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authorTimothy Arceri <[email protected]>2016-12-04 22:47:17 +1100
committerTimothy Arceri <[email protected]>2017-01-19 15:55:02 +1100
commit62f718bfcb75ab6f8e7276d1acdea767e55feac9 (patch)
treeb43768b161c368c340ea8b2a07f478dcab9938af
parentc054bbf0d40350bce931bccfce59d0c4ebca6fd1 (diff)
glsl: store number of explicit uniform loactions in gl_shader_program
This allows us to cleanup the functions that pass this count around, but more importantly we will be able to call the uniform linking functions from that backends linker without having to pass this information to the backend directly via Driver.LinkShader(). Reviewed-by: Kenneth Graunke <[email protected]>
-rw-r--r--src/compiler/glsl/link_uniforms.cpp19
-rw-r--r--src/compiler/glsl/linker.cpp27
-rw-r--r--src/compiler/glsl/linker.h3
-rw-r--r--src/mesa/main/mtypes.h5
4 files changed, 25 insertions, 29 deletions
diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp
index 86711e22822..a450aa03a8c 100644
--- a/src/compiler/glsl/link_uniforms.cpp
+++ b/src/compiler/glsl/link_uniforms.cpp
@@ -1042,12 +1042,10 @@ find_empty_block(struct gl_shader_program *prog,
static void
link_setup_uniform_remap_tables(struct gl_context *ctx,
- struct gl_shader_program *prog,
- unsigned num_explicit_uniform_locs)
+ struct gl_shader_program *prog)
{
- unsigned total_entries = num_explicit_uniform_locs;
- unsigned empty_locs =
- prog->NumUniformRemapTable - num_explicit_uniform_locs;
+ unsigned total_entries = prog->NumExplicitUniformLocations;
+ unsigned empty_locs = prog->NumUniformRemapTable - total_entries;
/* Reserve all the explicit locations of the active uniforms. */
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
@@ -1206,8 +1204,7 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
static void
link_assign_uniform_storage(struct gl_context *ctx,
struct gl_shader_program *prog,
- const unsigned num_data_slots,
- unsigned num_explicit_uniform_locs)
+ const unsigned num_data_slots)
{
/* On the outside chance that there were no uniforms, bail out.
*/
@@ -1266,15 +1263,14 @@ link_assign_uniform_storage(struct gl_context *ctx,
assert(parcel.values == data_end);
#endif
- link_setup_uniform_remap_tables(ctx, prog, num_explicit_uniform_locs);
+ link_setup_uniform_remap_tables(ctx, prog);
link_set_uniform_initializers(prog, boolean_true);
}
void
link_assign_uniform_locations(struct gl_shader_program *prog,
- struct gl_context *ctx,
- unsigned int num_explicit_uniform_locs)
+ struct gl_context *ctx)
{
ralloc_free(prog->data->UniformStorage);
prog->data->UniformStorage = NULL;
@@ -1335,6 +1331,5 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
hiddenUniforms->iterate(assign_hidden_uniform_slot_id, &uniform_size);
delete hiddenUniforms;
- link_assign_uniform_storage(ctx, prog, uniform_size.num_values,
- num_explicit_uniform_locs);
+ link_assign_uniform_storage(ctx, prog, uniform_size.num_values);
}
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 4db3ad1dea4..5f6b27c887b 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -3378,12 +3378,14 @@ reserve_subroutine_explicit_locations(struct gl_shader_program *prog,
* any optimizations happen to handle also inactive uniforms and
* inactive array elements that may get trimmed away.
*/
-static unsigned
+static void
check_explicit_uniform_locations(struct gl_context *ctx,
struct gl_shader_program *prog)
{
+ prog->NumExplicitUniformLocations = 0;
+
if (!ctx->Extensions.ARB_explicit_uniform_location)
- return 0;
+ return;
/* This map is used to detect if overlapping explicit locations
* occur with the same uniform (from different stage) or a different one.
@@ -3392,7 +3394,7 @@ check_explicit_uniform_locations(struct gl_context *ctx,
if (!uniform_map) {
linker_error(prog, "Out of memory during linking.\n");
- return 0;
+ return;
}
unsigned entries_total = 0;
@@ -3420,7 +3422,7 @@ check_explicit_uniform_locations(struct gl_context *ctx,
}
if (!ret) {
delete uniform_map;
- return 0;
+ return;
}
}
}
@@ -3445,7 +3447,7 @@ check_explicit_uniform_locations(struct gl_context *ctx,
}
delete uniform_map;
- return entries_total;
+ prog->NumExplicitUniformLocations = entries_total;
}
static bool
@@ -4533,11 +4535,10 @@ disable_varying_optimizations_for_sso(struct gl_shader_program *prog)
static void
link_and_validate_uniforms(struct gl_context *ctx,
- struct gl_shader_program *prog,
- unsigned num_explicit_uniform_locs)
+ struct gl_shader_program *prog)
{
update_array_sizes(prog);
- link_assign_uniform_locations(prog, ctx, num_explicit_uniform_locs);
+ link_assign_uniform_locations(prog, ctx);
link_assign_atomic_counter_resources(ctx, prog);
link_calculate_subroutine_compat(prog);
@@ -4549,7 +4550,6 @@ link_and_validate_uniforms(struct gl_context *ctx,
static bool
link_varyings_and_uniforms(unsigned first, unsigned last,
- unsigned num_explicit_uniform_locs,
struct gl_context *ctx,
struct gl_shader_program *prog, void *mem_ctx)
{
@@ -4595,7 +4595,7 @@ link_varyings_and_uniforms(unsigned first, unsigned last,
if (!link_varyings(prog, first, last, ctx, mem_ctx))
return false;
- link_and_validate_uniforms(ctx, prog, num_explicit_uniform_locs);
+ link_and_validate_uniforms(ctx, prog);
if (!prog->data->LinkStatus)
return false;
@@ -4647,8 +4647,6 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
return;
}
- unsigned int num_explicit_uniform_locs = 0;
-
void *mem_ctx = ralloc_context(NULL); // temporary linker context
prog->ARB_fragment_coord_conventions_enable = false;
@@ -4828,7 +4826,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
last = i;
}
- num_explicit_uniform_locs = check_explicit_uniform_locations(ctx, prog);
+ check_explicit_uniform_locations(ctx, prog);
link_assign_subroutine_types(prog);
if (!prog->data->LinkStatus)
@@ -4944,8 +4942,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
store_fragdepth_layout(prog);
- if(!link_varyings_and_uniforms(first, last, num_explicit_uniform_locs, ctx,
- prog, mem_ctx))
+ if(!link_varyings_and_uniforms(first, last, ctx, prog, mem_ctx))
goto done;
/* OpenGL ES < 3.1 requires that a vertex shader and a fragment shader both
diff --git a/src/compiler/glsl/linker.h b/src/compiler/glsl/linker.h
index 8363d549428..9841ef019e5 100644
--- a/src/compiler/glsl/linker.h
+++ b/src/compiler/glsl/linker.h
@@ -35,8 +35,7 @@ link_invalidate_variable_locations(exec_list *ir);
extern void
link_assign_uniform_locations(struct gl_shader_program *prog,
- struct gl_context *ctx,
- unsigned int num_explicit_uniform_locs);
+ struct gl_context *ctx);
extern void
link_set_uniform_initializers(struct gl_shader_program *prog,
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index 793a527cb45..13a75734f99 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2835,6 +2835,11 @@ struct gl_shader_program
unsigned LastCullDistanceArraySize;
/**
+ * Total number of explicit uniform location including inactive uniforms.
+ */
+ unsigned NumExplicitUniformLocations;
+
+ /**
* Map of active uniform names to locations
*
* Maps any active uniform that is not an array element to a location.