mesa: reference built-in uniforms into gl_uniform_storage

This change introduces a new field in gl_uniform_storage to
explicitely say that a uniform is built-in. In the case where it is,
no storage is defined to make it clear that it is read-only from the
mesa side. I fixed all the places in the code that made use of the
structure that I changed. Any place making a wrong assumption and using
the storage straight away will just crash.

This patch seems to implement the path of least resistance towards
listing built-in uniforms in GL_ACTIVE_UNIFORM (and other APIs).

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Signed-off-by: Martin Peres <martin.peres@linux.intel.com>
This commit is contained in:
Martin Peres 2015-05-21 15:51:09 +03:00
parent 4fd42a7c27
commit 87a4bc5118
14 changed files with 73 additions and 49 deletions

View File

@ -181,6 +181,11 @@ struct gl_uniform_storage {
* via the API.
*/
bool hidden;
/**
* This is a built-in uniform that should not be modified through any gl API.
*/
bool builtin;
};
#ifdef __cplusplus

View File

@ -103,7 +103,7 @@ void
set_sampler_binding(gl_shader_program *prog, const char *name, int binding)
{
struct gl_uniform_storage *const storage =
get_storage(prog->UniformStorage, prog->NumUserUniformStorage, name);
get_storage(prog->UniformStorage, prog->NumUniformStorage, name);
if (storage == NULL) {
assert(storage != NULL);
@ -193,7 +193,7 @@ set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
struct gl_uniform_storage *const storage =
get_storage(prog->UniformStorage,
prog->NumUserUniformStorage,
prog->NumUniformStorage,
name);
if (storage == NULL) {
assert(storage != NULL);

View File

@ -589,12 +589,13 @@ private:
handle_samplers(base_type, &this->uniforms[id]);
handle_images(base_type, &this->uniforms[id]);
/* If there is already storage associated with this uniform, it means
* that it was set while processing an earlier shader stage. For
* example, we may be processing the uniform in the fragment shader, but
* the uniform was already processed in the vertex shader.
/* If there is already storage associated with this uniform or if the
* uniform is set as builtin, it means that it was set while processing
* an earlier shader stage. For example, we may be processing the
* uniform in the fragment shader, but the uniform was already processed
* in the vertex shader.
*/
if (this->uniforms[id].storage != NULL) {
if (this->uniforms[id].storage != NULL || this->uniforms[id].builtin) {
return;
}
@ -619,10 +620,15 @@ private:
this->uniforms[id].initialized = 0;
this->uniforms[id].num_driver_storage = 0;
this->uniforms[id].driver_storage = NULL;
this->uniforms[id].storage = this->values;
this->uniforms[id].atomic_buffer_index = -1;
this->uniforms[id].hidden =
current_var->data.how_declared == ir_var_hidden;
this->uniforms[id].builtin = is_gl_identifier(name);
/* Do not assign storage if the uniform is builtin */
if (!this->uniforms[id].builtin)
this->uniforms[id].storage = this->values;
if (this->ubo_block_index != -1) {
this->uniforms[id].block_index = this->ubo_block_index;
@ -894,7 +900,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
{
ralloc_free(prog->UniformStorage);
prog->UniformStorage = NULL;
prog->NumUserUniformStorage = 0;
prog->NumUniformStorage = 0;
if (prog->UniformHash != NULL) {
prog->UniformHash->clear();
@ -940,14 +946,6 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
if ((var == NULL) || (var->data.mode != ir_var_uniform))
continue;
/* FINISHME: Update code to process built-in uniforms!
*/
if (is_gl_identifier(var->name)) {
uniform_size.num_shader_uniform_components +=
var->type->component_slots();
continue;
}
uniform_size.process(var);
}
@ -962,16 +960,16 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
}
}
const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
const unsigned num_uniforms = uniform_size.num_active_uniforms;
const unsigned num_data_slots = uniform_size.num_values;
/* On the outside chance that there were no uniforms, bail out.
*/
if (num_user_uniforms == 0)
if (num_uniforms == 0)
return;
struct gl_uniform_storage *uniforms =
rzalloc_array(prog, struct gl_uniform_storage, num_user_uniforms);
rzalloc_array(prog, struct gl_uniform_storage, num_uniforms);
union gl_constant_value *data =
rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
#ifndef NDEBUG
@ -992,11 +990,6 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
if ((var == NULL) || (var->data.mode != ir_var_uniform))
continue;
/* FINISHME: Update code to process built-in uniforms!
*/
if (is_gl_identifier(var->name))
continue;
parcel.set_and_process(prog, var);
}
@ -1009,10 +1002,10 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
}
const unsigned hidden_uniforms =
move_hidden_uniforms_to_end(prog, uniforms, num_user_uniforms);
move_hidden_uniforms_to_end(prog, uniforms, num_uniforms);
/* Reserve all the explicit locations of the active uniforms. */
for (unsigned i = 0; i < num_user_uniforms; i++) {
for (unsigned i = 0; i < num_uniforms; i++) {
if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) {
/* How many new entries for this uniform? */
const unsigned entries = MAX2(1, uniforms[i].array_elements);
@ -1028,7 +1021,11 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
}
/* Reserve locations for rest of the uniforms. */
for (unsigned i = 0; i < num_user_uniforms; i++) {
for (unsigned i = 0; i < num_uniforms; i++) {
/* Built-in uniforms should not get any location. */
if (uniforms[i].builtin)
continue;
/* Explicit ones have been set already. */
if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC)
@ -1055,14 +1052,14 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
}
#ifndef NDEBUG
for (unsigned i = 0; i < num_user_uniforms; i++) {
assert(uniforms[i].storage != NULL);
for (unsigned i = 0; i < num_uniforms; i++) {
assert(uniforms[i].storage != NULL || uniforms[i].builtin);
}
assert(parcel.values == data_end);
#endif
prog->NumUserUniformStorage = num_user_uniforms;
prog->NumUniformStorage = num_uniforms;
prog->NumHiddenUniforms = hidden_uniforms;
prog->UniformStorage = uniforms;

View File

@ -1400,8 +1400,8 @@ link_fs_input_layout_qualifiers(struct gl_shader_program *prog,
"layout qualifiers for gl_FragCoord\n");
}
/* Update the linked shader state.  Note that uses_gl_fragcoord should
* accumulate the results.  The other values should replace.  If there
/* Update the linked shader state. Note that uses_gl_fragcoord should
* accumulate the results. The other values should replace. If there
* are multiple redeclarations, all the fields except uses_gl_fragcoord
* are already known to be the same.
*/
@ -2693,7 +2693,7 @@ build_program_resource_list(struct gl_context *ctx,
}
/* Add uniforms from uniform storage. */
for (unsigned i = 0; i < shProg->NumUserUniformStorage; i++) {
for (unsigned i = 0; i < shProg->NumUniformStorage; i++) {
/* Do not add uniforms internally used by Mesa. */
if (shProg->UniformStorage[i].hidden)
continue;

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@ -89,7 +89,7 @@ _mesa_clear_shader_program_data(struct gl_shader_program *shProg)
{
unsigned i;
shProg->NumUserUniformStorage = 0;
shProg->NumUniformStorage = 0;
shProg->UniformStorage = NULL;
shProg->NumUniformRemapTable = 0;
shProg->UniformRemapTable = NULL;

View File

@ -110,7 +110,7 @@ establish_uniform_storage(struct gl_shader_program *prog, unsigned num_storage,
prog->UniformStorage = rzalloc_array(prog, struct gl_uniform_storage,
num_storage);
prog->NumUserUniformStorage = num_storage;
prog->NumUniformStorage = num_storage;
prog->UniformStorage[index_to_set].name = (char *) name;
prog->UniformStorage[index_to_set].type = type;
@ -155,7 +155,7 @@ establish_uniform_storage(struct gl_shader_program *prog, unsigned num_storage,
static void
verify_initialization(struct gl_shader_program *prog, unsigned actual_index)
{
for (unsigned i = 0; i < prog->NumUserUniformStorage; i++) {
for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
if (i == actual_index) {
EXPECT_TRUE(prog->UniformStorage[actual_index].initialized);
} else {

View File

@ -218,9 +218,12 @@ fs_visitor::nir_setup_uniform(nir_variable *var)
* our name.
*/
unsigned index = var->data.driver_location;
for (unsigned u = 0; u < shader_prog->NumUserUniformStorage; u++) {
for (unsigned u = 0; u < shader_prog->NumUniformStorage; u++) {
struct gl_uniform_storage *storage = &shader_prog->UniformStorage[u];
if (storage->builtin)
continue;
if (strncmp(var->name, storage->name, namelen) != 0 ||
(storage->name[namelen] != 0 &&
storage->name[namelen] != '.' &&

View File

@ -683,9 +683,12 @@ vec4_visitor::setup_uniform_values(ir_variable *ir)
* order we'd walk the type, so walk the list of storage and find anything
* with our name, or the prefix of a component that starts with our name.
*/
for (unsigned u = 0; u < shader_prog->NumUserUniformStorage; u++) {
for (unsigned u = 0; u < shader_prog->NumUniformStorage; u++) {
struct gl_uniform_storage *storage = &shader_prog->UniformStorage[u];
if (storage->builtin)
continue;
if (strncmp(ir->name, storage->name, namelen) != 0 ||
(storage->name[namelen] != 0 &&
storage->name[namelen] != '.' &&

View File

@ -2728,7 +2728,7 @@ struct gl_shader_program
} Comp;
/* post-link info: */
unsigned NumUserUniformStorage;
unsigned NumUniformStorage;
unsigned NumHiddenUniforms;
struct gl_uniform_storage *UniformStorage;

View File

@ -569,13 +569,13 @@ get_programiv(struct gl_context *ctx, GLuint program, GLenum pname,
*params = _mesa_longest_attribute_name_length(shProg);
return;
case GL_ACTIVE_UNIFORMS:
*params = shProg->NumUserUniformStorage - shProg->NumHiddenUniforms;
*params = shProg->NumUniformStorage - shProg->NumHiddenUniforms;
return;
case GL_ACTIVE_UNIFORM_MAX_LENGTH: {
unsigned i;
GLint max_len = 0;
const unsigned num_uniforms =
shProg->NumUserUniformStorage - shProg->NumHiddenUniforms;
shProg->NumUniformStorage - shProg->NumHiddenUniforms;
for (i = 0; i < num_uniforms; i++) {
/* Add one for the terminating NUL character for a non-array, and

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@ -282,10 +282,10 @@ _mesa_clear_shader_program_data(struct gl_shader_program *shProg)
unsigned i;
if (shProg->UniformStorage) {
for (i = 0; i < shProg->NumUserUniformStorage; ++i)
for (i = 0; i < shProg->NumUniformStorage; ++i)
_mesa_uniform_detach_all_driver_storage(&shProg->UniformStorage[i]);
ralloc_free(shProg->UniformStorage);
shProg->NumUserUniformStorage = 0;
shProg->NumUniformStorage = 0;
shProg->UniformStorage = NULL;
}

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@ -237,6 +237,13 @@ validate_uniform_parameters(struct gl_context *ctx,
struct gl_uniform_storage *const uni = shProg->UniformRemapTable[location];
/* Even though no location is assigned to a built-in uniform and this
* function should already have returned NULL, this test makes it explicit
* that we are not allowing to update the value of a built-in.
*/
if (uni->builtin)
return NULL;
if (uni->array_elements == 0) {
if (count > 1) {
_mesa_error(ctx, GL_INVALID_OPERATION,
@ -1028,6 +1035,10 @@ _mesa_get_uniform_location(struct gl_shader_program *shProg,
if (!found)
return GL_INVALID_INDEX;
/* If the uniform is built-in, fail. */
if (shProg->UniformStorage[location].builtin)
return GL_INVALID_INDEX;
/* If the uniform is an array, fail if the index is out of bounds.
* (A negative index is caught above.) This also fails if the uniform
* is not an array, but the user is trying to index it, because
@ -1047,7 +1058,7 @@ _mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,
char *errMsg, size_t errMsgLength)
{
/* Shader does not have samplers. */
if (shProg->NumUserUniformStorage == 0)
if (shProg->NumUniformStorage == 0)
return true;
if (!shProg->SamplersValidated) {
@ -1087,7 +1098,7 @@ _mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object *pipeline)
if (!shProg[idx])
continue;
for (unsigned i = 0; i < shProg[idx]->NumUserUniformStorage; i++) {
for (unsigned i = 0; i < shProg[idx]->NumUniformStorage; i++) {
const struct gl_uniform_storage *const storage =
&shProg[idx]->UniformStorage[i];
const glsl_type *const t = (storage->type->is_array())

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@ -2406,9 +2406,14 @@ _mesa_associate_uniform_storage(struct gl_context *ctx,
if (!found)
continue;
struct gl_uniform_storage *storage =
&shader_program->UniformStorage[location];
/* Do not associate any uniform storage to built-in uniforms */
if (!storage->builtin)
continue;
if (location != last_location) {
struct gl_uniform_storage *storage =
&shader_program->UniformStorage[location];
enum gl_uniform_driver_format format = uniform_native;
unsigned columns = 0;

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@ -141,7 +141,7 @@ check_uniforms(struct gl_context *ctx)
if (shProg[j] == NULL || !shProg[j]->LinkStatus)
continue;
for (i = 0; i < shProg[j]->NumUserUniformStorage; i++) {
for (i = 0; i < shProg[j]->NumUniformStorage; i++) {
const struct gl_uniform_storage *u = &shProg[j]->UniformStorage[i];
if (!u->initialized) {
_mesa_warning(ctx,