87                           glprog->sh.NumSubroutineFunctions);
88      glprog->sh.SubroutineFunctions = subs;
89
90      for (unsigned j = 0; j < glprog->sh.NumSubroutineFunctions; j++) {
91         subs[j].name.string = ralloc_strdup(prog, blob_read_string (metadata));
92         resource_name_updated(&subs[j].name);
93         subs[j].index = (int) blob_read_uint32(metadata);
94         subs[j].num_compat_types = (int) blob_read_uint32(metadata);
95
96         subs[j].types = rzalloc_array(prog, const struct glsl_type *,
97                                       subs[j].num_compat_types);
98         for (int k = 0; k < subs[j].num_compat_types; k++) {
99            subs[j].types[k] = decode_type_from_blob(metadata);
100         }
101      }
102   }
103}
104
105static void
106write_buffer_block(struct blob *metadata, struct gl_uniform_block *b)
107{
108   blob_write_string(metadata, b->name.string);
109   blob_write_uint32(metadata, b->NumUniforms);
110   blob_write_uint32(metadata, b->Binding);
111   blob_write_uint32(metadata, b->UniformBufferSize);
112   blob_write_uint32(metadata, b->stageref);
113
114   for (unsigned j = 0; j < b->NumUniforms; j++) {
115      blob_write_string(metadata, b->Uniforms[j].Name);
116      blob_write_string(metadata, b->Uniforms[j].IndexName);
117      encode_type_to_blob(metadata, b->Uniforms[j].Type);
118      blob_write_uint32(metadata, b->Uniforms[j].Offset);
119   }
120}
121
122static void
123write_buffer_blocks(struct blob *metadata, struct gl_shader_program *prog)
124{
125   blob_write_uint32(metadata, prog->data->NumUniformBlocks);
126   blob_write_uint32(metadata, prog->data->NumShaderStorageBlocks);
127
128   for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
129      write_buffer_block(metadata, &prog->data->UniformBlocks[i]);
130   }
131
132   for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
133      write_buffer_block(metadata, &prog->data->ShaderStorageBlocks[i]);
134   }
135
136   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
137      struct gl_linked_shader *sh = prog->_LinkedShaders[i];
138      if (!sh)
139         continue;
140
141      struct gl_program *glprog = sh->Program;
142
143      blob_write_uint32(metadata, glprog->sh.NumUniformBlocks);
144      blob_write_uint32(metadata, glprog->info.num_ssbos);
145
146      for (unsigned j = 0; j < glprog->sh.NumUniformBlocks; j++) {
147         uint32_t offset =
148            glprog->sh.UniformBlocks[j] - prog->data->UniformBlocks;
149         blob_write_uint32(metadata, offset);
150      }
151
152      for (unsigned j = 0; j < glprog->info.num_ssbos; j++) {
153         uint32_t offset = glprog->sh.ShaderStorageBlocks[j] -
154            prog->data->ShaderStorageBlocks;
155         blob_write_uint32(metadata, offset);
156      }
157   }
158}
159
160static void
161read_buffer_block(struct blob_reader *metadata, struct gl_uniform_block *b,
162                  struct gl_shader_program *prog)
163{
164      b->name.string = ralloc_strdup(prog->data, blob_read_string (metadata));
165      resource_name_updated(&b->name);
166      b->NumUniforms = blob_read_uint32(metadata);
167      b->Binding = blob_read_uint32(metadata);
168      b->UniformBufferSize = blob_read_uint32(metadata);
169      b->stageref = blob_read_uint32(metadata);
170
171      b->Uniforms =
172         rzalloc_array(prog->data, struct gl_uniform_buffer_variable,
173                       b->NumUniforms);
174      for (unsigned j = 0; j < b->NumUniforms; j++) {
175         b->Uniforms[j].Name = ralloc_strdup(prog->data,
176                                             blob_read_string (metadata));
177
178         char *index_name = blob_read_string(metadata);
179         if (strcmp(b->Uniforms[j].Name, index_name) == 0) {
180            b->Uniforms[j].IndexName = b->Uniforms[j].Name;
181         } else {
182            b->Uniforms[j].IndexName = ralloc_strdup(prog->data, index_name);
183         }
184
185         b->Uniforms[j].Type = decode_type_from_blob(metadata);
186         b->Uniforms[j].Offset = blob_read_uint32(metadata);
187      }
188}
189
190static void
191read_buffer_blocks(struct blob_reader *metadata,
192                   struct gl_shader_program *prog)
193{
194   prog->data->NumUniformBlocks = blob_read_uint32(metadata);
195   prog->data->NumShaderStorageBlocks = blob_read_uint32(metadata);
196
197   prog->data->UniformBlocks =
198      rzalloc_array(prog->data, struct gl_uniform_block,
199                    prog->data->NumUniformBlocks);
200
201   prog->data->ShaderStorageBlocks =
202      rzalloc_array(prog->data, struct gl_uniform_block,
203                    prog->data->NumShaderStorageBlocks);
204
205   for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
206      read_buffer_block(metadata, &prog->data->UniformBlocks[i], prog);
207   }
208
209   for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
210      read_buffer_block(metadata, &prog->data->ShaderStorageBlocks[i], prog);
211   }
212
213   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
214      struct gl_linked_shader *sh = prog->_LinkedShaders[i];
215      if (!sh)
216         continue;
217
218      struct gl_program *glprog = sh->Program;
219
220      glprog->sh.NumUniformBlocks = blob_read_uint32(metadata);
221      glprog->info.num_ssbos = blob_read_uint32(metadata);
222
223      glprog->sh.UniformBlocks =
224         rzalloc_array(glprog, gl_uniform_block *, glprog->sh.NumUniformBlocks);
225      glprog->sh.ShaderStorageBlocks =
226         rzalloc_array(glprog, gl_uniform_block *, glprog->info.num_ssbos);
227
228      for (unsigned j = 0; j < glprog->sh.NumUniformBlocks; j++) {
229         uint32_t offset = blob_read_uint32(metadata);
230         glprog->sh.UniformBlocks[j] = prog->data->UniformBlocks + offset;
231      }
232
233      for (unsigned j = 0; j < glprog->info.num_ssbos; j++) {
234         uint32_t offset = blob_read_uint32(metadata);
235         glprog->sh.ShaderStorageBlocks[j] =
236            prog->data->ShaderStorageBlocks + offset;
237      }
238   }
239}
240
241static void
242write_atomic_buffers(struct blob *metadata, struct gl_shader_program *prog)
243{
244   blob_write_uint32(metadata, prog->data->NumAtomicBuffers);
245
246   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
247      if (prog->_LinkedShaders[i]) {
248         struct gl_program *glprog = prog->_LinkedShaders[i]->Program;
249         blob_write_uint32(metadata, glprog->info.num_abos);
250      }
251   }
252
253   for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
254      blob_write_uint32(metadata, prog->data->AtomicBuffers[i].Binding);
255      blob_write_uint32(metadata, prog->data->AtomicBuffers[i].MinimumSize);
256      blob_write_uint32(metadata, prog->data->AtomicBuffers[i].NumUniforms);
257
258      blob_write_bytes(metadata, prog->data->AtomicBuffers[i].StageReferences,
259                       sizeof(prog->data->AtomicBuffers[i].StageReferences));
260
261      for (unsigned j = 0; j < prog->data->AtomicBuffers[i].NumUniforms; j++) {
262         blob_write_uint32(metadata, prog->data->AtomicBuffers[i].Uniforms[j]);
263      }
264   }
265}
266
267static void
268read_atomic_buffers(struct blob_reader *metadata,
269                     struct gl_shader_program *prog)
270{
271   prog->data->NumAtomicBuffers = blob_read_uint32(metadata);
272   prog->data->AtomicBuffers =
273      rzalloc_array(prog, gl_active_atomic_buffer,
274                    prog->data->NumAtomicBuffers);
275
276   struct gl_active_atomic_buffer **stage_buff_list[MESA_SHADER_STAGES];
277   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
278      if (prog->_LinkedShaders[i]) {
279         struct gl_program *glprog = prog->_LinkedShaders[i]->Program;
280
281         glprog->info.num_abos = blob_read_uint32(metadata);
282         glprog->sh.AtomicBuffers =
283            rzalloc_array(glprog, gl_active_atomic_buffer *,
284                          glprog->info.num_abos);
285         stage_buff_list[i] = glprog->sh.AtomicBuffers;
286      }
287   }
288
289   for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
290      prog->data->AtomicBuffers[i].Binding = blob_read_uint32(metadata);
291      prog->data->AtomicBuffers[i].MinimumSize = blob_read_uint32(metadata);
292      prog->data->AtomicBuffers[i].NumUniforms = blob_read_uint32(metadata);
293
294      blob_copy_bytes(metadata,
295                      (uint8_t *) &prog->data->AtomicBuffers[i].StageReferences,
296                      sizeof(prog->data->AtomicBuffers[i].StageReferences));
297
298      prog->data->AtomicBuffers[i].Uniforms = rzalloc_array(prog, unsigned,
299         prog->data->AtomicBuffers[i].NumUniforms);
300
301      for (unsigned j = 0; j < prog->data->AtomicBuffers[i].NumUniforms; j++) {
302         prog->data->AtomicBuffers[i].Uniforms[j] = blob_read_uint32(metadata);
303      }
304
305      for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
306         if (prog->data->AtomicBuffers[i].StageReferences[j]) {
307            *stage_buff_list[j] = &prog->data->AtomicBuffers[i];
308            stage_buff_list[j]++;
309         }
310      }
311   }
312}
313
314static void
315write_xfb(struct blob *metadata, struct gl_shader_program *shProg)
316{
317   struct gl_program *prog = shProg->last_vert_prog;
318
319   if (!prog) {
320      blob_write_uint32(metadata, ~0u);
321      return;
322   }
323
324   struct gl_transform_feedback_info *ltf = prog->sh.LinkedTransformFeedback;
325
326   blob_write_uint32(metadata, prog->info.stage);
327
328   /* Data set by glTransformFeedbackVaryings. */
329   blob_write_uint32(metadata, shProg->TransformFeedback.BufferMode);
330   blob_write_bytes(metadata, shProg->TransformFeedback.BufferStride,
331                    sizeof(shProg->TransformFeedback.BufferStride));
332   blob_write_uint32(metadata, shProg->TransformFeedback.NumVarying);
333   for (unsigned i = 0; i < shProg->TransformFeedback.NumVarying; i++)
334      blob_write_string(metadata, shProg->TransformFeedback.VaryingNames[i]);
335
336   blob_write_uint32(metadata, ltf->NumOutputs);
337   blob_write_uint32(metadata, ltf->ActiveBuffers);
338   blob_write_uint32(metadata, ltf->NumVarying);
339
340   blob_write_bytes(metadata, ltf->Outputs,
341                    sizeof(struct gl_transform_feedback_output) *
342                       ltf->NumOutputs);
343
344   for (int i = 0; i < ltf->NumVarying; i++) {
345      blob_write_string(metadata, ltf->Varyings[i].name.string);
346      blob_write_uint32(metadata, ltf->Varyings[i].Type);
347      blob_write_uint32(metadata, ltf->Varyings[i].BufferIndex);
348      blob_write_uint32(metadata, ltf->Varyings[i].Size);
349      blob_write_uint32(metadata, ltf->Varyings[i].Offset);
350   }
351
352   blob_write_bytes(metadata, ltf->Buffers,
353                    sizeof(struct gl_transform_feedback_buffer) *
354                       MAX_FEEDBACK_BUFFERS);
355}
356
357static void
358read_xfb(struct blob_reader *metadata, struct gl_shader_program *shProg)
359{
360   unsigned xfb_stage = blob_read_uint32(metadata);
361
362   if (xfb_stage == ~0u)
363      return;
364
365   if (shProg->TransformFeedback.VaryingNames)  {
366      for (unsigned i = 0; i < shProg->TransformFeedback.NumVarying; ++i)
367         free(shProg->TransformFeedback.VaryingNames[i]);
368   }
369
370   /* Data set by glTransformFeedbackVaryings. */
371   shProg->TransformFeedback.BufferMode = blob_read_uint32(metadata);
372   blob_copy_bytes(metadata, &shProg->TransformFeedback.BufferStride,
373                   sizeof(shProg->TransformFeedback.BufferStride));
374   shProg->TransformFeedback.NumVarying = blob_read_uint32(metadata);
375
376   shProg->TransformFeedback.VaryingNames = (char **)
377      realloc(shProg->TransformFeedback.VaryingNames,
378             shProg->TransformFeedback.NumVarying * sizeof(GLchar *));
379   /* Note, malloc used with VaryingNames. */
380   for (unsigned i = 0; i < shProg->TransformFeedback.NumVarying; i++)
381      shProg->TransformFeedback.VaryingNames[i] =
382         strdup(blob_read_string(metadata));
383
384   struct gl_program *prog = shProg->_LinkedShaders[xfb_stage]->Program;
385   struct gl_transform_feedback_info *ltf =
386      rzalloc(prog, struct gl_transform_feedback_info);
387
388   prog->sh.LinkedTransformFeedback = ltf;
389   shProg->last_vert_prog = prog;
390
391   ltf->NumOutputs = blob_read_uint32(metadata);
392   ltf->ActiveBuffers = blob_read_uint32(metadata);
393   ltf->NumVarying = blob_read_uint32(metadata);
394
395   ltf->Outputs = rzalloc_array(prog, struct gl_transform_feedback_output,
396                                ltf->NumOutputs);
397
398   blob_copy_bytes(metadata, (uint8_t *) ltf->Outputs,
399                   sizeof(struct gl_transform_feedback_output) *
400                      ltf->NumOutputs);
401
402   ltf->Varyings = rzalloc_array(prog,
403                                 struct gl_transform_feedback_varying_info,
404                                 ltf->NumVarying);
405
406   for (int i = 0; i < ltf->NumVarying; i++) {
407      ltf->Varyings[i].name.string = ralloc_strdup(prog, blob_read_string(metadata));
408      resource_name_updated(&ltf->Varyings[i].name);
409      ltf->Varyings[i].Type = blob_read_uint32(metadata);
410      ltf->Varyings[i].BufferIndex = blob_read_uint32(metadata);
411      ltf->Varyings[i].Size = blob_read_uint32(metadata);
412      ltf->Varyings[i].Offset = blob_read_uint32(metadata);
413   }
414
415   blob_copy_bytes(metadata, (uint8_t *) ltf->Buffers,
416                   sizeof(struct gl_transform_feedback_buffer) *
417                      MAX_FEEDBACK_BUFFERS);
418}
419
420static bool
421has_uniform_storage(struct gl_shader_program *prog, unsigned idx)
422{
423   if (!prog->data->UniformStorage[idx].builtin &&
424       !prog->data->UniformStorage[idx].is_shader_storage &&
425       prog->data->UniformStorage[idx].block_index == -1)
426      return true;
427
428   return false;
429}
430
431static void
432write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
433{
434   blob_write_uint32(metadata, prog->SamplersValidated);
435   blob_write_uint32(metadata, prog->data->NumUniformStorage);
436   blob_write_uint32(metadata, prog->data->NumUniformDataSlots);
437
438   for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
439      encode_type_to_blob(metadata, prog->data->UniformStorage[i].type);
440      blob_write_uint32(metadata, prog->data->UniformStorage[i].array_elements);
441      if (prog->data->UniformStorage[i].name.string) {
442         blob_write_string(metadata, prog->data->UniformStorage[i].name.string);
443      } else {
444         blob_write_string(metadata, "");
445      }
446      blob_write_uint32(metadata, prog->data->UniformStorage[i].builtin);
447      blob_write_uint32(metadata, prog->data->UniformStorage[i].remap_location);
448      blob_write_uint32(metadata, prog->data->UniformStorage[i].block_index);
449      blob_write_uint32(metadata, prog->data->UniformStorage[i].atomic_buffer_index);
450      blob_write_uint32(metadata, prog->data->UniformStorage[i].offset);
451      blob_write_uint32(metadata, prog->data->UniformStorage[i].array_stride);
452      blob_write_uint32(metadata, prog->data->UniformStorage[i].hidden);
453      blob_write_uint32(metadata, prog->data->UniformStorage[i].is_shader_storage);
454      blob_write_uint32(metadata, prog->data->UniformStorage[i].active_shader_mask);
455      blob_write_uint32(metadata, prog->data->UniformStorage[i].matrix_stride);
456      blob_write_uint32(metadata, prog->data->UniformStorage[i].row_major);
457      blob_write_uint32(metadata, prog->data->UniformStorage[i].is_bindless);
458      blob_write_uint32(metadata,
459                        prog->data->UniformStorage[i].num_compatible_subroutines);
460      blob_write_uint32(metadata,
461                        prog->data->UniformStorage[i].top_level_array_size);
462      blob_write_uint32(metadata,
463                        prog->data->UniformStorage[i].top_level_array_stride);
464
465     if (has_uniform_storage(prog, i)) {
466         blob_write_uint32(metadata, prog->data->UniformStorage[i].storage -
467                                     prog->data->UniformDataSlots);
468      }
469
470      blob_write_bytes(metadata, prog->data->UniformStorage[i].opaque,
471                       sizeof(prog->data->UniformStorage[i].opaque));
472   }
473
474   /* Here we cache all uniform values. We do this to retain values for
475    * uniforms with initialisers and also hidden uniforms that may be lowered
476    * constant arrays. We could possibly just store the values we need but for
477    * now we just store everything.
478    */
479   blob_write_uint32(metadata, prog->data->NumHiddenUniforms);
480   for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
481      if (has_uniform_storage(prog, i)) {
482         unsigned vec_size =
483            prog->data->UniformStorage[i].type->component_slots() *
484            MAX2(prog->data->UniformStorage[i].array_elements, 1);
485         unsigned slot =
486            prog->data->UniformStorage[i].storage -
487            prog->data->UniformDataSlots;
488         blob_write_bytes(metadata, &prog->data->UniformDataDefaults[slot],
489                          sizeof(union gl_constant_value) * vec_size);
490      }
491   }
492}
493
494static void
495read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
496{
497   struct gl_uniform_storage *uniforms;
498   union gl_constant_value *data;
499
500   prog->SamplersValidated = blob_read_uint32(metadata);
501   prog->data->NumUniformStorage = blob_read_uint32(metadata);
502   prog->data->NumUniformDataSlots = blob_read_uint32(metadata);
503
504   uniforms = rzalloc_array(prog->data, struct gl_uniform_storage,
505                            prog->data->NumUniformStorage);
506   prog->data->UniformStorage = uniforms;
507
508   data = rzalloc_array(uniforms, union gl_constant_value,
509                        prog->data->NumUniformDataSlots);
510   prog->data->UniformDataSlots = data;
511   prog->data->UniformDataDefaults =
512      rzalloc_array(uniforms, union gl_constant_value,
513                    prog->data->NumUniformDataSlots);
514
515   prog->UniformHash = new string_to_uint_map;
516
517   for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
518      uniforms[i].type = decode_type_from_blob(metadata);
519      uniforms[i].array_elements = blob_read_uint32(metadata);
520      uniforms[i].name.string = ralloc_strdup(prog, blob_read_string (metadata));
521      resource_name_updated(&uniforms[i].name);
522      uniforms[i].builtin = blob_read_uint32(metadata);
523      uniforms[i].remap_location = blob_read_uint32(metadata);
524      uniforms[i].block_index = blob_read_uint32(metadata);
525      uniforms[i].atomic_buffer_index = blob_read_uint32(metadata);
526      uniforms[i].offset = blob_read_uint32(metadata);
527      uniforms[i].array_stride = blob_read_uint32(metadata);
528      uniforms[i].hidden = blob_read_uint32(metadata);
529      uniforms[i].is_shader_storage = blob_read_uint32(metadata);
530      uniforms[i].active_shader_mask = blob_read_uint32(metadata);
531      uniforms[i].matrix_stride = blob_read_uint32(metadata);
532      uniforms[i].row_major = blob_read_uint32(metadata);
533      uniforms[i].is_bindless = blob_read_uint32(metadata);
534      uniforms[i].num_compatible_subroutines = blob_read_uint32(metadata);
535      uniforms[i].top_level_array_size = blob_read_uint32(metadata);
536      uniforms[i].top_level_array_stride = blob_read_uint32(metadata);
537      prog->UniformHash->put(i, uniforms[i].name.string);
538
539      if (has_uniform_storage(prog, i)) {
540         uniforms[i].storage = data + blob_read_uint32(metadata);
541      }
542
543      memcpy(uniforms[i].opaque,
544             blob_read_bytes(metadata, sizeof(uniforms[i].opaque)),
545             sizeof(uniforms[i].opaque));
546   }
547
548   /* Restore uniform values. */
549   prog->data->NumHiddenUniforms = blob_read_uint32(metadata);
550   for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
551      if (has_uniform_storage(prog, i)) {
552         unsigned vec_size =
553            prog->data->UniformStorage[i].type->component_slots() *
554            MAX2(prog->data->UniformStorage[i].array_elements, 1);
555         unsigned slot =
556            prog->data->UniformStorage[i].storage -
557            prog->data->UniformDataSlots;
558         blob_copy_bytes(metadata,
559                         (uint8_t *) &prog->data->UniformDataSlots[slot],
560                         sizeof(union gl_constant_value) * vec_size);
561
562        assert(vec_size + prog->data->UniformStorage[i].storage <=
563               data +  prog->data->NumUniformDataSlots);
564      }
565   }
566
567   memcpy(prog->data->UniformDataDefaults, prog->data->UniformDataSlots,
568          sizeof(union gl_constant_value) * prog->data->NumUniformDataSlots);
569}
570
571enum uniform_remap_type
572{
573   remap_type_inactive_explicit_location,
574   remap_type_null_ptr,
575   remap_type_uniform_offset,
576   remap_type_uniform_offsets_equal,
577};
578
579static void
580write_uniform_remap_table(struct blob *metadata,
581                          unsigned num_entries,
582                          gl_uniform_storage *uniform_storage,
583                          gl_uniform_storage **remap_table)
584{
585   blob_write_uint32(metadata, num_entries);
586
587   for (unsigned i = 0; i < num_entries; i++) {
588      gl_uniform_storage *entry = remap_table[i];
589      uint32_t offset = entry - uniform_storage;
590
591      if (entry == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
592         blob_write_uint32(metadata, remap_type_inactive_explicit_location);
593      } else if (entry == NULL) {
594         blob_write_uint32(metadata, remap_type_null_ptr);
595      } else if (i+1 < num_entries && entry == remap_table[i+1]) {
596         blob_write_uint32(metadata, remap_type_uniform_offsets_equal);
597
598         /* If many offsets are equal, write only one offset and the number
599          * of consecutive entries being equal.
600          */
601         unsigned count = 1;
602         for (unsigned j = i + 1; j < num_entries; j++) {
603            if (entry != remap_table[j])
604               break;
605
606            count++;
607         }
608
609         blob_write_uint32(metadata, offset);
610         blob_write_uint32(metadata, count);
611         i += count - 1;
612      } else {
613         blob_write_uint32(metadata, remap_type_uniform_offset);
614
615         blob_write_uint32(metadata, offset);
616      }
617   }
618}
619
620static void
621write_uniform_remap_tables(struct blob *metadata,
622                           struct gl_shader_program *prog)
623{
624   write_uniform_remap_table(metadata, prog->NumUniformRemapTable,
625                             prog->data->UniformStorage,
626                             prog->UniformRemapTable);
627
628   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
629      struct gl_linked_shader *sh = prog->_LinkedShaders[i];
630      if (sh) {
631         write_uniform_remap_table(metadata,
632                                   sh->Program->sh.NumSubroutineUniformRemapTable,
633                                   prog->data->UniformStorage,
634                                   sh->Program->sh.SubroutineUniformRemapTable);
635      }
636   }
637}
638
639static struct gl_uniform_storage **
640read_uniform_remap_table(struct blob_reader *metadata,
641                         struct gl_shader_program *prog,
642                         unsigned *num_entries,
643                         gl_uniform_storage *uniform_storage)
644{
645   unsigned num = blob_read_uint32(metadata);
646   *num_entries = num;
647
648   struct gl_uniform_storage **remap_table =
649      rzalloc_array(prog, struct gl_uniform_storage *, num);
650
651   for (unsigned i = 0; i < num; i++) {
652      enum uniform_remap_type type =
653         (enum uniform_remap_type) blob_read_uint32(metadata);
654
655      if (type == remap_type_inactive_explicit_location) {
656         remap_table[i] = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
657      } else if (type == remap_type_null_ptr) {
658         remap_table[i] = NULL;
659      } else if (type == remap_type_uniform_offsets_equal) {
660         uint32_t uni_offset = blob_read_uint32(metadata);
661         uint32_t count = blob_read_uint32(metadata);
662         struct gl_uniform_storage *entry = uniform_storage + uni_offset;
663
664         for (unsigned j = 0; j < count; j++)
665            remap_table[i+j] = entry;
666         i += count - 1;
667      } else {
668         uint32_t uni_offset = blob_read_uint32(metadata);
669         remap_table[i] = uniform_storage + uni_offset;
670      }
671   }
672   return remap_table;
673}
674
675static void
676read_uniform_remap_tables(struct blob_reader *metadata,
677                          struct gl_shader_program *prog)
678{
679   prog->UniformRemapTable =
680      read_uniform_remap_table(metadata, prog, &prog->NumUniformRemapTable,
681                               prog->data->UniformStorage);
682
683   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
684      struct gl_linked_shader *sh = prog->_LinkedShaders[i];
685      if (sh) {
686         struct gl_program *glprog = sh->Program;
687
688         glprog->sh.SubroutineUniformRemapTable =
689            read_uniform_remap_table(metadata, prog,
690                                     &glprog->sh.NumSubroutineUniformRemapTable,
691                                     prog->data->UniformStorage);
692      }
693   }
694}
695
696struct whte_closure
697{
698   struct blob *blob;
699   size_t num_entries;
700};
701
702static void
703write_hash_table_entry(const char *key, unsigned value, void *closure)
704{
705   struct whte_closure *whte = (struct whte_closure *) closure;
706
707   blob_write_string(whte->blob, key);
708   blob_write_uint32(whte->blob, value);
709
710   whte->num_entries++;
711}
712
713static void
714write_hash_table(struct blob *metadata, struct string_to_uint_map *hash)
715{
716   size_t offset;
717   struct whte_closure whte;
718
719   whte.blob = metadata;
720   whte.num_entries = 0;
721
722   offset = metadata->size;
723
724   /* Write a placeholder for the hashtable size. */
725   blob_write_uint32 (metadata, 0);
726
727   hash->iterate(write_hash_table_entry, &whte);
728
729   /* Overwrite with the computed number of entries written. */
730   blob_overwrite_uint32 (metadata, offset, whte.num_entries);
731}
732
733static void
734read_hash_table(struct blob_reader *metadata, struct string_to_uint_map *hash)
735{
736   size_t i, num_entries;
737   const char *key;
738   uint32_t value;
739
740   num_entries = blob_read_uint32 (metadata);
741
742   for (i = 0; i < num_entries; i++) {
743      key = blob_read_string(metadata);
744      value = blob_read_uint32(metadata);
745
746      hash->put(value, key);
747   }
748}
749
750static void
751write_hash_tables(struct blob *metadata, struct gl_shader_program *prog)
752{
753   write_hash_table(metadata, prog->AttributeBindings);
754   write_hash_table(metadata, prog->FragDataBindings);
755   write_hash_table(metadata, prog->FragDataIndexBindings);
756}
757
758static void
759read_hash_tables(struct blob_reader *metadata, struct gl_shader_program *prog)
760{
761   read_hash_table(metadata, prog->AttributeBindings);
762   read_hash_table(metadata, prog->FragDataBindings);
763   read_hash_table(metadata, prog->FragDataIndexBindings);
764}
765
766static void
767write_shader_subroutine_index(struct blob *metadata,
768                              struct gl_linked_shader *sh,
769                              struct gl_program_resource *res)
770{
771   assert(sh);
772
773   for (unsigned j = 0; j < sh->Program->sh.NumSubroutineFunctions; j++) {
774      if (strcmp(((gl_subroutine_function *)res->Data)->name.string,
775                 sh->Program->sh.SubroutineFunctions[j].name.string) == 0) {
776         blob_write_uint32(metadata, j);
777         break;
778      }
779   }
780}
781
782static void
783get_shader_var_and_pointer_sizes(size_t *s_var_size, size_t *s_var_ptrs,
784                                 const gl_shader_variable *var)
785{
786   *s_var_size = sizeof(gl_shader_variable);
787   *s_var_ptrs =
788      sizeof(var->type) +
789      sizeof(var->interface_type) +
790      sizeof(var->outermost_struct_type) +
791      sizeof(var->name);
792}
793
794enum uniform_type
795{
796   uniform_remapped,
797   uniform_not_remapped
798};
799
800static void
801write_program_resource_data(struct blob *metadata,
802                            struct gl_shader_program *prog,
803                            struct gl_program_resource *res)
804{
805   struct gl_linked_shader *sh;
806
807   switch(res->Type) {
808   case GL_PROGRAM_INPUT:
809   case GL_PROGRAM_OUTPUT: {
810      const gl_shader_variable *var = (gl_shader_variable *)res->Data;
811
812      encode_type_to_blob(metadata, var->type);
813      encode_type_to_blob(metadata, var->interface_type);
814      encode_type_to_blob(metadata, var->outermost_struct_type);
815
816      if (var->name.string) {
817         blob_write_string(metadata, var->name.string);
818      } else {
819         blob_write_string(metadata, "");
820      }
821
822      size_t s_var_size, s_var_ptrs;
823      get_shader_var_and_pointer_sizes(&s_var_size, &s_var_ptrs, var);
824
825      /* Write gl_shader_variable skipping over the pointers */
826      blob_write_bytes(metadata, ((char *)var) + s_var_ptrs,
827                       s_var_size - s_var_ptrs);
828      break;
829   }
830   case GL_UNIFORM_BLOCK:
831      for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
832         if (strcmp(((gl_uniform_block *)res->Data)->name.string,
833                    prog->data->UniformBlocks[i].name.string) == 0) {
834            blob_write_uint32(metadata, i);
835            break;
836         }
837      }
838      break;
839   case GL_SHADER_STORAGE_BLOCK:
840      for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
841         if (strcmp(((gl_uniform_block *)res->Data)->name.string,
842                    prog->data->ShaderStorageBlocks[i].name.string) == 0) {
843            blob_write_uint32(metadata, i);
844            break;
845         }
846      }
847      break;
848   case GL_BUFFER_VARIABLE:
849   case GL_VERTEX_SUBROUTINE_UNIFORM:
850   case GL_GEOMETRY_SUBROUTINE_UNIFORM:
851   case GL_FRAGMENT_SUBROUTINE_UNIFORM:
852   case GL_COMPUTE_SUBROUTINE_UNIFORM:
853   case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
854   case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
855   case GL_UNIFORM:
856      if (((gl_uniform_storage *)res->Data)->builtin ||
857          res->Type != GL_UNIFORM) {
858         blob_write_uint32(metadata, uniform_not_remapped);
859         for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
860            if (strcmp(((gl_uniform_storage *)res->Data)->name.string,
861                       prog->data->UniformStorage[i].name.string) == 0) {
862               blob_write_uint32(metadata, i);
863               break;
864            }
865         }
866      } else {
867         blob_write_uint32(metadata, uniform_remapped);
868         blob_write_uint32(metadata, ((gl_uniform_storage *)res->Data)->remap_location);
869      }
870      break;
871   case GL_ATOMIC_COUNTER_BUFFER:
872      for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
873         if (((gl_active_atomic_buffer *)res->Data)->Binding ==
874             prog->data->AtomicBuffers[i].Binding) {
875            blob_write_uint32(metadata, i);
876            break;
877         }
878      }
879      break;
880   case GL_TRANSFORM_FEEDBACK_BUFFER:
881      for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) {
882         if (((gl_transform_feedback_buffer *)res->Data)->Binding ==
883             prog->last_vert_prog->sh.LinkedTransformFeedback->Buffers[i].Binding) {
884            blob_write_uint32(metadata, i);
885            break;
886         }
887      }
888      break;
889   case GL_TRANSFORM_FEEDBACK_VARYING:
890      for (int i = 0; i < prog->last_vert_prog->sh.LinkedTransformFeedback->NumVarying; i++) {
891         if (strcmp(((gl_transform_feedback_varying_info *)res->Data)->name.string,
892                    prog->last_vert_prog->sh.LinkedTransformFeedback->Varyings[i].name.string) == 0) {
893            blob_write_uint32(metadata, i);
894            break;
895         }
896      }
897      break;
898   case GL_VERTEX_SUBROUTINE:
899   case GL_TESS_CONTROL_SUBROUTINE:
900   case GL_TESS_EVALUATION_SUBROUTINE:
901   case GL_GEOMETRY_SUBROUTINE:
902   case GL_FRAGMENT_SUBROUTINE:
903   case GL_COMPUTE_SUBROUTINE:
904      sh =
905         prog->_LinkedShaders[_mesa_shader_stage_from_subroutine(res->Type)];
906      write_shader_subroutine_index(metadata, sh, res);
907      break;
908   default:
909      assert(!"Support for writing resource not yet implemented.");
910   }
911}
912
913static void
914read_program_resource_data(struct blob_reader *metadata,
915                           struct gl_shader_program *prog,
916                           struct gl_program_resource *res)
917{
918   struct gl_linked_shader *sh;
919
920   switch(res->Type) {
921   case GL_PROGRAM_INPUT:
922   case GL_PROGRAM_OUTPUT: {
923      gl_shader_variable *var = ralloc(prog, struct gl_shader_variable);
924
925      var->type = decode_type_from_blob(metadata);
926      var->interface_type = decode_type_from_blob(metadata);
927      var->outermost_struct_type = decode_type_from_blob(metadata);
928
929      var->name.string = ralloc_strdup(prog, blob_read_string(metadata));
930      resource_name_updated(&var->name);
931
932      size_t s_var_size, s_var_ptrs;
933      get_shader_var_and_pointer_sizes(&s_var_size, &s_var_ptrs, var);
934
935      blob_copy_bytes(metadata, ((uint8_t *) var) + s_var_ptrs,
936                      s_var_size - s_var_ptrs);
937
938      res->Data = var;
939      break;
940   }
941   case GL_UNIFORM_BLOCK:
942      res->Data = &prog->data->UniformBlocks[blob_read_uint32(metadata)];
943      break;
944   case GL_SHADER_STORAGE_BLOCK:
945      res->Data = &prog->data->ShaderStorageBlocks[blob_read_uint32(metadata)];
946      break;
947   case GL_BUFFER_VARIABLE:
948   case GL_VERTEX_SUBROUTINE_UNIFORM:
949   case GL_GEOMETRY_SUBROUTINE_UNIFORM:
950   case GL_FRAGMENT_SUBROUTINE_UNIFORM:
951   case GL_COMPUTE_SUBROUTINE_UNIFORM:
952   case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
953   case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
954   case GL_UNIFORM: {
955      enum uniform_type type = (enum uniform_type) blob_read_uint32(metadata);
956      if (type == uniform_not_remapped) {
957         res->Data = &prog->data->UniformStorage[blob_read_uint32(metadata)];
958      } else {
959         res->Data = prog->UniformRemapTable[blob_read_uint32(metadata)];
960      }
961      break;
962   }
963   case GL_ATOMIC_COUNTER_BUFFER:
964      res->Data = &prog->data->AtomicBuffers[blob_read_uint32(metadata)];
965      break;
966   case GL_TRANSFORM_FEEDBACK_BUFFER:
967      res->Data = &prog->last_vert_prog->
968         sh.LinkedTransformFeedback->Buffers[blob_read_uint32(metadata)];
969      break;
970   case GL_TRANSFORM_FEEDBACK_VARYING:
971      res->Data = &prog->last_vert_prog->
972         sh.LinkedTransformFeedback->Varyings[blob_read_uint32(metadata)];
973      break;
974   case GL_VERTEX_SUBROUTINE:
975   case GL_TESS_CONTROL_SUBROUTINE:
976   case GL_TESS_EVALUATION_SUBROUTINE:
977   case GL_GEOMETRY_SUBROUTINE:
978   case GL_FRAGMENT_SUBROUTINE:
979   case GL_COMPUTE_SUBROUTINE:
980      sh =
981         prog->_LinkedShaders[_mesa_shader_stage_from_subroutine(res->Type)];
982      res->Data =
983         &sh->Program->sh.SubroutineFunctions[blob_read_uint32(metadata)];
984      break;
985   default:
986      assert(!"Support for reading resource not yet implemented.");
987   }
988}
989
990static void
991write_program_resource_list(struct blob *metadata,
992                            struct gl_shader_program *prog)
993{
994   blob_write_uint32(metadata, prog->data->NumProgramResourceList);
995
996   for (unsigned i = 0; i < prog->data->NumProgramResourceList; i++) {
997      blob_write_uint32(metadata, prog->data->ProgramResourceList[i].Type);
998      write_program_resource_data(metadata, prog,
999                                  &prog->data->ProgramResourceList[i]);
1000      blob_write_bytes(metadata,
1001                       &prog->data->ProgramResourceList[i].StageReferences,
1002                       sizeof(prog->data->ProgramResourceList[i].StageReferences));
1003   }
1004}
1005
1006static void
1007read_program_resource_list(struct blob_reader *metadata,
1008                           struct gl_shader_program *prog)
1009{
1010   prog->data->NumProgramResourceList = blob_read_uint32(metadata);
1011
1012   prog->data->ProgramResourceList =
1013      ralloc_array(prog->data, gl_program_resource,
1014                   prog->data->NumProgramResourceList);
1015
1016   for (unsigned i = 0; i < prog->data->NumProgramResourceList; i++) {
1017      prog->data->ProgramResourceList[i].Type = blob_read_uint32(metadata);
1018      read_program_resource_data(metadata, prog,
1019                                 &prog->data->ProgramResourceList[i]);
1020      blob_copy_bytes(metadata,
1021                      (uint8_t *) &prog->data->ProgramResourceList[i].StageReferences,
1022                      sizeof(prog->data->ProgramResourceList[i].StageReferences));
1023   }
1024}
1025
1026static void
1027write_shader_parameters(struct blob *metadata,
1028                        struct gl_program_parameter_list *params)
1029{
1030   blob_write_uint32(metadata, params->NumParameters);
1031   uint32_t i = 0;
1032
1033   while (i < params->NumParameters) {
1034      struct gl_program_parameter *param = &params->Parameters[i];
1035      blob_write_uint32(metadata, param->Type);
1036      blob_write_string(metadata, param->Name);
1037      blob_write_uint32(metadata, param->Size);
1038      blob_write_uint32(metadata, param->Padded);
1039      blob_write_uint32(metadata, param->DataType);
1040      blob_write_bytes(metadata, param->StateIndexes,
1041                       sizeof(param->StateIndexes));
1042      blob_write_uint32(metadata, param->UniformStorageIndex);
1043      blob_write_uint32(metadata, param->MainUniformStorageIndex);
1044
1045      i++;
1046   }
1047
1048   blob_write_bytes(metadata, params->ParameterValues,
1049                    sizeof(gl_constant_value) * params->NumParameterValues);
1050
1051   blob_write_uint32(metadata, params->StateFlags);
1052   blob_write_uint32(metadata, params->UniformBytes);
1053   blob_write_uint32(metadata, params->FirstStateVarIndex);
1054   blob_write_uint32(metadata, params->LastStateVarIndex);
1055}
1056
1057static void
1058read_shader_parameters(struct blob_reader *metadata,
1059                       struct gl_program_parameter_list *params)
1060{
1061   gl_state_index16 state_indexes[STATE_LENGTH];
1062   uint32_t i = 0;
1063   uint32_t num_parameters = blob_read_uint32(metadata);
1064
1065   _mesa_reserve_parameter_storage(params, num_parameters, num_parameters);
1066   while (i < num_parameters) {
1067      gl_register_file type = (gl_register_file) blob_read_uint32(metadata);
1068      const char *name = blob_read_string(metadata);
1069      unsigned size = blob_read_uint32(metadata);
1070      bool padded = blob_read_uint32(metadata);
1071      unsigned data_type = blob_read_uint32(metadata);
1072      blob_copy_bytes(metadata, (uint8_t *) state_indexes,
1073                      sizeof(state_indexes));
1074
1075      _mesa_add_parameter(params, type, name, size, data_type,
1076                          NULL, state_indexes, padded);
1077
1078      gl_program_parameter *param = &params->Parameters[i];
1079      param->UniformStorageIndex = blob_read_uint32(metadata);
1080      param->MainUniformStorageIndex = blob_read_uint32(metadata);
1081
1082      i++;
1083   }
1084
1085   blob_copy_bytes(metadata, (uint8_t *) params->ParameterValues,
1086                   sizeof(gl_constant_value) * params->NumParameterValues);
1087
1088   params->StateFlags = blob_read_uint32(metadata);
1089   params->UniformBytes = blob_read_uint32(metadata);
1090   params->FirstStateVarIndex = blob_read_uint32(metadata);
1091   params->LastStateVarIndex = blob_read_uint32(metadata);
1092}
1093
1094static void
1095write_shader_metadata(struct blob *metadata, gl_linked_shader *shader)
1096{
1097   assert(shader->Program);
1098   struct gl_program *glprog = shader->Program;
1099   unsigned i;
1100
1101   blob_write_uint64(metadata, glprog->DualSlotInputs);
1102   blob_write_bytes(metadata, glprog->TexturesUsed,
1103                    sizeof(glprog->TexturesUsed));
1104   blob_write_uint64(metadata, glprog->SamplersUsed);
1105
1106   blob_write_bytes(metadata, glprog->SamplerUnits,
1107                    sizeof(glprog->SamplerUnits));
1108   blob_write_bytes(metadata, glprog->sh.SamplerTargets,
1109                    sizeof(glprog->sh.SamplerTargets));
1110   blob_write_uint32(metadata, glprog->ShadowSamplers);
1111   blob_write_uint32(metadata, glprog->ExternalSamplersUsed);
1112   blob_write_uint32(metadata, glprog->sh.ShaderStorageBlocksWriteAccess);
1113
1114   blob_write_bytes(metadata, glprog->sh.ImageAccess,
1115                    sizeof(glprog->sh.ImageAccess));
1116   blob_write_bytes(metadata, glprog->sh.ImageUnits,
1117                    sizeof(glprog->sh.ImageUnits));
1118
1119   size_t ptr_size = sizeof(GLvoid *);
1120
1121   blob_write_uint32(metadata, glprog->sh.NumBindlessSamplers);
1122   blob_write_uint32(metadata, glprog->sh.HasBoundBindlessSampler);
1123   for (i = 0; i < glprog->sh.NumBindlessSamplers; i++) {
1124      blob_write_bytes(metadata, &glprog->sh.BindlessSamplers[i],
1125                       sizeof(struct gl_bindless_sampler) - ptr_size);
1126   }
1127
1128   blob_write_uint32(metadata, glprog->sh.NumBindlessImages);
1129   blob_write_uint32(metadata, glprog->sh.HasBoundBindlessImage);
1130   for (i = 0; i < glprog->sh.NumBindlessImages; i++) {
1131      blob_write_bytes(metadata, &glprog->sh.BindlessImages[i],
1132                       sizeof(struct gl_bindless_image) - ptr_size);
1133   }
1134
1135   write_shader_parameters(metadata, glprog->Parameters);
1136
1137   assert((glprog->driver_cache_blob == NULL) ==
1138          (glprog->driver_cache_blob_size == 0));
1139   blob_write_uint32(metadata, (uint32_t)glprog->driver_cache_blob_size);
1140   if (glprog->driver_cache_blob_size > 0) {
1141      blob_write_bytes(metadata, glprog->driver_cache_blob,
1142                       glprog->driver_cache_blob_size);
1143   }
1144}
1145
1146static void
1147read_shader_metadata(struct blob_reader *metadata,
1148                     struct gl_program *glprog,
1149                     gl_linked_shader *linked)
1150{
1151   unsigned i;
1152
1153   glprog->DualSlotInputs = blob_read_uint64(metadata);
1154   blob_copy_bytes(metadata, (uint8_t *) glprog->TexturesUsed,
1155                   sizeof(glprog->TexturesUsed));
1156   glprog->SamplersUsed = blob_read_uint64(metadata);
1157
1158   blob_copy_bytes(metadata, (uint8_t *) glprog->SamplerUnits,
1159                   sizeof(glprog->SamplerUnits));
1160   blob_copy_bytes(metadata, (uint8_t *) glprog->sh.SamplerTargets,
1161                   sizeof(glprog->sh.SamplerTargets));
1162   glprog->ShadowSamplers = blob_read_uint32(metadata);
1163   glprog->ExternalSamplersUsed = blob_read_uint32(metadata);
1164   glprog->sh.ShaderStorageBlocksWriteAccess = blob_read_uint32(metadata);
1165
1166   blob_copy_bytes(metadata, (uint8_t *) glprog->sh.ImageAccess,
1167                   sizeof(glprog->sh.ImageAccess));
1168   blob_copy_bytes(metadata, (uint8_t *) glprog->sh.ImageUnits,
1169                   sizeof(glprog->sh.ImageUnits));
1170
1171   size_t ptr_size = sizeof(GLvoid *);
1172
1173   glprog->sh.NumBindlessSamplers = blob_read_uint32(metadata);
1174   glprog->sh.HasBoundBindlessSampler = blob_read_uint32(metadata);
1175   if (glprog->sh.NumBindlessSamplers > 0) {
1176      glprog->sh.BindlessSamplers =
1177         rzalloc_array(glprog, gl_bindless_sampler,
1178                       glprog->sh.NumBindlessSamplers);
1179
1180      for (i = 0; i < glprog->sh.NumBindlessSamplers; i++) {
1181         blob_copy_bytes(metadata, (uint8_t *) &glprog->sh.BindlessSamplers[i],
1182                         sizeof(struct gl_bindless_sampler) - ptr_size);
1183      }
1184   }
1185
1186   glprog->sh.NumBindlessImages = blob_read_uint32(metadata);
1187   glprog->sh.HasBoundBindlessImage = blob_read_uint32(metadata);
1188   if (glprog->sh.NumBindlessImages > 0) {
1189      glprog->sh.BindlessImages =
1190         rzalloc_array(glprog, gl_bindless_image,
1191                       glprog->sh.NumBindlessImages);
1192
1193      for (i = 0; i < glprog->sh.NumBindlessImages; i++) {
1194         blob_copy_bytes(metadata, (uint8_t *) &glprog->sh.BindlessImages[i],
1195                        sizeof(struct gl_bindless_image) - ptr_size);
1196      }
1197   }
1198
1199   glprog->Parameters = _mesa_new_parameter_list();
1200   read_shader_parameters(metadata, glprog->Parameters);
1201
1202   glprog->driver_cache_blob_size = (size_t)blob_read_uint32(metadata);
1203   if (glprog->driver_cache_blob_size > 0) {
1204      glprog->driver_cache_blob =
1205         (uint8_t*)ralloc_size(glprog, glprog->driver_cache_blob_size);
1206      blob_copy_bytes(metadata, glprog->driver_cache_blob,
1207                      glprog->driver_cache_blob_size);
1208   }
1209}
1210
1211static void
1212get_shader_info_and_pointer_sizes(size_t *s_info_size, size_t *s_info_ptrs,
1213                                  shader_info *info)
1214{
1215   *s_info_size = sizeof(shader_info);
1216   *s_info_ptrs = sizeof(info->name) + sizeof(info->label);
1217}
1218
1219static void
1220create_linked_shader_and_program(struct gl_context *ctx,
1221                                 gl_shader_stage stage,
1222                                 struct gl_shader_program *prog,
1223                                 struct blob_reader *metadata)
1224{
1225   struct gl_program *glprog;
1226
1227   struct gl_linked_shader *linked = rzalloc(NULL, struct gl_linked_shader);
1228   linked->Stage = stage;
1229
1230   glprog = ctx->Driver.NewProgram(ctx, stage, prog->Name, false);
1231   glprog->info.stage = stage;
1232   linked->Program = glprog;
1233
1234   read_shader_metadata(metadata, glprog, linked);
1235
1236   glprog->info.name = ralloc_strdup(glprog, blob_read_string(metadata));
1237   glprog->info.label = ralloc_strdup(glprog, blob_read_string(metadata));
1238
1239   size_t s_info_size, s_info_ptrs;
1240   get_shader_info_and_pointer_sizes(&s_info_size, &s_info_ptrs,
1241                                     &glprog->info);
1242
1243   /* Restore shader info */
1244   blob_copy_bytes(metadata, ((uint8_t *) &glprog->info) + s_info_ptrs,
1245                   s_info_size - s_info_ptrs);
1246
1247   _mesa_reference_shader_program_data(&glprog->sh.data, prog->data);
1248   _mesa_reference_program(ctx, &linked->Program, glprog);
1249   prog->_LinkedShaders[stage] = linked;
1250}
1251
1252extern "C" void
1253serialize_glsl_program(struct blob *blob, struct gl_context *ctx,
1254                       struct gl_shader_program *prog)
1255{
1256   blob_write_bytes(blob, prog->data->sha1, sizeof(prog->data->sha1));
1257
1258   write_uniforms(blob, prog);
1259
1260   write_hash_tables(blob, prog);
1261
1262   blob_write_uint32(blob, prog->data->Version);
1263   blob_write_uint32(blob, prog->IsES);
1264   blob_write_uint32(blob, prog->data->linked_stages);
1265
1266   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
1267      struct gl_linked_shader *sh = prog->_LinkedShaders[i];
1268      if (sh) {
1269         write_shader_metadata(blob, sh);
1270
1271         if (sh->Program->info.name)
1272            blob_write_string(blob, sh->Program->info.name);
1273         else
1274            blob_write_string(blob, "");
1275
1276         if (sh->Program->info.label)
1277            blob_write_string(blob, sh->Program->info.label);
1278         else
1279            blob_write_string(blob, "");
1280
1281         size_t s_info_size, s_info_ptrs;
1282         get_shader_info_and_pointer_sizes(&s_info_size, &s_info_ptrs,
1283                                           &sh->Program->info);
1284
1285         /* Store shader info */
1286         blob_write_bytes(blob,
1287                          ((char *) &sh->Program->info) + s_info_ptrs,
1288                          s_info_size - s_info_ptrs);
1289      }
1290   }
1291
1292   write_xfb(blob, prog);
1293
1294   write_uniform_remap_tables(blob, prog);
1295
1296   write_atomic_buffers(blob, prog);
1297
1298   write_buffer_blocks(blob, prog);
1299
1300   write_subroutines(blob, prog);
1301
1302   write_program_resource_list(blob, prog);
1303}
1304
1305extern "C" bool
1306deserialize_glsl_program(struct blob_reader *blob, struct gl_context *ctx,
1307                         struct gl_shader_program *prog)
1308{
1309   /* Fixed function programs generated by Mesa can't be serialized. */
1310   if (prog->Name == 0)
1311      return false;
1312
1313   assert(prog->data->UniformStorage == NULL);
1314
1315   blob_copy_bytes(blob, prog->data->sha1, sizeof(prog->data->sha1));
1316
1317   read_uniforms(blob, prog);
1318
1319   read_hash_tables(blob, prog);
1320
1321   prog->data->Version = blob_read_uint32(blob);
1322   prog->IsES = blob_read_uint32(blob);
1323   prog->data->linked_stages = blob_read_uint32(blob);
1324
1325   unsigned mask = prog->data->linked_stages;
1326   while (mask) {
1327      const int j = u_bit_scan(&mask);
1328      create_linked_shader_and_program(ctx, (gl_shader_stage) j, prog,
1329                                       blob);
1330   }
1331
1332   read_xfb(blob, prog);
1333
1334   read_uniform_remap_tables(blob, prog);
1335
1336   read_atomic_buffers(blob, prog);
1337
1338   read_buffer_blocks(blob, prog);
1339
1340   read_subroutines(blob, prog);
1341
1342   read_program_resource_list(blob, prog);
1343
1344   return !blob->overrun;
1345}
1346