diff options
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r-- | src/glsl/linker.cpp | 182 |
1 files changed, 179 insertions, 3 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index d0445f16032..8f2c8ee9a05 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -933,6 +933,10 @@ cross_validate_globals(struct gl_shader_program *prog, if (uniforms_only && (var->data.mode != ir_var_uniform && var->data.mode != ir_var_shader_storage)) continue; + /* don't cross validate subroutine uniforms */ + if (var->type->contains_subroutine()) + continue; + /* Don't cross validate temporaries that are at global scope. These * will eventually get pulled into the shaders 'main'. */ @@ -2196,8 +2200,11 @@ update_array_sizes(struct gl_shader_program *prog) * Atomic counters are supposed to get deterministic * locations assigned based on the declaration ordering and * sizes, array compaction would mess that up. + * + * Subroutine uniforms are not removed. */ - if (var->is_in_buffer_block() || var->type->contains_atomic()) + if (var->is_in_buffer_block() || var->type->contains_atomic() || + var->type->contains_subroutine()) continue; unsigned int size = var->data.max_array_access; @@ -2788,6 +2795,49 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog) } } +static void +link_calculate_subroutine_compat(struct gl_context *ctx, struct gl_shader_program *prog) +{ + for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { + struct gl_shader *sh = prog->_LinkedShaders[i]; + int count; + if (!sh) + continue; + + for (unsigned j = 0; j < sh->NumSubroutineUniformRemapTable; j++) { + struct gl_uniform_storage *uni = sh->SubroutineUniformRemapTable[j]; + + if (!uni) + continue; + + count = 0; + for (unsigned f = 0; f < sh->NumSubroutineFunctions; f++) { + struct gl_subroutine_function *fn = &sh->SubroutineFunctions[f]; + for (int k = 0; k < fn->num_compat_types; k++) { + if (fn->types[k] == uni->type) { + count++; + break; + } + } + } + uni->num_compatible_subroutines = count; + } + } +} + +static void +check_subroutine_resources(struct gl_context *ctx, struct gl_shader_program *prog) +{ + for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { + struct gl_shader *sh = prog->_LinkedShaders[i]; + + if (sh) { + if (sh->NumSubroutineUniformRemapTable > MAX_SUBROUTINE_UNIFORM_LOCATIONS) + linker_error(prog, "Too many %s shader subroutine uniforms\n", + _mesa_shader_stage_to_string(i)); + } + } +} /** * Validate shader image resources. */ @@ -2896,6 +2946,59 @@ reserve_explicit_locations(struct gl_shader_program *prog, return true; } +static bool +reserve_subroutine_explicit_locations(struct gl_shader_program *prog, + struct gl_shader *sh, + ir_variable *var) +{ + unsigned slots = var->type->uniform_locations(); + unsigned max_loc = var->data.location + slots - 1; + + /* Resize remap table if locations do not fit in the current one. */ + if (max_loc + 1 > sh->NumSubroutineUniformRemapTable) { + sh->SubroutineUniformRemapTable = + reralloc(sh, sh->SubroutineUniformRemapTable, + gl_uniform_storage *, + max_loc + 1); + + if (!sh->SubroutineUniformRemapTable) { + linker_error(prog, "Out of memory during linking.\n"); + return false; + } + + /* Initialize allocated space. */ + for (unsigned i = sh->NumSubroutineUniformRemapTable; i < max_loc + 1; i++) + sh->SubroutineUniformRemapTable[i] = NULL; + + sh->NumSubroutineUniformRemapTable = max_loc + 1; + } + + for (unsigned i = 0; i < slots; i++) { + unsigned loc = var->data.location + i; + + /* Check if location is already used. */ + if (sh->SubroutineUniformRemapTable[loc] == INACTIVE_UNIFORM_EXPLICIT_LOCATION) { + + /* ARB_explicit_uniform_location specification states: + * "No two subroutine uniform variables can have the same location + * in the same shader stage, otherwise a compiler or linker error + * will be generated." + */ + linker_error(prog, + "location qualifier for uniform %s overlaps " + "previously used location\n", + var->name); + return false; + } + + /* Initialize location as inactive before optimization + * rounds and location assignment. + */ + sh->SubroutineUniformRemapTable[loc] = INACTIVE_UNIFORM_EXPLICIT_LOCATION; + } + + return true; +} /** * Check and reserve all explicit uniform locations, called before * any optimizations happen to handle also inactive uniforms and @@ -2928,7 +3031,12 @@ check_explicit_uniform_locations(struct gl_context *ctx, ir_variable *var = node->as_variable(); if (var && (var->data.mode == ir_var_uniform || var->data.mode == ir_var_shader_storage) && var->data.explicit_location) { - if (!reserve_explicit_locations(prog, uniform_map, var)) { + bool ret; + if (var->type->is_subroutine()) + ret = reserve_subroutine_explicit_locations(prog, sh, var); + else + ret = reserve_explicit_locations(prog, uniform_map, var); + if (!ret) { delete uniform_map; return; } @@ -3143,10 +3251,39 @@ build_program_resource_list(struct gl_context *ctx, return; } + for (unsigned i = 0; i < shProg->NumUniformStorage; i++) { + GLenum type; + if (!shProg->UniformStorage[i].hidden) + continue; + + for (int j = MESA_SHADER_VERTEX; j < MESA_SHADER_STAGES; j++) { + if (!shProg->UniformStorage[i].subroutine[j].active) + continue; + + type = _mesa_shader_stage_to_subroutine_uniform((gl_shader_stage)j); + /* add shader subroutines */ + if (!add_program_resource(shProg, type, &shProg->UniformStorage[i], 0)) + return; + } + } + + for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { + struct gl_shader *sh = shProg->_LinkedShaders[i]; + GLuint type; + + if (!sh) + continue; + + type = _mesa_shader_stage_to_subroutine((gl_shader_stage)i); + for (unsigned j = 0; j < sh->NumSubroutineFunctions; j++) { + if (!add_program_resource(shProg, type, &sh->SubroutineFunctions[j], 0)) + return; + } + } + /* TODO - following extensions will require more resource types: * * GL_ARB_shader_storage_buffer_object - * GL_ARB_shader_subroutine */ } @@ -3184,6 +3321,41 @@ validate_sampler_array_indexing(struct gl_context *ctx, return true; } +void +link_assign_subroutine_types(struct gl_context *ctx, + struct gl_shader_program *prog) +{ + for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { + gl_shader *sh = prog->_LinkedShaders[i]; + + if (sh == NULL) + continue; + + foreach_in_list(ir_instruction, node, sh->ir) { + ir_function *fn = node->as_function(); + if (!fn) + continue; + + if (fn->is_subroutine) + sh->NumSubroutineUniformTypes++; + + if (!fn->num_subroutine_types) + continue; + + sh->SubroutineFunctions = reralloc(sh, sh->SubroutineFunctions, + struct gl_subroutine_function, + sh->NumSubroutineFunctions + 1); + sh->SubroutineFunctions[sh->NumSubroutineFunctions].name = ralloc_strdup(sh, fn->name); + sh->SubroutineFunctions[sh->NumSubroutineFunctions].num_compat_types = fn->num_subroutine_types; + sh->SubroutineFunctions[sh->NumSubroutineFunctions].types = + ralloc_array(sh, const struct glsl_type *, + fn->num_subroutine_types); + for (int j = 0; j < fn->num_subroutine_types; j++) + sh->SubroutineFunctions[sh->NumSubroutineFunctions].types[j] = fn->subroutine_types[j]; + sh->NumSubroutineFunctions++; + } + } +} void link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) @@ -3373,6 +3545,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) } check_explicit_uniform_locations(ctx, prog); + link_assign_subroutine_types(ctx, prog); + if (!prog->LinkStatus) goto done; @@ -3630,7 +3804,9 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) link_assign_atomic_counter_resources(ctx, prog); store_fragdepth_layout(prog); + link_calculate_subroutine_compat(ctx, prog); check_resources(ctx, prog); + check_subroutine_resources(ctx, prog); check_image_resources(ctx, prog); link_check_atomic_counter_resources(ctx, prog); |