mesa/glsl: introduce a remap table for uniform locations

Patch adds a remap table for uniforms that is used to provide a mapping
from application specified uniform location to actual location in the
UniformStorage. Existing UniformLocationBaseScale usage is removed as
table can be used to set sequential values for array uniform elements.

This mapping helps to implement GL_ARB_explicit_uniform_location so that
uniforms locations can be reorganized and handled in a more easy manner.

v2: small fixes + rename parameters for merge and split functions (Ian)
    improve documentation, remove old check for location bounds (Eric)

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Tapani Pälli 2014-03-06 11:00:17 +02:00
parent aa0d95a08d
commit 56b1be4399
6 changed files with 73 additions and 48 deletions

View File

@ -178,6 +178,12 @@ struct gl_uniform_storage {
* an atomic counter.
*/
int atomic_buffer_index;
/**
* The 'base location' for this uniform in the uniform remap table. For
* arrays this is the first element in the array.
*/
unsigned remap_location;
};
#ifdef __cplusplus

View File

@ -799,6 +799,10 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
prog->UniformStorage = NULL;
prog->NumUserUniformStorage = 0;
ralloc_free(prog->UniformRemapTable);
prog->UniformRemapTable = NULL;
prog->NumUniformRemapTable = 0;
if (prog->UniformHash != NULL) {
prog->UniformHash->clear();
} else {
@ -911,19 +915,28 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
sizeof(prog->_LinkedShaders[i]->SamplerTargets));
}
/* Determine the size of the largest uniform array queryable via
* glGetUniformLocation. Using this as the location scale guarantees that
* there is enough "room" for the array index to be stored in the low order
* part of the uniform location. It also makes the locations be more
* tightly packed.
*/
unsigned max_array_size = 1;
/* Build the uniform remap table that is used to set/get uniform locations */
for (unsigned i = 0; i < num_user_uniforms; i++) {
if (uniforms[i].array_elements > max_array_size)
max_array_size = uniforms[i].array_elements;
}
prog->UniformLocationBaseScale = max_array_size;
/* how many new entries for this uniform? */
const unsigned entries = MAX2(1, uniforms[i].array_elements);
/* resize remap table to fit new entries */
prog->UniformRemapTable =
reralloc(prog,
prog->UniformRemapTable,
gl_uniform_storage *,
prog->NumUniformRemapTable + entries);
/* set pointers for this uniform */
for (unsigned j = 0; j < entries; j++)
prog->UniformRemapTable[prog->NumUniformRemapTable+j] = &uniforms[i];
/* set the base location in remap table for the uniform */
uniforms[i].remap_location = prog->NumUniformRemapTable;
prog->NumUniformRemapTable += entries;
}
#ifndef NDEBUG
for (unsigned i = 0; i < num_user_uniforms; i++) {

View File

@ -2701,6 +2701,14 @@ struct gl_shader_program
unsigned NumUserUniformStorage;
struct gl_uniform_storage *UniformStorage;
/**
* Mapping from GL uniform locations returned by \c glUniformLocation to
* UniformStorage entries. Arrays will have multiple contiguous slots
* in the UniformRemapTable, all pointing to the same UniformStorage entry.
*/
unsigned NumUniformRemapTable;
struct gl_uniform_storage **UniformRemapTable;
/**
* Size of the gl_ClipDistance array that is output from the last pipeline
* stage before the fragment shader.
@ -2710,21 +2718,6 @@ struct gl_shader_program
struct gl_uniform_block *UniformBlocks;
unsigned NumUniformBlocks;
/**
* Scale factor for the uniform base location
*
* This is used to generate locations (returned by \c glGetUniformLocation)
* of uniforms. The base location of the uniform is multiplied by this
* value, and the array index is added.
*
* \note
* Must be >= 1.
*
* \sa
* _mesa_uniform_merge_location_offset, _mesa_uniform_split_location_offset
*/
unsigned UniformLocationBaseScale;
/**
* Indices into the _LinkedShaders's UniformBlocks[] array for each stage
* they're used in, or -1.

View File

@ -285,7 +285,12 @@ _mesa_clear_shader_program_data(struct gl_context *ctx,
ralloc_free(shProg->UniformStorage);
shProg->NumUserUniformStorage = 0;
shProg->UniformStorage = NULL;
shProg->UniformLocationBaseScale = 0;
}
if (shProg->UniformRemapTable) {
ralloc_free(shProg->UniformRemapTable);
shProg->NumUniformRemapTable = 0;
shProg->UniformRemapTable = NULL;
}
if (shProg->UniformHash) {

View File

@ -246,14 +246,15 @@ validate_uniform_parameters(struct gl_context *ctx,
return false;
}
_mesa_uniform_split_location_offset(shProg, location, loc, array_index);
if (*loc >= shProg->NumUserUniformStorage) {
/* Check that the given location is in bounds of uniform remap table. */
if (location >= (GLint) shProg->NumUniformRemapTable) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
caller, location);
return false;
}
_mesa_uniform_split_location_offset(shProg, location, loc, array_index);
if (shProg->UniformStorage[*loc].array_elements == 0 && count > 1) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(count > 1 for non-array, location=%d)",

View File

@ -340,39 +340,46 @@ struct gl_builtin_uniform_desc {
* element. We could insert dummy entries in the list for each array
* element after [0] but that causes complications elsewhere.
*
* We solve this problem by encoding two values in the location that's
* returned by glGetUniformLocation():
* a) index into gl_uniform_list::Uniforms[] for the uniform
* b) an array/field offset (0 for simple types)
* We solve this problem by creating multiple entries for uniform arrays
* in the UniformRemapTable so that their elements get sequential locations.
*
* Utility functions below offer functionality to split UniformRemapTable
* location in to location of the uniform in UniformStorage + offset to the
* array element (0 if not an array) and also merge it back again as the
* UniformRemapTable location.
*
* These two values are encoded in the high and low halves of a GLint.
* By putting the uniform number in the high part and the offset in the
* low part, we can support the unofficial ability to index into arrays
* by adding offsets to the location value.
*/
/*@{*/
/**
* Combine the uniform's base location and the offset
* Combine the uniform's storage index and the array index
*/
static inline GLint
_mesa_uniform_merge_location_offset(const struct gl_shader_program *prog,
unsigned base_location, unsigned offset)
unsigned storage_index,
unsigned uniform_array_index)
{
assert(prog->UniformLocationBaseScale >= 1);
assert(offset < prog->UniformLocationBaseScale);
return (base_location * prog->UniformLocationBaseScale) + offset;
/* location in remap table + array element offset */
return prog->UniformStorage[storage_index].remap_location +
uniform_array_index;
}
/**
* Separate the uniform base location and parameter offset
* Separate the uniform storage index and array index
*/
static inline void
_mesa_uniform_split_location_offset(const struct gl_shader_program *prog,
GLint location, unsigned *base_location,
unsigned *offset)
GLint location, unsigned *storage_index,
unsigned *uniform_array_index)
{
*offset = location % prog->UniformLocationBaseScale;
*base_location = location / prog->UniformLocationBaseScale;
*storage_index = prog->UniformRemapTable[location] - prog->UniformStorage;
*uniform_array_index = location -
prog->UniformRemapTable[location]->remap_location;
/*gl_uniform_storage in UniformStorage with the calculated base_location
* must match with the entry in remap table
*/
assert(&prog->UniformStorage[*storage_index] ==
prog->UniformRemapTable[location]);
}
/*@}*/