diff options
author | Timothy Arceri <[email protected]> | 2016-09-25 22:50:24 +1000 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2016-09-27 11:29:05 +1000 |
commit | ab67b6afdfb423200cb03a711eda89abe4e80fb2 (patch) | |
tree | 04ea97a5dfb9194d7b1a2fe6719cfdcef77c117f /src/compiler/glsl/link_uniforms.cpp | |
parent | 856e0bd707d2ead26eb3a04be08885487850be38 (diff) |
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 <[email protected]>
Diffstat (limited to 'src/compiler/glsl/link_uniforms.cpp')
-rw-r--r-- | src/compiler/glsl/link_uniforms.cpp | 330 |
1 files changed, 174 insertions, 156 deletions
diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp index 4d3fc6d9c74..11204fc5a3f 100644 --- a/src/compiler/glsl/link_uniforms.cpp +++ b/src/compiler/glsl/link_uniforms.cpp @@ -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); |