diff options
author | Eric Anholt <[email protected]> | 2010-06-30 11:05:43 -0700 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2010-06-30 11:30:26 -0700 |
commit | 16b68b1952d0da14b9ce8306efa64988ce46b4b7 (patch) | |
tree | 9d8c8961b2ff83aaf0a1b83f589e9cb73feec1b6 | |
parent | 524745bc55dd23c612aebdb545125727bfb16e4d (diff) |
glsl2: Move our data from a glsl_shader* on the side to the main gl_shader *.
This saves recompiling at link time. gl_shader->ir is made a pointer
so that we don't have to bring exec_list into mtypes.h.
-rw-r--r-- | src/glsl/linker.cpp | 48 | ||||
-rw-r--r-- | src/glsl/list.h | 19 | ||||
-rw-r--r-- | src/glsl/main.cpp | 47 | ||||
-rw-r--r-- | src/glsl/program.h | 22 | ||||
-rw-r--r-- | src/mesa/main/mtypes.h | 3 | ||||
-rw-r--r-- | src/mesa/shader/ir_to_mesa.cpp | 73 | ||||
-rw-r--r-- | src/mesa/shader/shader_api.c | 8 |
7 files changed, 95 insertions, 125 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 8547f74ce65..df71f21b546 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -128,10 +128,10 @@ linker_error_printf(glsl_program *prog, const char *fmt, ...) void -invalidate_variable_locations(glsl_shader *sh, enum ir_variable_mode mode, +invalidate_variable_locations(gl_shader *sh, enum ir_variable_mode mode, int generic_base) { - foreach_list(node, &sh->ir) { + foreach_list(node, sh->ir) { ir_variable *const var = ((ir_instruction *) node)->as_variable(); if ((var == NULL) || (var->mode != (unsigned) mode)) @@ -187,7 +187,7 @@ count_attribute_slots(const glsl_type *t) */ bool validate_vertex_shader_executable(struct glsl_program *prog, - struct glsl_shader *shader) + struct gl_shader *shader) { if (shader == NULL) return true; @@ -198,7 +198,7 @@ validate_vertex_shader_executable(struct glsl_program *prog, } find_assignment_visitor find("gl_Position"); - find.run(&shader->ir); + find.run(shader->ir); if (!find.variable_found()) { linker_error_printf(prog, "vertex shader does not write to `gl_Position'\n"); @@ -216,7 +216,7 @@ validate_vertex_shader_executable(struct glsl_program *prog, */ bool validate_fragment_shader_executable(struct glsl_program *prog, - struct glsl_shader *shader) + struct gl_shader *shader) { if (shader == NULL) return true; @@ -229,8 +229,8 @@ validate_fragment_shader_executable(struct glsl_program *prog, find_assignment_visitor frag_color("gl_FragColor"); find_assignment_visitor frag_data("gl_FragData"); - frag_color.run(&shader->ir); - frag_data.run(&shader->ir); + frag_color.run(shader->ir); + frag_data.run(shader->ir); if (!frag_color.variable_found() && !frag_data.variable_found()) { linker_error_printf(prog, "fragment shader does not write to " @@ -259,7 +259,7 @@ cross_validate_uniforms(struct glsl_program *prog) */ glsl_symbol_table uniforms; for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) { - foreach_list(node, &prog->_LinkedShaders[i]->ir) { + foreach_list(node, prog->_LinkedShaders[i]->ir) { ir_variable *const var = ((ir_instruction *) node)->as_variable(); if ((var == NULL) || (var->mode != ir_var_uniform)) @@ -309,7 +309,7 @@ cross_validate_uniforms(struct glsl_program *prog) */ bool cross_validate_outputs_to_inputs(struct glsl_program *prog, - glsl_shader *producer, glsl_shader *consumer) + gl_shader *producer, gl_shader *consumer) { glsl_symbol_table parameters; /* FINISHME: Figure these out dynamically. */ @@ -318,7 +318,7 @@ cross_validate_outputs_to_inputs(struct glsl_program *prog, /* Find all shader outputs in the "producer" stage. */ - foreach_list(node, &producer->ir) { + foreach_list(node, producer->ir) { ir_variable *const var = ((ir_instruction *) node)->as_variable(); /* FINISHME: For geometry shaders, this should also look for inout @@ -335,7 +335,7 @@ cross_validate_outputs_to_inputs(struct glsl_program *prog, * matching outputs already in the symbol table must have the same type and * qualifiers. */ - foreach_list(node, &consumer->ir) { + foreach_list(node, consumer->ir) { ir_variable *const input = ((ir_instruction *) node)->as_variable(); /* FINISHME: For geometry shaders, this should also look for inout @@ -423,7 +423,7 @@ assign_uniform_locations(struct glsl_program *prog) for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) { unsigned next_position = 0; - foreach_list(node, &prog->_LinkedShaders[i]->ir) { + foreach_list(node, prog->_LinkedShaders[i]->ir) { ir_variable *const var = ((ir_instruction *) node)->as_variable(); if ((var == NULL) || (var->mode != ir_var_uniform)) @@ -540,7 +540,7 @@ assign_attribute_locations(glsl_program *prog, unsigned max_attribute_index) unsigned used_locations = (max_attribute_index >= 32) ? ~0 : ~((1 << max_attribute_index) - 1); - glsl_shader *const sh = prog->_LinkedShaders[0]; + gl_shader *const sh = prog->_LinkedShaders[0]; assert(sh->Type == GL_VERTEX_SHADER); /* Operate in a total of four passes. @@ -644,7 +644,7 @@ assign_attribute_locations(glsl_program *prog, unsigned max_attribute_index) unsigned num_attr = 0; - foreach_list(node, &sh->ir) { + foreach_list(node, sh->ir) { ir_variable *const var = ((ir_instruction *) node)->as_variable(); if ((var == NULL) || (var->mode != ir_var_in)) @@ -694,7 +694,7 @@ assign_attribute_locations(glsl_program *prog, unsigned max_attribute_index) void -assign_varying_locations(glsl_shader *producer, glsl_shader *consumer) +assign_varying_locations(gl_shader *producer, gl_shader *consumer) { /* FINISHME: Set dynamically when geometry shader support is added. */ unsigned output_index = VERT_RESULT_VAR0; @@ -714,7 +714,7 @@ assign_varying_locations(glsl_shader *producer, glsl_shader *consumer) invalidate_variable_locations(producer, ir_var_out, VERT_RESULT_VAR0); invalidate_variable_locations(consumer, ir_var_in, FRAG_ATTRIB_VAR0); - foreach_list(node, &producer->ir) { + foreach_list(node, producer->ir) { ir_variable *const output_var = ((ir_instruction *) node)->as_variable(); if ((output_var == NULL) || (output_var->mode != ir_var_out) @@ -740,7 +740,7 @@ assign_varying_locations(glsl_shader *producer, glsl_shader *consumer) input_index++; } - foreach_list(node, &producer->ir) { + foreach_list(node, producer->ir) { ir_variable *const var = ((ir_instruction *) node)->as_variable(); if ((var == NULL) || (var->mode != ir_var_out)) @@ -752,7 +752,7 @@ assign_varying_locations(glsl_shader *producer, glsl_shader *consumer) var->shader_out = (var->location != -1); } - foreach_list(node, &consumer->ir) { + foreach_list(node, consumer->ir) { ir_variable *const var = ((ir_instruction *) node)->as_variable(); if ((var == NULL) || (var->mode != ir_var_in)) @@ -780,13 +780,13 @@ link_shaders(struct glsl_program *prog) /* Separate the shaders into groups based on their type. */ - struct glsl_shader **vert_shader_list; + struct gl_shader **vert_shader_list; unsigned num_vert_shaders = 0; - struct glsl_shader **frag_shader_list; + struct gl_shader **frag_shader_list; unsigned num_frag_shaders = 0; - vert_shader_list = (struct glsl_shader **) - calloc(2 * prog->NumShaders, sizeof(struct glsl_shader *)); + vert_shader_list = (struct gl_shader **) + calloc(2 * prog->NumShaders, sizeof(struct gl_shader *)); frag_shader_list = &vert_shader_list[prog->NumShaders]; for (unsigned i = 0; i < prog->NumShaders; i++) { @@ -817,8 +817,8 @@ link_shaders(struct glsl_program *prog) goto done; - prog->_LinkedShaders = (struct glsl_shader **) - calloc(2, sizeof(struct glsl_shader *)); + prog->_LinkedShaders = (struct gl_shader **) + calloc(2, sizeof(struct gl_shader *)); prog->_NumLinkedShaders = 0; if (num_vert_shaders > 0) { diff --git a/src/glsl/list.h b/src/glsl/list.h index 7732d66d7a6..d449bdd8b12 100644 --- a/src/glsl/list.h +++ b/src/glsl/list.h @@ -272,6 +272,25 @@ struct exec_list { struct exec_node *tail_pred; #ifdef __cplusplus + /* Callers of this talloc-based new need not call delete. It's + * easier to just talloc_free 'ctx' (or any of its ancestors). */ + static void* operator new(size_t size, void *ctx) + { + void *node; + + node = talloc_size(ctx, size); + assert(node != NULL); + + return node; + } + + /* If the user *does* call delete, that's OK, we will just + * talloc_free in that case. */ + static void operator delete(void *node) + { + talloc_free(node); + } + exec_list() { make_empty(); diff --git a/src/glsl/main.cpp b/src/glsl/main.cpp index f1dab7b576a..e78af42ac65 100644 --- a/src/glsl/main.cpp +++ b/src/glsl/main.cpp @@ -38,14 +38,13 @@ /* Returned string will have 'ctx' as its talloc owner. */ static char * -load_text_file(void *ctx, const char *file_name, size_t *size) +load_text_file(void *ctx, const char *file_name) { char *text = NULL; struct stat st; ssize_t total_read = 0; int fd = open(file_name, O_RDONLY); - *size = 0; if (fd < 0) { return NULL; } @@ -70,7 +69,6 @@ load_text_file(void *ctx, const char *file_name, size_t *size) } while (total_read < st.st_size); text[total_read] = '\0'; - *size = total_read; } } @@ -102,7 +100,7 @@ const struct option compiler_opts[] = { }; void -compile_shader(struct glsl_shader *shader) +compile_shader(struct gl_shader *shader) { struct _mesa_glsl_parse_state *state; @@ -145,40 +143,40 @@ compile_shader(struct glsl_shader *shader) printf("\n\n"); } - shader->ir.make_empty(); + shader->ir = new(shader) exec_list; if (!state->error && !state->translation_unit.is_empty()) - _mesa_ast_to_hir(&shader->ir, state); + _mesa_ast_to_hir(shader->ir, state); - validate_ir_tree(&shader->ir); + validate_ir_tree(shader->ir); /* Print out the unoptimized IR. */ if (!state->error && dump_hir) { - _mesa_print_ir(&shader->ir, state); + _mesa_print_ir(shader->ir, state); } /* Optimization passes */ - if (!state->error && !shader->ir.is_empty()) { + if (!state->error && !shader->ir->is_empty()) { bool progress; do { progress = false; - progress = do_function_inlining(&shader->ir) || progress; - progress = do_if_simplification(&shader->ir) || progress; - progress = do_copy_propagation(&shader->ir) || progress; - progress = do_dead_code_local(&shader->ir) || progress; - progress = do_dead_code_unlinked(state, &shader->ir) || progress; - progress = do_constant_variable_unlinked(&shader->ir) || progress; - progress = do_constant_folding(&shader->ir) || progress; - progress = do_vec_index_to_swizzle(&shader->ir) || progress; - progress = do_swizzle_swizzle(&shader->ir) || progress; + progress = do_function_inlining(shader->ir) || progress; + progress = do_if_simplification(shader->ir) || progress; + progress = do_copy_propagation(shader->ir) || progress; + progress = do_dead_code_local(shader->ir) || progress; + progress = do_dead_code_unlinked(state, shader->ir) || progress; + progress = do_constant_variable_unlinked(shader->ir) || progress; + progress = do_constant_folding(shader->ir) || progress; + progress = do_vec_index_to_swizzle(shader->ir) || progress; + progress = do_swizzle_swizzle(shader->ir) || progress; } while (progress); } - validate_ir_tree(&shader->ir); + validate_ir_tree(shader->ir); /* Print out the resulting IR */ if (!state->error && dump_lir) { - _mesa_print_ir(&shader->ir, state); + _mesa_print_ir(shader->ir, state); } shader->symbols = state->symbols; @@ -214,12 +212,12 @@ main(int argc, char **argv) assert(whole_program != NULL); for (/* empty */; argc > optind; optind++) { - whole_program->Shaders = (struct glsl_shader **) + whole_program->Shaders = (struct gl_shader **) talloc_realloc(whole_program, whole_program->Shaders, - struct glsl_shader *, whole_program->NumShaders + 1); + struct gl_shader *, whole_program->NumShaders + 1); assert(whole_program->Shaders != NULL); - struct glsl_shader *shader = talloc_zero(whole_program, glsl_shader); + struct gl_shader *shader = talloc_zero(whole_program, gl_shader); whole_program->Shaders[whole_program->NumShaders] = shader; whole_program->NumShaders++; @@ -238,8 +236,7 @@ main(int argc, char **argv) else usage_fail(argv[0]); - shader->Source = load_text_file(whole_program, - argv[optind], &shader->SourceLen); + shader->Source = load_text_file(whole_program, argv[optind]); if (shader->Source == NULL) { printf("File \"%s\" does not exist.\n", argv[optind]); exit(EXIT_FAILURE); diff --git a/src/glsl/program.h b/src/glsl/program.h index fd8197a45a6..19c3a3e611b 100644 --- a/src/glsl/program.h +++ b/src/glsl/program.h @@ -30,24 +30,6 @@ extern "C" { } /** - * Based on gl_shader in Mesa's mtypes.h. - */ -struct glsl_shader { - GLenum Type; - GLuint Name; - GLint RefCount; - GLboolean DeletePending; - GLboolean CompileStatus; - const GLchar *Source; /**< Source code string */ - size_t SourceLen; - GLchar *InfoLog; - - struct exec_list ir; - struct glsl_symbol_table *symbols; - struct gl_shader *mesa_shader; -}; - -/** * Based on gl_shader_program in Mesa's mtypes.h. */ struct glsl_program { @@ -57,14 +39,14 @@ struct glsl_program { GLboolean DeletePending; GLuint NumShaders; /**< number of attached shaders */ - struct glsl_shader **Shaders; /**< List of attached the shaders */ + struct gl_shader **Shaders; /**< List of attached the shaders */ /** * Per-stage shaders resulting from the first stage of linking. */ /*@{*/ unsigned _NumLinkedShaders; - struct glsl_shader **_LinkedShaders; + struct gl_shader **_LinkedShaders; /*@}*/ /** User-defined attribute bindings (glBindAttribLocation) */ diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h index c34d9bac4a0..6fc7e29baf9 100644 --- a/src/mesa/main/mtypes.h +++ b/src/mesa/main/mtypes.h @@ -1966,6 +1966,9 @@ struct gl_shader struct gl_program *Program; /**< Post-compile assembly code */ GLchar *InfoLog; struct gl_sl_pragmas Pragmas; + + struct exec_list *ir; + struct glsl_symbol_table *symbols; }; diff --git a/src/mesa/shader/ir_to_mesa.cpp b/src/mesa/shader/ir_to_mesa.cpp index 85ede3e3280..c2dde312efb 100644 --- a/src/mesa/shader/ir_to_mesa.cpp +++ b/src/mesa/shader/ir_to_mesa.cpp @@ -1561,13 +1561,12 @@ link_uniforms_to_shared_uniform_list(struct gl_uniform_list *uniforms, } struct gl_program * -get_mesa_program(GLcontext *ctx, void *mem_ctx, struct glsl_shader *shader) +get_mesa_program(GLcontext *ctx, void *mem_ctx, struct gl_shader *shader) { ir_to_mesa_visitor v; struct prog_instruction *mesa_instructions, *mesa_inst; ir_instruction **mesa_instruction_annotation; int i; - exec_list *instructions = &shader->ir; struct gl_program *prog; GLenum target; @@ -1587,7 +1586,7 @@ get_mesa_program(GLcontext *ctx, void *mem_ctx, struct glsl_shader *shader) v.prog = prog; v.mem_ctx = talloc_new(NULL); - visit_exec_list(instructions, &v); + visit_exec_list(shader->ir, &v); v.ir_to_mesa_emit_op1(NULL, OPCODE_END, ir_to_mesa_undef_dst, ir_to_mesa_undef); @@ -1635,27 +1634,18 @@ get_mesa_program(GLcontext *ctx, void *mem_ctx, struct glsl_shader *shader) prog->Instructions = mesa_instructions; prog->NumInstructions = num_instructions; - _mesa_reference_program(ctx, &shader->mesa_shader->Program, prog); + _mesa_reference_program(ctx, &shader->Program, prog); return prog; } -/* Takes a Mesa gl shader structure and compiles it, returning our Mesa-like - * structure with the IR and such attached. - */ -static struct glsl_shader * -_mesa_get_glsl_shader(GLcontext *ctx, void *mem_ctx, struct gl_shader *sh) +extern "C" { + +void +_mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *shader) { - struct glsl_shader *shader = talloc_zero(mem_ctx, struct glsl_shader); struct _mesa_glsl_parse_state *state; - shader->Type = sh->Type; - shader->Name = sh->Name; - shader->RefCount = 1; - shader->Source = sh->Source; - shader->SourceLen = strlen(sh->Source); - shader->mesa_shader = sh; - state = talloc_zero(shader, struct _mesa_glsl_parse_state); switch (shader->Type) { case GL_VERTEX_SHADER: state->target = vertex_shader; break; @@ -1665,7 +1655,7 @@ _mesa_get_glsl_shader(GLcontext *ctx, void *mem_ctx, struct gl_shader *sh) state->scanner = NULL; state->translation_unit.make_empty(); - state->symbols = new(mem_ctx) glsl_symbol_table; + state->symbols = new(shader) glsl_symbol_table; state->info_log = talloc_strdup(shader, ""); state->error = false; state->temp_index = 0; @@ -1686,25 +1676,25 @@ _mesa_get_glsl_shader(GLcontext *ctx, void *mem_ctx, struct gl_shader *sh) _mesa_glsl_lexer_dtor(state); } - shader->ir.make_empty(); + shader->ir = new(shader) exec_list; if (!state->error && !state->translation_unit.is_empty()) - _mesa_ast_to_hir(&shader->ir, state); + _mesa_ast_to_hir(shader->ir, state); /* Optimization passes */ - if (!state->error && !shader->ir.is_empty()) { + if (!state->error && !shader->ir->is_empty()) { bool progress; do { progress = false; - progress = do_function_inlining(&shader->ir) || progress; - progress = do_if_simplification(&shader->ir) || progress; - progress = do_copy_propagation(&shader->ir) || progress; - progress = do_dead_code_local(&shader->ir) || progress; - progress = do_dead_code_unlinked(state, &shader->ir) || progress; - progress = do_constant_variable_unlinked(&shader->ir) || progress; - progress = do_constant_folding(&shader->ir) || progress; - progress = do_vec_index_to_swizzle(&shader->ir) || progress; - progress = do_swizzle_swizzle(&shader->ir) || progress; + progress = do_function_inlining(shader->ir) || progress; + progress = do_if_simplification(shader->ir) || progress; + progress = do_copy_propagation(shader->ir) || progress; + progress = do_dead_code_local(shader->ir) || progress; + progress = do_dead_code_unlinked(state, shader->ir) || progress; + progress = do_constant_variable_unlinked(shader->ir) || progress; + progress = do_constant_folding(shader->ir) || progress; + progress = do_vec_index_to_swizzle(shader->ir) || progress; + progress = do_swizzle_swizzle(shader->ir) || progress; } while (progress); } @@ -1714,23 +1704,6 @@ _mesa_get_glsl_shader(GLcontext *ctx, void *mem_ctx, struct gl_shader *sh) shader->InfoLog = state->info_log; talloc_free(state); - - return shader; -} - -extern "C" { - -void -_mesa_glsl_compile_shader(GLcontext *ctx, struct gl_shader *sh) -{ - struct glsl_shader *shader; - TALLOC_CTX *mem_ctx = talloc_new(NULL); - - shader = _mesa_get_glsl_shader(ctx, mem_ctx, sh); - - sh->CompileStatus = shader->CompileStatus; - sh->InfoLog = strdup(shader->InfoLog); - talloc_free(mem_ctx); } void @@ -1738,18 +1711,16 @@ _mesa_glsl_link_shader(GLcontext *ctx, struct gl_shader_program *prog) { struct glsl_program *whole_program; unsigned int i; - _mesa_clear_shader_program_data(ctx, prog); whole_program = talloc_zero(NULL, struct glsl_program); whole_program->LinkStatus = GL_TRUE; whole_program->NumShaders = prog->NumShaders; - whole_program->Shaders = talloc_array(whole_program, struct glsl_shader *, + whole_program->Shaders = talloc_array(whole_program, struct gl_shader *, prog->NumShaders); for (i = 0; i < prog->NumShaders; i++) { - whole_program->Shaders[i] = _mesa_get_glsl_shader(ctx, whole_program, - prog->Shaders[i]); + whole_program->Shaders[i] = prog->Shaders[i]; if (!whole_program->Shaders[i]->CompileStatus) { whole_program->InfoLog = talloc_asprintf_append(whole_program->InfoLog, diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c index a584f6072c4..40b8286a13f 100644 --- a/src/mesa/shader/shader_api.c +++ b/src/mesa/shader/shader_api.c @@ -44,7 +44,7 @@ #include "shader/prog_uniform.h" #include "shader/shader_api.h" #include "shader/uniforms.h" - +#include "talloc.h" /** * Allocate a new gl_shader_program object, initialize it. @@ -253,7 +253,7 @@ _mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type) { struct gl_shader *shader; assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER); - shader = CALLOC_STRUCT(gl_shader); + shader = talloc_zero(NULL, struct gl_shader); if (shader) { shader->Type = type; shader->Name = name; @@ -268,10 +268,8 @@ _mesa_free_shader(GLcontext *ctx, struct gl_shader *sh) { if (sh->Source) free((void *) sh->Source); - if (sh->InfoLog) - free(sh->InfoLog); _mesa_reference_program(ctx, &sh->Program, NULL); - free(sh); + talloc_free(sh); } |