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:
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856e0bd707
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ab67b6afdf
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@ -997,12 +997,168 @@ find_empty_block(struct gl_shader_program *prog,
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return -1;
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}
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static void
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link_setup_uniform_remap_tables(struct gl_context *ctx,
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struct gl_shader_program *prog,
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unsigned num_explicit_uniform_locs)
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{
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unsigned total_entries = num_explicit_uniform_locs;
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unsigned empty_locs =
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prog->NumUniformRemapTable - num_explicit_uniform_locs;
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/* Reserve all the explicit locations of the active uniforms. */
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for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
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if (prog->UniformStorage[i].type->is_subroutine() ||
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prog->UniformStorage[i].is_shader_storage)
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continue;
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if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC) {
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/* How many new entries for this uniform? */
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const unsigned entries =
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MAX2(1, prog->UniformStorage[i].array_elements);
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/* Set remap table entries point to correct gl_uniform_storage. */
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for (unsigned j = 0; j < entries; j++) {
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unsigned element_loc = prog->UniformStorage[i].remap_location + j;
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assert(prog->UniformRemapTable[element_loc] ==
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INACTIVE_UNIFORM_EXPLICIT_LOCATION);
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prog->UniformRemapTable[element_loc] = &prog->UniformStorage[i];
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}
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}
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}
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/* Reserve locations for rest of the uniforms. */
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for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
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if (prog->UniformStorage[i].type->is_subroutine() ||
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prog->UniformStorage[i].is_shader_storage)
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continue;
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/* Built-in uniforms should not get any location. */
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if (prog->UniformStorage[i].builtin)
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continue;
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/* Explicit ones have been set already. */
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if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
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continue;
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/* how many new entries for this uniform? */
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const unsigned entries = MAX2(1, prog->UniformStorage[i].array_elements);
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/* Find UniformRemapTable for empty blocks where we can fit this uniform. */
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int chosen_location = -1;
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if (empty_locs)
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chosen_location = find_empty_block(prog, &prog->UniformStorage[i]);
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/* Add new entries to the total amount of entries. */
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total_entries += entries;
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if (chosen_location != -1) {
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empty_locs -= entries;
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} else {
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chosen_location = prog->NumUniformRemapTable;
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/* resize remap table to fit new entries */
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prog->UniformRemapTable =
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reralloc(prog,
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prog->UniformRemapTable,
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gl_uniform_storage *,
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prog->NumUniformRemapTable + entries);
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prog->NumUniformRemapTable += entries;
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}
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/* set pointers for this uniform */
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for (unsigned j = 0; j < entries; j++)
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prog->UniformRemapTable[chosen_location + j] =
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&prog->UniformStorage[i];
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/* set the base location in remap table for the uniform */
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prog->UniformStorage[i].remap_location = chosen_location;
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}
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/* Verify that total amount of entries for explicit and implicit locations
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* is less than MAX_UNIFORM_LOCATIONS.
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*/
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if (total_entries > ctx->Const.MaxUserAssignableUniformLocations) {
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linker_error(prog, "count of uniform locations > MAX_UNIFORM_LOCATIONS"
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"(%u > %u)", total_entries,
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ctx->Const.MaxUserAssignableUniformLocations);
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}
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/* Reserve all the explicit locations of the active subroutine uniforms. */
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for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
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if (!prog->UniformStorage[i].type->is_subroutine())
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continue;
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if (prog->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
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continue;
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for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
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struct gl_linked_shader *sh = prog->_LinkedShaders[j];
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if (!sh)
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continue;
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if (!prog->UniformStorage[i].opaque[j].active)
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continue;
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/* How many new entries for this uniform? */
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const unsigned entries =
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MAX2(1, prog->UniformStorage[i].array_elements);
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/* Set remap table entries point to correct gl_uniform_storage. */
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for (unsigned k = 0; k < entries; k++) {
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unsigned element_loc = prog->UniformStorage[i].remap_location + k;
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assert(sh->SubroutineUniformRemapTable[element_loc] ==
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INACTIVE_UNIFORM_EXPLICIT_LOCATION);
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sh->SubroutineUniformRemapTable[element_loc] =
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&prog->UniformStorage[i];
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}
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}
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}
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/* reserve subroutine locations */
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for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
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if (!prog->UniformStorage[i].type->is_subroutine())
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continue;
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const unsigned entries = MAX2(1, prog->UniformStorage[i].array_elements);
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if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
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continue;
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for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
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struct gl_linked_shader *sh = prog->_LinkedShaders[j];
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if (!sh)
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continue;
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if (!prog->UniformStorage[i].opaque[j].active)
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continue;
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sh->SubroutineUniformRemapTable =
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reralloc(sh,
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sh->SubroutineUniformRemapTable,
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gl_uniform_storage *,
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sh->NumSubroutineUniformRemapTable + entries);
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for (unsigned k = 0; k < entries; k++) {
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sh->SubroutineUniformRemapTable[sh->NumSubroutineUniformRemapTable + k] =
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&prog->UniformStorage[i];
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}
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prog->UniformStorage[i].remap_location =
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sh->NumSubroutineUniformRemapTable;
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sh->NumSubroutineUniformRemapTable += entries;
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}
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}
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}
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void
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link_assign_uniform_locations(struct gl_shader_program *prog,
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unsigned int boolean_true,
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unsigned int num_explicit_uniform_locs,
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unsigned int max_uniform_locs)
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struct gl_context *ctx,
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unsigned int num_explicit_uniform_locs)
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{
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unsigned int boolean_true = ctx->Const.UniformBooleanTrue;
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ralloc_free(prog->UniformStorage);
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prog->UniformStorage = NULL;
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prog->NumUniformStorage = 0;
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@ -1067,7 +1223,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
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}
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}
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const unsigned num_uniforms = uniform_size.num_active_uniforms;
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prog->NumUniformStorage = uniform_size.num_active_uniforms;
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const unsigned num_data_slots = uniform_size.num_values;
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const unsigned hidden_uniforms = uniform_size.num_hidden_uniforms;
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@ -1077,21 +1233,20 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
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/* On the outside chance that there were no uniforms, bail out.
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*/
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if (num_uniforms == 0)
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if (prog->NumUniformStorage == 0)
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return;
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struct gl_uniform_storage *uniforms =
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rzalloc_array(prog, struct gl_uniform_storage, num_uniforms);
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union gl_constant_value *data =
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rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
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prog->UniformStorage = rzalloc_array(prog, struct gl_uniform_storage,
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prog->NumUniformStorage);
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union gl_constant_value *data = rzalloc_array(prog->UniformStorage,
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union gl_constant_value,
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num_data_slots);
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#ifndef NDEBUG
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union gl_constant_value *data_end = &data[num_data_slots];
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#endif
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parcel_out_uniform_storage parcel(prog, prog->UniformHash, uniforms, data);
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unsigned total_entries = num_explicit_uniform_locs;
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unsigned empty_locs = prog->NumUniformRemapTable - num_explicit_uniform_locs;
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parcel_out_uniform_storage parcel(prog, prog->UniformHash,
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prog->UniformStorage, data);
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for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
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if (prog->_LinkedShaders[i] == NULL)
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@ -1118,156 +1273,19 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
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sizeof(prog->_LinkedShaders[i]->SamplerTargets));
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}
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/* Reserve all the explicit locations of the active uniforms. */
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for (unsigned i = 0; i < num_uniforms; i++) {
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if (uniforms[i].type->is_subroutine() ||
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uniforms[i].is_shader_storage)
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continue;
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if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) {
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/* How many new entries for this uniform? */
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const unsigned entries = MAX2(1, uniforms[i].array_elements);
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/* Set remap table entries point to correct gl_uniform_storage. */
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for (unsigned j = 0; j < entries; j++) {
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unsigned element_loc = uniforms[i].remap_location + j;
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assert(prog->UniformRemapTable[element_loc] ==
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INACTIVE_UNIFORM_EXPLICIT_LOCATION);
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prog->UniformRemapTable[element_loc] = &uniforms[i];
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}
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}
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}
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/* Reserve locations for rest of the uniforms. */
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for (unsigned i = 0; i < num_uniforms; i++) {
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if (uniforms[i].type->is_subroutine() ||
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uniforms[i].is_shader_storage)
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continue;
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/* Built-in uniforms should not get any location. */
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if (uniforms[i].builtin)
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continue;
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/* Explicit ones have been set already. */
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if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC)
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continue;
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/* how many new entries for this uniform? */
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const unsigned entries = MAX2(1, uniforms[i].array_elements);
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/* Find UniformRemapTable for empty blocks where we can fit this uniform. */
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int chosen_location = -1;
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if (empty_locs)
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chosen_location = find_empty_block(prog, &uniforms[i]);
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/* Add new entries to the total amount of entries. */
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total_entries += entries;
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if (chosen_location != -1) {
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empty_locs -= entries;
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} else {
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chosen_location = prog->NumUniformRemapTable;
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/* resize remap table to fit new entries */
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prog->UniformRemapTable =
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reralloc(prog,
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prog->UniformRemapTable,
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gl_uniform_storage *,
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prog->NumUniformRemapTable + entries);
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prog->NumUniformRemapTable += entries;
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}
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/* set pointers for this uniform */
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for (unsigned j = 0; j < entries; j++)
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prog->UniformRemapTable[chosen_location + j] = &uniforms[i];
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/* set the base location in remap table for the uniform */
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uniforms[i].remap_location = chosen_location;
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}
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/* Verify that total amount of entries for explicit and implicit locations
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* is less than MAX_UNIFORM_LOCATIONS.
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*/
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if (total_entries > max_uniform_locs) {
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linker_error(prog, "count of uniform locations > MAX_UNIFORM_LOCATIONS"
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"(%u > %u)", total_entries, max_uniform_locs);
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}
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/* Reserve all the explicit locations of the active subroutine uniforms. */
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for (unsigned i = 0; i < num_uniforms; i++) {
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if (!uniforms[i].type->is_subroutine())
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continue;
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if (uniforms[i].remap_location == UNMAPPED_UNIFORM_LOC)
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continue;
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for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
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struct gl_linked_shader *sh = prog->_LinkedShaders[j];
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if (!sh)
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continue;
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if (!uniforms[i].opaque[j].active)
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continue;
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/* How many new entries for this uniform? */
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const unsigned entries = MAX2(1, uniforms[i].array_elements);
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/* Set remap table entries point to correct gl_uniform_storage. */
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for (unsigned k = 0; k < entries; k++) {
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unsigned element_loc = uniforms[i].remap_location + k;
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assert(sh->SubroutineUniformRemapTable[element_loc] ==
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INACTIVE_UNIFORM_EXPLICIT_LOCATION);
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sh->SubroutineUniformRemapTable[element_loc] = &uniforms[i];
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}
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}
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}
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/* reserve subroutine locations */
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for (unsigned i = 0; i < num_uniforms; i++) {
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if (!uniforms[i].type->is_subroutine())
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continue;
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const unsigned entries = MAX2(1, uniforms[i].array_elements);
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if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC)
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continue;
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for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
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struct gl_linked_shader *sh = prog->_LinkedShaders[j];
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if (!sh)
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continue;
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if (!uniforms[i].opaque[j].active)
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continue;
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sh->SubroutineUniformRemapTable =
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reralloc(sh,
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sh->SubroutineUniformRemapTable,
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gl_uniform_storage *,
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sh->NumSubroutineUniformRemapTable + entries);
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for (unsigned k = 0; k < entries; k++)
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sh->SubroutineUniformRemapTable[sh->NumSubroutineUniformRemapTable + k] = &uniforms[i];
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uniforms[i].remap_location = sh->NumSubroutineUniformRemapTable;
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sh->NumSubroutineUniformRemapTable += entries;
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}
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}
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#ifndef NDEBUG
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for (unsigned i = 0; i < num_uniforms; i++) {
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assert(uniforms[i].storage != NULL || uniforms[i].builtin ||
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uniforms[i].is_shader_storage ||
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uniforms[i].block_index != -1);
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for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
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assert(prog->UniformStorage[i].storage != NULL ||
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prog->UniformStorage[i].builtin ||
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prog->UniformStorage[i].is_shader_storage ||
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prog->UniformStorage[i].block_index != -1);
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}
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assert(parcel.values == data_end);
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#endif
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prog->NumUniformStorage = num_uniforms;
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prog->NumHiddenUniforms = hidden_uniforms;
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prog->UniformStorage = uniforms;
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link_setup_uniform_remap_tables(ctx, prog, num_explicit_uniform_locs);
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link_set_uniform_initializers(prog, boolean_true);
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@ -4560,9 +4560,7 @@ link_varyings_and_uniforms(unsigned first, unsigned last,
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return false;
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update_array_sizes(prog);
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link_assign_uniform_locations(prog, ctx->Const.UniformBooleanTrue,
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num_explicit_uniform_locs,
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ctx->Const.MaxUserAssignableUniformLocations);
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link_assign_uniform_locations(prog, ctx, num_explicit_uniform_locs);
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link_assign_atomic_counter_resources(ctx, prog);
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link_calculate_subroutine_compat(prog);
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@ -35,9 +35,8 @@ link_invalidate_variable_locations(exec_list *ir);
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extern void
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link_assign_uniform_locations(struct gl_shader_program *prog,
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unsigned int boolean_true,
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unsigned int num_explicit_uniform_locs,
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unsigned int max_uniform_locs);
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struct gl_context *ctx,
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unsigned int num_explicit_uniform_locs);
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extern void
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link_set_uniform_initializers(struct gl_shader_program *prog,
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