glsl: move some uniform linking code to new link_setup_uniform_remap_tables()

This makes link_assign_uniform_locations() easier to follow.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Timothy Arceri 2016-09-25 22:50:24 +10:00
parent 856e0bd707
commit ab67b6afdf
3 changed files with 177 additions and 162 deletions

View File

@ -997,12 +997,168 @@ find_empty_block(struct gl_shader_program *prog,
return -1;
}
static void
link_setup_uniform_remap_tables(struct gl_context *ctx,
struct gl_shader_program *prog,
unsigned num_explicit_uniform_locs)
{
unsigned total_entries = num_explicit_uniform_locs;
unsigned empty_locs =
prog->NumUniformRemapTable - num_explicit_uniform_locs;
/* Reserve all the explicit locations of the active uniforms. */
for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
if (prog->UniformStorage[i].type->is_subroutine() ||
prog->UniformStorage[i].is_shader_storage)
continue;
if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC) {
/* How many new entries for this uniform? */
const unsigned entries =
MAX2(1, prog->UniformStorage[i].array_elements);
/* Set remap table entries point to correct gl_uniform_storage. */
for (unsigned j = 0; j < entries; j++) {
unsigned element_loc = prog->UniformStorage[i].remap_location + j;
assert(prog->UniformRemapTable[element_loc] ==
INACTIVE_UNIFORM_EXPLICIT_LOCATION);
prog->UniformRemapTable[element_loc] = &prog->UniformStorage[i];
}
}
}
/* Reserve locations for rest of the uniforms. */
for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
if (prog->UniformStorage[i].type->is_subroutine() ||
prog->UniformStorage[i].is_shader_storage)
continue;
/* Built-in uniforms should not get any location. */
if (prog->UniformStorage[i].builtin)
continue;
/* Explicit ones have been set already. */
if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
continue;
/* how many new entries for this uniform? */
const unsigned entries = MAX2(1, prog->UniformStorage[i].array_elements);
/* Find UniformRemapTable for empty blocks where we can fit this uniform. */
int chosen_location = -1;
if (empty_locs)
chosen_location = find_empty_block(prog, &prog->UniformStorage[i]);
/* Add new entries to the total amount of entries. */
total_entries += entries;
if (chosen_location != -1) {
empty_locs -= entries;
} else {
chosen_location = prog->NumUniformRemapTable;
/* resize remap table to fit new entries */
prog->UniformRemapTable =
reralloc(prog,
prog->UniformRemapTable,
gl_uniform_storage *,
prog->NumUniformRemapTable + entries);
prog->NumUniformRemapTable += entries;
}
/* set pointers for this uniform */
for (unsigned j = 0; j < entries; j++)
prog->UniformRemapTable[chosen_location + j] =
&prog->UniformStorage[i];
/* set the base location in remap table for the uniform */
prog->UniformStorage[i].remap_location = chosen_location;
}
/* Verify that total amount of entries for explicit and implicit locations
* is less than MAX_UNIFORM_LOCATIONS.
*/
if (total_entries > ctx->Const.MaxUserAssignableUniformLocations) {
linker_error(prog, "count of uniform locations > MAX_UNIFORM_LOCATIONS"
"(%u > %u)", total_entries,
ctx->Const.MaxUserAssignableUniformLocations);
}
/* Reserve all the explicit locations of the active subroutine uniforms. */
for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
if (!prog->UniformStorage[i].type->is_subroutine())
continue;
if (prog->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
continue;
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[j];
if (!sh)
continue;
if (!prog->UniformStorage[i].opaque[j].active)
continue;
/* How many new entries for this uniform? */
const unsigned entries =
MAX2(1, prog->UniformStorage[i].array_elements);
/* Set remap table entries point to correct gl_uniform_storage. */
for (unsigned k = 0; k < entries; k++) {
unsigned element_loc = prog->UniformStorage[i].remap_location + k;
assert(sh->SubroutineUniformRemapTable[element_loc] ==
INACTIVE_UNIFORM_EXPLICIT_LOCATION);
sh->SubroutineUniformRemapTable[element_loc] =
&prog->UniformStorage[i];
}
}
}
/* reserve subroutine locations */
for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
if (!prog->UniformStorage[i].type->is_subroutine())
continue;
const unsigned entries = MAX2(1, prog->UniformStorage[i].array_elements);
if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
continue;
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[j];
if (!sh)
continue;
if (!prog->UniformStorage[i].opaque[j].active)
continue;
sh->SubroutineUniformRemapTable =
reralloc(sh,
sh->SubroutineUniformRemapTable,
gl_uniform_storage *,
sh->NumSubroutineUniformRemapTable + entries);
for (unsigned k = 0; k < entries; k++) {
sh->SubroutineUniformRemapTable[sh->NumSubroutineUniformRemapTable + k] =
&prog->UniformStorage[i];
}
prog->UniformStorage[i].remap_location =
sh->NumSubroutineUniformRemapTable;
sh->NumSubroutineUniformRemapTable += entries;
}
}
}
void
link_assign_uniform_locations(struct gl_shader_program *prog,
unsigned int boolean_true,
unsigned int num_explicit_uniform_locs,
unsigned int max_uniform_locs)
struct gl_context *ctx,
unsigned int num_explicit_uniform_locs)
{
unsigned int boolean_true = ctx->Const.UniformBooleanTrue;
ralloc_free(prog->UniformStorage);
prog->UniformStorage = NULL;
prog->NumUniformStorage = 0;
@ -1067,7 +1223,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
}
}
const unsigned num_uniforms = uniform_size.num_active_uniforms;
prog->NumUniformStorage = uniform_size.num_active_uniforms;
const unsigned num_data_slots = uniform_size.num_values;
const unsigned hidden_uniforms = uniform_size.num_hidden_uniforms;
@ -1077,21 +1233,20 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
/* On the outside chance that there were no uniforms, bail out.
*/
if (num_uniforms == 0)
if (prog->NumUniformStorage == 0)
return;
struct gl_uniform_storage *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);
prog->UniformStorage = rzalloc_array(prog, struct gl_uniform_storage,
prog->NumUniformStorage);
union gl_constant_value *data = rzalloc_array(prog->UniformStorage,
union gl_constant_value,
num_data_slots);
#ifndef NDEBUG
union gl_constant_value *data_end = &data[num_data_slots];
#endif
parcel_out_uniform_storage parcel(prog, prog->UniformHash, uniforms, data);
unsigned total_entries = num_explicit_uniform_locs;
unsigned empty_locs = prog->NumUniformRemapTable - num_explicit_uniform_locs;
parcel_out_uniform_storage parcel(prog, prog->UniformHash,
prog->UniformStorage, data);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
@ -1118,156 +1273,19 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
sizeof(prog->_LinkedShaders[i]->SamplerTargets));
}
/* Reserve all the explicit locations of the active uniforms. */
for (unsigned i = 0; i < num_uniforms; i++) {
if (uniforms[i].type->is_subroutine() ||
uniforms[i].is_shader_storage)
continue;
if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) {
/* How many new entries for this uniform? */
const unsigned entries = MAX2(1, uniforms[i].array_elements);
/* Set remap table entries point to correct gl_uniform_storage. */
for (unsigned j = 0; j < entries; j++) {
unsigned element_loc = uniforms[i].remap_location + j;
assert(prog->UniformRemapTable[element_loc] ==
INACTIVE_UNIFORM_EXPLICIT_LOCATION);
prog->UniformRemapTable[element_loc] = &uniforms[i];
}
}
}
/* Reserve locations for rest of the uniforms. */
for (unsigned i = 0; i < num_uniforms; i++) {
if (uniforms[i].type->is_subroutine() ||
uniforms[i].is_shader_storage)
continue;
/* 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)
continue;
/* how many new entries for this uniform? */
const unsigned entries = MAX2(1, uniforms[i].array_elements);
/* Find UniformRemapTable for empty blocks where we can fit this uniform. */
int chosen_location = -1;
if (empty_locs)
chosen_location = find_empty_block(prog, &uniforms[i]);
/* Add new entries to the total amount of entries. */
total_entries += entries;
if (chosen_location != -1) {
empty_locs -= entries;
} else {
chosen_location = prog->NumUniformRemapTable;
/* resize remap table to fit new entries */
prog->UniformRemapTable =
reralloc(prog,
prog->UniformRemapTable,
gl_uniform_storage *,
prog->NumUniformRemapTable + entries);
prog->NumUniformRemapTable += entries;
}
/* set pointers for this uniform */
for (unsigned j = 0; j < entries; j++)
prog->UniformRemapTable[chosen_location + j] = &uniforms[i];
/* set the base location in remap table for the uniform */
uniforms[i].remap_location = chosen_location;
}
/* Verify that total amount of entries for explicit and implicit locations
* is less than MAX_UNIFORM_LOCATIONS.
*/
if (total_entries > max_uniform_locs) {
linker_error(prog, "count of uniform locations > MAX_UNIFORM_LOCATIONS"
"(%u > %u)", total_entries, max_uniform_locs);
}
/* Reserve all the explicit locations of the active subroutine uniforms. */
for (unsigned i = 0; i < num_uniforms; i++) {
if (!uniforms[i].type->is_subroutine())
continue;
if (uniforms[i].remap_location == UNMAPPED_UNIFORM_LOC)
continue;
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[j];
if (!sh)
continue;
if (!uniforms[i].opaque[j].active)
continue;
/* How many new entries for this uniform? */
const unsigned entries = MAX2(1, uniforms[i].array_elements);
/* Set remap table entries point to correct gl_uniform_storage. */
for (unsigned k = 0; k < entries; k++) {
unsigned element_loc = uniforms[i].remap_location + k;
assert(sh->SubroutineUniformRemapTable[element_loc] ==
INACTIVE_UNIFORM_EXPLICIT_LOCATION);
sh->SubroutineUniformRemapTable[element_loc] = &uniforms[i];
}
}
}
/* reserve subroutine locations */
for (unsigned i = 0; i < num_uniforms; i++) {
if (!uniforms[i].type->is_subroutine())
continue;
const unsigned entries = MAX2(1, uniforms[i].array_elements);
if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC)
continue;
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[j];
if (!sh)
continue;
if (!uniforms[i].opaque[j].active)
continue;
sh->SubroutineUniformRemapTable =
reralloc(sh,
sh->SubroutineUniformRemapTable,
gl_uniform_storage *,
sh->NumSubroutineUniformRemapTable + entries);
for (unsigned k = 0; k < entries; k++)
sh->SubroutineUniformRemapTable[sh->NumSubroutineUniformRemapTable + k] = &uniforms[i];
uniforms[i].remap_location = sh->NumSubroutineUniformRemapTable;
sh->NumSubroutineUniformRemapTable += entries;
}
}
#ifndef NDEBUG
for (unsigned i = 0; i < num_uniforms; i++) {
assert(uniforms[i].storage != NULL || uniforms[i].builtin ||
uniforms[i].is_shader_storage ||
uniforms[i].block_index != -1);
for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
assert(prog->UniformStorage[i].storage != NULL ||
prog->UniformStorage[i].builtin ||
prog->UniformStorage[i].is_shader_storage ||
prog->UniformStorage[i].block_index != -1);
}
assert(parcel.values == data_end);
#endif
prog->NumUniformStorage = num_uniforms;
prog->NumHiddenUniforms = hidden_uniforms;
prog->UniformStorage = uniforms;
link_setup_uniform_remap_tables(ctx, prog, num_explicit_uniform_locs);
link_set_uniform_initializers(prog, boolean_true);

View File

@ -4560,9 +4560,7 @@ link_varyings_and_uniforms(unsigned first, unsigned last,
return false;
update_array_sizes(prog);
link_assign_uniform_locations(prog, ctx->Const.UniformBooleanTrue,
num_explicit_uniform_locs,
ctx->Const.MaxUserAssignableUniformLocations);
link_assign_uniform_locations(prog, ctx, num_explicit_uniform_locs);
link_assign_atomic_counter_resources(ctx, prog);
link_calculate_subroutine_compat(prog);

View File

@ -35,9 +35,8 @@ link_invalidate_variable_locations(exec_list *ir);
extern void
link_assign_uniform_locations(struct gl_shader_program *prog,
unsigned int boolean_true,
unsigned int num_explicit_uniform_locs,
unsigned int max_uniform_locs);
struct gl_context *ctx,
unsigned int num_explicit_uniform_locs);
extern void
link_set_uniform_initializers(struct gl_shader_program *prog,