diff options
author | Ian Romanick <[email protected]> | 2011-09-09 18:27:36 -0700 |
---|---|---|
committer | Ian Romanick <[email protected]> | 2011-10-18 17:26:38 -0700 |
commit | b2572928a50ce42abc2733202d08f5a00733d707 (patch) | |
tree | 8d0fc7b60ae88515af82f5ad8ecf51a183c3d019 | |
parent | bbbb8345ab9df2d634dc2a34d257ee2cbf930292 (diff) |
ir_to_mesa: Generate gl_program_parameter list by walking the GLSL IR.
Generate the program parameters list by walking the IR instead of by
walking the list of linked uniforms. This simplifies the code quite a
bit, and is probably a bit more correct. The list of linked uniforms
should really only be used by the GL API to interact with the
application.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: Bryan Cain <[email protected]>
Cc: Eric Anholt <[email protected]>
-rw-r--r-- | src/mesa/program/ir_to_mesa.cpp | 163 | ||||
-rw-r--r-- | src/mesa/program/ir_to_mesa.h | 7 |
2 files changed, 70 insertions, 100 deletions
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp index 8330bc501a2..fecab50f753 100644 --- a/src/mesa/program/ir_to_mesa.cpp +++ b/src/mesa/program/ir_to_mesa.cpp @@ -2588,121 +2588,83 @@ check_resources(const struct gl_context *ctx, } - -struct uniform_sort { - struct gl_uniform *u; - int pos; -}; - -/* The shader_program->Uniforms list is almost sorted in increasing - * uniform->{Frag,Vert}Pos locations, but not quite when there are - * uniforms shared between targets. We need to add parameters in - * increasing order for the targets. - */ static int -sort_uniforms(const void *a, const void *b) -{ - struct uniform_sort *u1 = (struct uniform_sort *)a; - struct uniform_sort *u2 = (struct uniform_sort *)b; - - return u1->pos - u2->pos; -} - -/* Add the uniforms to the parameters. The linker chose locations - * in our parameters lists (which weren't created yet), which the - * uniforms code will use to poke values into our parameters list - * when uniforms are updated. - */ -static void -add_uniforms_to_parameters_list(struct gl_shader_program *shader_program, - struct gl_shader *shader, - struct gl_program *prog) +add_uniform_to_shader(ir_variable *var, + struct gl_program_parameter_list *params, + unsigned int &next_sampler) { - unsigned int i; - unsigned int next_sampler = 0, num_uniforms = 0; - struct uniform_sort *sorted_uniforms; + const glsl_type *type = var->type; + unsigned int size; - sorted_uniforms = ralloc_array(NULL, struct uniform_sort, - shader_program->Uniforms->NumUniforms); + if (type->is_vector() || type->is_scalar()) { + size = type->vector_elements; + } else { + size = type_size(type) * 4; + } - for (i = 0; i < shader_program->Uniforms->NumUniforms; i++) { - struct gl_uniform *uniform = shader_program->Uniforms->Uniforms + i; - int parameter_index = -1; + gl_register_file file; + if (type->is_sampler() || + (type->is_array() && type->fields.array->is_sampler())) { + file = PROGRAM_SAMPLER; + } else { + file = PROGRAM_UNIFORM; + } - switch (shader->Type) { - case GL_VERTEX_SHADER: - parameter_index = uniform->VertPos; - break; - case GL_FRAGMENT_SHADER: - parameter_index = uniform->FragPos; - break; - case GL_GEOMETRY_SHADER: - parameter_index = uniform->GeomPos; - break; - } + int index = _mesa_lookup_parameter_index(params, -1, var->name); + if (index < 0) { + index = _mesa_add_parameter(params, file, + var->name, size, type->gl_type, + NULL, NULL, 0x0); - /* Only add uniforms used in our target. */ - if (parameter_index != -1) { - sorted_uniforms[num_uniforms].pos = parameter_index; - sorted_uniforms[num_uniforms].u = uniform; - num_uniforms++; + /* Sampler uniform values are stored in prog->SamplerUnits, + * and the entry in that array is selected by this index we + * store in ParameterValues[]. + */ + if (file == PROGRAM_SAMPLER) { + for (unsigned int j = 0; j < size / 4; j++) + params->ParameterValues[index + j][0].f = next_sampler++; } } - qsort(sorted_uniforms, num_uniforms, sizeof(struct uniform_sort), - sort_uniforms); - - for (i = 0; i < num_uniforms; i++) { - struct gl_uniform *uniform = sorted_uniforms[i].u; - int parameter_index = sorted_uniforms[i].pos; - const glsl_type *type = uniform->Type; - unsigned int size; - - if (type->is_vector() || - type->is_scalar()) { - size = type->vector_elements; - } else { - size = type_size(type) * 4; - } + return index; +} - gl_register_file file; - if (type->is_sampler() || - (type->is_array() && type->fields.array->is_sampler())) { - file = PROGRAM_SAMPLER; - } else { - file = PROGRAM_UNIFORM; - } +/** + * Generate the program parameters list for the user uniforms in a shader + * + * \param shader_program Linked shader program. This is only used to + * emit possible link errors to the info log. + * \param sh Shader whose uniforms are to be processed. + * \param params Parameter list to be filled in. + */ +void +_mesa_generate_parameters_list_for_uniforms(struct gl_shader_program + *shader_program, + struct gl_shader *sh, + struct gl_program_parameter_list + *params) +{ + unsigned int next_sampler = 0; - GLint index = _mesa_lookup_parameter_index(prog->Parameters, -1, - uniform->Name); + foreach_list(node, sh->ir) { + ir_variable *var = ((ir_instruction *) node)->as_variable(); - if (index < 0) { - index = _mesa_add_parameter(prog->Parameters, file, - uniform->Name, size, type->gl_type, - NULL, NULL, 0x0); + if ((var == NULL) || (var->mode != ir_var_uniform) + || (strncmp(var->name, "gl_", 3) == 0)) + continue; - /* Sampler uniform values are stored in prog->SamplerUnits, - * and the entry in that array is selected by this index we - * store in ParameterValues[]. - */ - if (file == PROGRAM_SAMPLER) { - for (unsigned int j = 0; j < size / 4; j++) - prog->Parameters->ParameterValues[index + j][0].f = next_sampler++; - } + int loc = add_uniform_to_shader(var, params, next_sampler); - /* The location chosen in the Parameters list here (returned - * from _mesa_add_uniform) has to match what the linker chose. - */ - if (index != parameter_index) { - linker_error(shader_program, - "Allocation of uniform `%s' to target failed " - "(%d vs %d)\n", - uniform->Name, index, parameter_index); - } + /* The location chosen in the Parameters list here (returned from + * _mesa_add_parameter) has to match what the linker chose. + */ + if (var->location != loc) { + linker_error(shader_program, + "Allocation of uniform `%s' to target failed " + "(%d vs %d)\n", + var->name, loc, var->location); } } - - ralloc_free(sorted_uniforms); } static void @@ -3046,7 +3008,8 @@ get_mesa_program(struct gl_context *ctx, v.shader_program = shader_program; v.options = options; - add_uniforms_to_parameters_list(shader_program, shader, prog); + _mesa_generate_parameters_list_for_uniforms(shader_program, shader, + prog->Parameters); /* Emit Mesa IR for main(). */ visit_exec_list(shader->ir, &v); diff --git a/src/mesa/program/ir_to_mesa.h b/src/mesa/program/ir_to_mesa.h index 5649282f03f..d046b0fcf9b 100644 --- a/src/mesa/program/ir_to_mesa.h +++ b/src/mesa/program/ir_to_mesa.h @@ -38,4 +38,11 @@ GLboolean _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program #ifdef __cplusplus } + +void +_mesa_generate_parameters_list_for_uniforms(struct gl_shader_program + *shader_program, + struct gl_shader *sh, + struct gl_program_parameter_list + *params); #endif |