diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/glsl/ir_uniform.h | 8 | ||||
-rw-r--r-- | src/glsl/link_uniforms.cpp | 103 | ||||
-rw-r--r-- | src/glsl/linker.cpp | 182 |
3 files changed, 286 insertions, 7 deletions
diff --git a/src/glsl/ir_uniform.h b/src/glsl/ir_uniform.h index e1b80147788..0b6f7201a20 100644 --- a/src/glsl/ir_uniform.h +++ b/src/glsl/ir_uniform.h @@ -114,6 +114,8 @@ struct gl_uniform_storage { struct gl_opaque_uniform_index image[MESA_SHADER_STAGES]; + struct gl_opaque_uniform_index subroutine[MESA_SHADER_STAGES]; + /** * Storage used by the driver for the uniform */ @@ -173,10 +175,16 @@ struct gl_uniform_storage { /** * The 'base location' for this uniform in the uniform remap table. For * arrays this is the first element in the array. + * for subroutines this is in shader subroutine uniform remap table. */ unsigned remap_location; /** + * The number of compatible subroutines with this subroutine uniform. + */ + unsigned num_compatible_subroutines; + + /** * This is a compiler-generated uniform that should not be advertised * via the API. */ diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp index e786ddcaa90..254086dc050 100644 --- a/src/glsl/link_uniforms.cpp +++ b/src/glsl/link_uniforms.cpp @@ -47,9 +47,10 @@ static unsigned values_for_type(const glsl_type *type) { - if (type->is_sampler()) { + if (type->is_sampler() || type->is_subroutine()) { return 1; - } else if (type->is_array() && type->fields.array->is_sampler()) { + } else if (type->is_array() && (type->fields.array->is_sampler() || + type->fields.array->is_subroutine())) { return type->array_size(); } else { return type->component_slots(); @@ -284,6 +285,7 @@ public: count_uniform_size(struct string_to_uint_map *map) : num_active_uniforms(0), num_values(0), num_shader_samplers(0), num_shader_images(0), num_shader_uniform_components(0), + num_shader_subroutines(0), is_ubo_var(false), map(map) { /* empty */ @@ -294,6 +296,7 @@ public: this->num_shader_samplers = 0; this->num_shader_images = 0; this->num_shader_uniform_components = 0; + this->num_shader_subroutines = 0; } void process(ir_variable *var) @@ -331,6 +334,11 @@ public: */ unsigned num_shader_uniform_components; + /** + * Number of subroutine uniforms used + */ + unsigned num_shader_subroutines; + bool is_ubo_var; private: @@ -348,7 +356,9 @@ private: * count it for each shader target. */ const unsigned values = values_for_type(type); - if (type->contains_sampler()) { + if (type->contains_subroutine()) { + this->num_shader_subroutines += values; + } else if (type->contains_sampler()) { this->num_shader_samplers += values; } else if (type->contains_image()) { this->num_shader_images += values; @@ -421,6 +431,7 @@ public: this->shader_shadow_samplers = 0; this->next_sampler = 0; this->next_image = 0; + this->next_subroutine = 0; memset(this->targets, 0, sizeof(this->targets)); } @@ -535,6 +546,24 @@ private: } } + void handle_subroutines(const glsl_type *base_type, + struct gl_uniform_storage *uniform) + { + if (base_type->is_subroutine()) { + uniform->subroutine[shader_type].index = this->next_subroutine; + uniform->subroutine[shader_type].active = true; + + /* Increment the subroutine index by 1 for non-arrays and by the + * number of array elements for arrays. + */ + this->next_subroutine += MAX2(1, uniform->array_elements); + + } else { + uniform->subroutine[shader_type].index = ~0; + uniform->subroutine[shader_type].active = false; + } + } + virtual void visit_field(const glsl_type *type, const char *name, bool row_major) { @@ -588,6 +617,7 @@ private: /* This assigns uniform indices to sampler and image uniforms. */ handle_samplers(base_type, &this->uniforms[id]); handle_images(base_type, &this->uniforms[id]); + handle_subroutines(base_type, &this->uniforms[id]); /* If there is already storage associated with this uniform or if the * uniform is set as builtin, it means that it was set while processing @@ -672,6 +702,7 @@ private: struct gl_uniform_storage *uniforms; unsigned next_sampler; unsigned next_image; + unsigned next_subroutine; public: union gl_constant_value *values; @@ -954,8 +985,8 @@ link_assign_uniform_locations(struct gl_shader_program *prog, sh->num_samplers = uniform_size.num_shader_samplers; sh->NumImages = uniform_size.num_shader_images; sh->num_uniform_components = uniform_size.num_shader_uniform_components; - sh->num_combined_uniform_components = sh->num_uniform_components; + for (unsigned i = 0; i < sh->NumUniformBlocks; i++) { sh->num_combined_uniform_components += sh->UniformBlocks[i].UniformBufferSize / 4; @@ -1008,6 +1039,9 @@ link_assign_uniform_locations(struct gl_shader_program *prog, /* Reserve all the explicit locations of the active uniforms. */ for (unsigned i = 0; i < num_uniforms; i++) { + if (uniforms[i].type->is_subroutine()) + 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); @@ -1025,6 +1059,8 @@ link_assign_uniform_locations(struct gl_shader_program *prog, /* Reserve locations for rest of the uniforms. */ for (unsigned i = 0; i < num_uniforms; i++) { + if (uniforms[i].type->is_subroutine()) + continue; /* Built-in uniforms should not get any location. */ if (uniforms[i].builtin) continue; @@ -1053,6 +1089,65 @@ link_assign_uniform_locations(struct gl_shader_program *prog, prog->NumUniformRemapTable += entries; } + /* 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_shader *sh = prog->_LinkedShaders[j]; + if (!sh) + continue; + + if (!uniforms[i].subroutine[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_shader *sh = prog->_LinkedShaders[j]; + if (!sh) + continue; + + if (!uniforms[i].subroutine[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); 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); |