mesa: use gl_shader_variable in program resource list

Patch changes linker to allocate gl_shader_variable instead of using
ir_variable. This makes it possible to get rid of ir_variables and ir
in memory after linking.

v2: check that we do not create duplicate entries with
    packed varyings

v3: document 'patch' bit (Ilia Mirkin)

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
Tapani Pälli 2016-01-12 08:52:12 +02:00
parent 4985159ad6
commit 8926dc87af
3 changed files with 129 additions and 28 deletions

View File

@ -3362,6 +3362,30 @@ build_stageref(struct gl_shader_program *shProg, const char *name,
return stages;
}
/**
* Create gl_shader_variable from ir_variable class.
*/
static gl_shader_variable *
create_shader_variable(struct gl_shader_program *shProg, const ir_variable *in)
{
gl_shader_variable *out = ralloc(shProg, struct gl_shader_variable);
if (!out)
return NULL;
out->type = in->type;
out->name = ralloc_strdup(shProg, in->name);
if (!out->name)
return NULL;
out->location = in->data.location;
out->index = in->data.index;
out->patch = in->data.patch;
out->mode = in->data.mode;
return out;
}
static bool
add_interface_variables(struct gl_shader_program *shProg,
exec_list *ir, GLenum programInterface)
@ -3413,9 +3437,13 @@ add_interface_variables(struct gl_shader_program *shProg,
if (strncmp(var->name, "gl_out_FragData", 15) == 0)
continue;
if (!add_program_resource(shProg, programInterface, var,
build_stageref(shProg, var->name,
var->data.mode) | mask))
gl_shader_variable *sha_v = create_shader_variable(shProg, var);
if (!sha_v)
return false;
if (!add_program_resource(shProg, programInterface, sha_v,
build_stageref(shProg, sha_v->name,
sha_v->mode) | mask))
return false;
}
return true;
@ -3445,9 +3473,12 @@ add_packed_varyings(struct gl_shader_program *shProg, int stage, GLenum type)
}
if (type == iface) {
if (!add_program_resource(shProg, iface, var,
build_stageref(shProg, var->name,
var->data.mode)))
gl_shader_variable *sha_v = create_shader_variable(shProg, var);
if (!sha_v)
return false;
if (!add_program_resource(shProg, iface, sha_v,
build_stageref(shProg, sha_v->name,
sha_v->mode)))
return false;
}
}
@ -3467,7 +3498,10 @@ add_fragdata_arrays(struct gl_shader_program *shProg)
ir_variable *var = node->as_variable();
if (var) {
assert(var->data.mode == ir_var_shader_out);
if (!add_program_resource(shProg, GL_PROGRAM_OUTPUT, var,
gl_shader_variable *sha_v = create_shader_variable(shProg, var);
if (!sha_v)
return false;
if (!add_program_resource(shProg, GL_PROGRAM_OUTPUT, sha_v,
1 << MESA_SHADER_FRAGMENT))
return false;
}
@ -3718,8 +3752,14 @@ build_program_resource_list(struct gl_shader_program *shProg)
if (shProg->SeparateShader) {
if (!add_packed_varyings(shProg, input_stage, GL_PROGRAM_INPUT))
return;
if (!add_packed_varyings(shProg, output_stage, GL_PROGRAM_OUTPUT))
return;
/* Only when dealing with multiple stages, otherwise we would have
* duplicate gl_shader_variable entries.
*/
if (input_stage != output_stage) {
if (!add_packed_varyings(shProg, output_stage, GL_PROGRAM_OUTPUT))
return;
}
}
if (!add_fragdata_arrays(shProg))

View File

@ -2524,6 +2524,67 @@ struct gl_active_atomic_buffer
GLboolean StageReferences[MESA_SHADER_STAGES];
};
/**
* Data container for shader queries. This holds only the minimal
* amount of required information for resource queries to work.
*/
struct gl_shader_variable
{
/**
* Declared type of the variable
*/
const struct glsl_type *type;
/**
* Declared name of the variable
*/
char *name;
/**
* Storage location of the base of this variable
*
* The precise meaning of this field depends on the nature of the variable.
*
* - Vertex shader input: one of the values from \c gl_vert_attrib.
* - Vertex shader output: one of the values from \c gl_varying_slot.
* - Geometry shader input: one of the values from \c gl_varying_slot.
* - Geometry shader output: one of the values from \c gl_varying_slot.
* - Fragment shader input: one of the values from \c gl_varying_slot.
* - Fragment shader output: one of the values from \c gl_frag_result.
* - Uniforms: Per-stage uniform slot number for default uniform block.
* - Uniforms: Index within the uniform block definition for UBO members.
* - Non-UBO Uniforms: explicit location until linking then reused to
* store uniform slot number.
* - Other: This field is not currently used.
*
* If the variable is a uniform, shader input, or shader output, and the
* slot has not been assigned, the value will be -1.
*/
int location;
/**
* Output index for dual source blending.
*
* \note
* The GLSL spec only allows the values 0 or 1 for the index in \b dual
* source blending.
*/
unsigned index:1;
/**
* Specifies whether a shader input/output is per-patch in tessellation
* shader stages.
*/
unsigned patch:1;
/**
* Storage class of the variable.
*
* \sa (n)ir_variable_mode
*/
unsigned mode:4;
};
/**
* Active resource in a gl_shader_program
*/

View File

@ -56,7 +56,7 @@ const type * RESOURCE_ ## name (gl_program_resource *res) { \
return (type *) res->Data; \
}
DECL_RESOURCE_FUNC(VAR, ir_variable);
DECL_RESOURCE_FUNC(VAR, gl_shader_variable);
DECL_RESOURCE_FUNC(UBO, gl_uniform_block);
DECL_RESOURCE_FUNC(UNI, gl_uniform_storage);
DECL_RESOURCE_FUNC(ATC, gl_active_atomic_buffer);
@ -101,14 +101,14 @@ _mesa_BindAttribLocation(GLhandleARB program, GLuint index,
}
static bool
is_active_attrib(const ir_variable *var)
is_active_attrib(const gl_shader_variable *var)
{
if (!var)
return false;
switch (var->data.mode) {
switch (var->mode) {
case ir_var_shader_in:
return var->data.location != -1;
return var->location != -1;
case ir_var_system_value:
/* From GL 4.3 core spec, section 11.1.1 (Vertex Attributes):
@ -116,9 +116,9 @@ is_active_attrib(const ir_variable *var)
* are enumerated, including the special built-in inputs gl_VertexID
* and gl_InstanceID."
*/
return var->data.location == SYSTEM_VALUE_VERTEX_ID ||
var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE ||
var->data.location == SYSTEM_VALUE_INSTANCE_ID;
return var->location == SYSTEM_VALUE_VERTEX_ID ||
var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE ||
var->location == SYSTEM_VALUE_INSTANCE_ID;
default:
return false;
@ -163,7 +163,7 @@ _mesa_GetActiveAttrib(GLhandleARB program, GLuint desired_index,
return;
}
const ir_variable *const var = RESOURCE_VAR(res);
const gl_shader_variable *const var = RESOURCE_VAR(res);
if (!is_active_attrib(var))
return;
@ -174,8 +174,8 @@ _mesa_GetActiveAttrib(GLhandleARB program, GLuint desired_index,
* consider gl_VertexIDMESA as gl_VertexID for purposes of checking
* active attributes.
*/
if (var->data.mode == ir_var_system_value &&
var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
if (var->mode == ir_var_system_value &&
var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
var_name = "gl_VertexID";
}
@ -427,7 +427,7 @@ _mesa_GetFragDataLocation(GLuint program, const GLchar *name)
const char*
_mesa_program_resource_name(struct gl_program_resource *res)
{
const ir_variable *var;
const gl_shader_variable *var;
switch (res->Type) {
case GL_UNIFORM_BLOCK:
case GL_SHADER_STORAGE_BLOCK:
@ -437,8 +437,8 @@ _mesa_program_resource_name(struct gl_program_resource *res)
case GL_PROGRAM_INPUT:
var = RESOURCE_VAR(res);
/* Special case gl_VertexIDMESA -> gl_VertexID. */
if (var->data.mode == ir_var_system_value &&
var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
if (var->mode == ir_var_system_value &&
var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
return "gl_VertexID";
}
/* fallthrough */
@ -857,14 +857,14 @@ program_resource_location(struct gl_shader_program *shProg,
*/
switch (res->Type) {
case GL_PROGRAM_INPUT: {
const ir_variable *var = RESOURCE_VAR(res);
const gl_shader_variable *var = RESOURCE_VAR(res);
/* If the input is an array, fail if the index is out of bounds. */
if (array_index > 0
&& array_index >= var->type->length) {
return -1;
}
return (var->data.location +
return (var->location +
(array_index * var->type->without_array()->matrix_columns) -
VERT_ATTRIB_GENERIC0);
}
@ -874,7 +874,7 @@ program_resource_location(struct gl_shader_program *shProg,
&& array_index >= RESOURCE_VAR(res)->type->length) {
return -1;
}
return RESOURCE_VAR(res)->data.location + array_index - FRAG_RESULT_DATA0;
return RESOURCE_VAR(res)->location + array_index - FRAG_RESULT_DATA0;
case GL_UNIFORM:
/* If the uniform is built-in, fail. */
if (RESOURCE_UNI(res)->builtin)
@ -954,7 +954,7 @@ _mesa_program_resource_location_index(struct gl_shader_program *shProg,
if (!res || !(res->StageReferences & (1 << MESA_SHADER_FRAGMENT)))
return -1;
return RESOURCE_VAR(res)->data.index;
return RESOURCE_VAR(res)->index;
}
static uint8_t
@ -1252,7 +1252,7 @@ _mesa_program_resource_prop(struct gl_shader_program *shProg,
case GL_LOCATION_INDEX:
if (res->Type != GL_PROGRAM_OUTPUT)
goto invalid_operation;
*val = RESOURCE_VAR(res)->data.index;
*val = RESOURCE_VAR(res)->index;
return 1;
case GL_NUM_COMPATIBLE_SUBROUTINES:
@ -1309,7 +1309,7 @@ _mesa_program_resource_prop(struct gl_shader_program *shProg,
switch (res->Type) {
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
*val = RESOURCE_VAR(res)->data.patch;
*val = RESOURCE_VAR(res)->patch;
return 1;
default:
goto invalid_operation;