text: /*
   * Copyright © 2018 Intel Corporation
   *
   * Permission is hereby granted, free of charge, to any person obtaining a
   * copy of this software and associated documentation files (the "Software"),
   * to deal in the Software without restriction, including without limitation
   * the rights to use, copy, modify, merge, publish, distribute, sublicense,
   * and/or sell copies of the Software, and to permit persons to whom the
   * Software is furnished to do so, subject to the following conditions:
   *
   * The above copyright notice and this permission notice (including the next
   * paragraph) shall be included in all copies or substantial portions of the
   * Software.
   *
   * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
   * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
   * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
   * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
   * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
   * IN THE SOFTWARE.
   *
   */
  #include "main/mtypes.h"
  #include "linker_util.h"
  #include "util/set.h"
  #include "ir_uniform.h" /* for gl_uniform_storage */
  
  /* Utility methods shared between the GLSL IR and the NIR */
  
  bool
  link_util_add_program_resource(struct gl_shader_program *prog,
                                 struct set *resource_set,
                                 GLenum type, const void *data, uint8_t stages)
  {
     assert(data);
  
     /* If resource already exists, do not add it again. */
     if (_mesa_set_search(resource_set, data))
        return true;
  
     prog->data->ProgramResourceList =
        reralloc(prog->data,
                 prog->data->ProgramResourceList,
                 gl_program_resource,
                 prog->data->NumProgramResourceList + 1);
  
     if (!prog->data->ProgramResourceList) {
        linker_error(prog, "Out of memory during linking.\n");
        return false;
     }
  
     struct gl_program_resource *res =
        &prog->data->ProgramResourceList[prog->data->NumProgramResourceList];
  
     res->Type = type;
     res->Data = data;
     res->StageReferences = stages;
  
     prog->data->NumProgramResourceList++;
  
     _mesa_set_add(resource_set, data);
  
     return true;
  }
  
  /**
   * Search through the list of empty blocks to find one that fits the current
   * uniform.
   */
  int
  link_util_find_empty_block(struct gl_shader_program *prog,
                             struct gl_uniform_storage *uniform)
  {
     const unsigned entries = MAX2(1, uniform->array_elements);
  
     foreach_list_typed(struct empty_uniform_block, block, link,
                        &prog->EmptyUniformLocations) {
        /* Found a block with enough slots to fit the uniform */
        if (block->slots == entries) {
           unsigned start = block->start;
           exec_node_remove(&block->link);
           ralloc_free(block);
  
           return start;
        /* Found a block with more slots than needed. It can still be used. */
        } else if (block->slots > entries) {
           unsigned start = block->start;
           block->start += entries;
           block->slots -= entries;
  
           return start;
        }
     }
  
     return -1;
  }
  
  void
  link_util_update_empty_uniform_locations(struct gl_shader_program *prog)
  {
     struct empty_uniform_block *current_block = NULL;
  
     for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
        /* We found empty space in UniformRemapTable. */
        if (prog->UniformRemapTable[i] == NULL) {
           /* We've found the beginning of a new continous block of empty slots */
           if (!current_block || current_block->start + current_block->slots != i) {
              current_block = rzalloc(prog, struct empty_uniform_block);
              current_block->start = i;
              exec_list_push_tail(&prog->EmptyUniformLocations,
                                  &current_block->link);
           }
  
           /* The current block continues, so we simply increment its slots */
           current_block->slots++;
        }
     }
  }
  