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-rw-r--r--src/glsl/link_uniforms.cpp87
-rw-r--r--src/glsl/linker.cpp19
-rw-r--r--src/glsl/linker.h3
3 files changed, 24 insertions, 85 deletions
diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index 76ee70dd400..33b2d4c8646 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -1057,40 +1057,9 @@ assign_hidden_uniform_slot_id(const char *name, unsigned hidden_id,
uniform_size->map->put(hidden_uniform_start + hidden_id, name);
}
-/**
- * Search UniformRemapTable for empty block big enough to hold given uniform.
- * TODO Optimize this algorithm later if it turns out to be a major bottleneck.
- */
-static int
-find_empty_block(struct gl_shader_program *prog,
- struct gl_uniform_storage *uniform)
-{
- const unsigned entries = MAX2(1, uniform->array_elements);
- for (unsigned i = 0, j; i < prog->NumUniformRemapTable; i++) {
- /* We found empty space in UniformRemapTable. */
- if (prog->UniformRemapTable[i] == NULL) {
- for (j = i; j < entries && j < prog->NumUniformRemapTable; j++) {
- if (prog->UniformRemapTable[j] != NULL) {
- /* Entries do not fit in this space, continue searching
- * after this location.
- */
- i = j + 1;
- break;
- }
- }
- /* Entries fit, we can return this location. */
- if (i != j + 1) {
- return i;
- }
- }
- }
- return -1;
-}
-
void
link_assign_uniform_locations(struct gl_shader_program *prog,
- unsigned int boolean_true,
- unsigned int max_locations)
+ unsigned int boolean_true)
{
ralloc_free(prog->UniformStorage);
prog->UniformStorage = NULL;
@@ -1181,20 +1150,6 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
- unsigned total_entries = 0;
-
- /* Calculate amount of 'holes' left after explicit locations were
- * reserved from UniformRemapTable.
- */
- unsigned empty_locs = 0;
- for (unsigned i = 0; i < prog->NumUniformRemapTable; i++)
- if (prog->UniformRemapTable[i] == NULL)
- empty_locs++;
-
- /* Add all the reserved explicit locations - empty locations in remap table. */
- if (prog->NumUniformRemapTable)
- total_entries = (prog->NumUniformRemapTable - 1) - empty_locs;
-
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
@@ -1258,43 +1213,21 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
/* 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]);
-
- if (chosen_location != -1) {
- empty_locs -= entries;
- } else {
- chosen_location = prog->NumUniformRemapTable;
-
- /* Add new entries to the total amount of entries. */
- total_entries += entries;
-
- /* resize remap table to fit new entries */
- prog->UniformRemapTable =
- reralloc(prog,
- prog->UniformRemapTable,
- gl_uniform_storage *,
- prog->NumUniformRemapTable + entries);
- prog->NumUniformRemapTable += entries;
- }
+ /* resize remap table to fit new entries */
+ prog->UniformRemapTable =
+ reralloc(prog,
+ prog->UniformRemapTable,
+ gl_uniform_storage *,
+ prog->NumUniformRemapTable + entries);
/* set pointers for this uniform */
for (unsigned j = 0; j < entries; j++)
- prog->UniformRemapTable[chosen_location + j] = &uniforms[i];
+ prog->UniformRemapTable[prog->NumUniformRemapTable+j] = &uniforms[i];
/* set the base location in remap table for the uniform */
- uniforms[i].remap_location = chosen_location;
- }
+ uniforms[i].remap_location = prog->NumUniformRemapTable;
- /* Verify that total amount of entries for explicit and implicit locations
- * is less than MAX_UNIFORM_LOCATIONS.
- */
- if (total_entries >= max_locations) {
- linker_error(prog, "count of uniform locations >= MAX_UNIFORM_LOCATIONS"
- "(%u >= %u)", total_entries, max_locations);
+ prog->NumUniformRemapTable += entries;
}
/* Reserve all the explicit locations of the active subroutine uniforms. */
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 5be8d9fc48f..6657777d74c 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -3146,6 +3146,7 @@ check_explicit_uniform_locations(struct gl_context *ctx,
return;
}
+ unsigned entries_total = 0;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_shader *sh = prog->_LinkedShaders[i];
@@ -3157,6 +3158,8 @@ check_explicit_uniform_locations(struct gl_context *ctx,
if (!var || var->data.mode != ir_var_uniform)
continue;
+ entries_total += var->type->uniform_locations();
+
if (var->data.explicit_location) {
bool ret;
if (var->type->without_array()->is_subroutine())
@@ -3170,6 +3173,15 @@ check_explicit_uniform_locations(struct gl_context *ctx,
}
}
}
+
+ /* Verify that total amount of entries for explicit and implicit locations
+ * is less than MAX_UNIFORM_LOCATIONS.
+ */
+ if (entries_total >= ctx->Const.MaxUserAssignableUniformLocations) {
+ linker_error(prog, "count of uniform locations >= MAX_UNIFORM_LOCATIONS"
+ "(%u >= %u)", entries_total,
+ ctx->Const.MaxUserAssignableUniformLocations);
+ }
delete uniform_map;
}
@@ -4544,12 +4556,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
goto done;
update_array_sizes(prog);
- link_assign_uniform_locations(prog, ctx->Const.UniformBooleanTrue,
- ctx->Const.MaxUserAssignableUniformLocations);
-
- if (!prog->LinkStatus)
- goto done;
-
+ link_assign_uniform_locations(prog, ctx->Const.UniformBooleanTrue);
link_assign_atomic_counter_resources(ctx, prog);
store_fragdepth_layout(prog);
diff --git a/src/glsl/linker.h b/src/glsl/linker.h
index 76f95c04704..c80be1c7e22 100644
--- a/src/glsl/linker.h
+++ b/src/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,
- unsigned int boolean_true,
- unsigned int max_locations);
+ unsigned int boolean_true);
extern void
link_set_uniform_initializers(struct gl_shader_program *prog,