[Mesa-dev] [PATCH 7/9] glsl : Linker support for UBO
vlj
vljn at ovi.com
Sun Oct 16 15:37:20 PDT 2011
v2 :
- Fix format issue thank to Brian Paul comments.
- UBOs are now sent to program correctly.
---
src/glsl/linker.cpp | 192 ++++++++++++++++++++++++++++++++++++++++++++++++++-
1 files changed, 191 insertions(+), 1 deletions(-)
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index ba81c59..7d85d4e 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -65,6 +65,7 @@
*/
#include "main/core.h"
+#include "main/hash.h"
#include "glsl_symbol_table.h"
#include "ir.h"
#include "program.h"
@@ -784,6 +785,61 @@ get_main_function_signature(gl_shader *sh)
return NULL;
}
+/**
+ * TODO : write the function
+ * This function should check consistency between 2 UBO having same name
+ * from different shaders :
+ * - Same layout
+ * - Same variables (name and type) in same order
+ * - Same matrix layout (ie row/column major)
+ */
+static bool validate_separate_ubo(const ubo& first, const ubo& second)
+{
+ return true;
+}
+
+/**
+ * At intrastage, when several shaders of same type are merged in a single one,
+ * this function generates UBOs of the newly created shader from them and
+ * performs necessary check.
+ */
+static void merge_intrastage_ubo ( gl_shader_program* prog, struct gl_shader& merged_shader,
+ struct gl_shader **shader_list, unsigned num_shaders)
+{
+ hash_table *ht = hash_table_ctor(0, hash_table_string_hash,
+ hash_table_string_compare);
+ merged_shader.UBOCount = 0;
+ unsigned& index = merged_shader.UBOCount;
+ if(!merged_shader.UniformBufferObjects)
+ merged_shader.UniformBufferObjects = (struct ubo*) malloc(MAX_UBO_IN_SHADER * sizeof(struct ubo));
+ for (unsigned shad_id=0; shad_id < num_shaders; shad_id++)
+ {
+ for(unsigned ubo_id=0; ubo_id < shader_list[shad_id]->UBOCount; ubo_id++)
+ {
+ ubo* current_ubo = &(shader_list[shad_id]->UniformBufferObjects[ubo_id]);
+ ubo* sh = (ubo*) hash_table_find(ht,current_ubo->Name);
+ if(!sh)
+ {
+ ubo& tmp = merged_shader.UniformBufferObjects[index];
+ tmp = *current_ubo;
+ tmp.Name = strdup(current_ubo->Name);
+ tmp.StorageLayout = (UBOVariableInfo*) malloc(tmp.NumberOfVariables * sizeof(UBOVariableInfo));
+ for (unsigned i = 0; i < current_ubo->NumberOfVariables; i++) {
+ tmp.StorageLayout[i] = current_ubo->StorageLayout[i];
+ tmp.StorageLayout[i].Name = strdup(current_ubo->StorageLayout[i].Name);
+ }
+ hash_table_insert(ht,current_ubo,current_ubo->Name);
+ index++;
+ }
+ else
+ {
+ if(!validate_separate_ubo(*current_ubo,*sh))
+ linker_error(prog,"Uniform Buffer Object '%s definition mismatch",sh->Name);
+ }
+ }
+ }
+ hash_table_dtor(ht);
+}
/**
* Combine a group of shaders for a single stage to generate a linked shader
@@ -955,6 +1011,8 @@ link_intrastage_shaders(void *mem_ctx,
v.run(linked->ir);
}
+ merge_intrastage_ubo(prog,*linked,shader_list,num_shaders);
+
return linked;
}
@@ -1134,7 +1192,7 @@ assign_uniform_locations(struct gl_shader_program *prog)
foreach_list(node, prog->_LinkedShaders[i]->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
- if ((var == NULL) || (var->mode != ir_var_uniform))
+ if ((var == NULL) || (var->mode != ir_var_uniform) || var->UBO)
continue;
if (strncmp(var->name, "gl_", 3) == 0) {
@@ -1176,12 +1234,142 @@ assign_uniform_locations(struct gl_shader_program *prog)
free(node);
}
+ /* UBO : mirror the setup to the variable and set program scope UBO variable */
+ prog->IndexedUniformsInUBO = (struct UBOVariableInfo**) malloc(MAX_UBO_IN_SHADER * MAX_VARIABLES_IN_UBO * sizeof(struct UBOVariableInfo*));
+ idx = 0;
+
+ for(unsigned i = 0; i < prog->UBOCount; i++) {
+ const ubo* current_ubo = prog->UniformBufferObject[i];
+ if(!current_ubo)
+ continue;
+ for (unsigned j = 0;j < current_ubo->NumberOfVariables; j++) {
+
+ for (unsigned k = 0; k < MESA_SHADER_TYPES; k++) {
+
+ gl_shader* shader = prog->_LinkedShaders[k];
+ if(shader==NULL)
+ continue;
+ ir_variable* var = shader->symbols->get_variable(current_ubo->StorageLayout[j].Name);
+ if(var==NULL)
+ continue;
+ var->UBO = &(current_ubo->StorageLayout[j]);
+ var->location = 0;
+
+ }
+ prog->IndexedUniformsInUBO[idx] = &(current_ubo->StorageLayout[j]);
+ current_ubo->StorageLayout[j].UBO = prog->UniformBufferObject[i];
+ idx++;
+ }
+ }
+ prog->UBOVariableCount = idx;
+
hash_table_dtor(ht);
prog->Uniforms = ul;
}
+
+/**
+ * This function sets offset of UBO elements according to
+ * standard packing rule from GL_ARB_Uniform_Buffer_Object spec.
+ * TODO : compute stride
+ */
+static void set_standard_uniform_block_layout(ubo* prog_ubo,GLenum shaderType)
+{
+ exec_list uniforms;
+ unsigned total_uniforms = 0;
+ hash_table *ht = hash_table_ctor(32, hash_table_string_hash,
+ hash_table_string_compare);
+ void *mem_ctx = ralloc_context(NULL);
+
+ unsigned next_position = 0;
+
+ for(unsigned i=0;i<prog_ubo->NumberOfVariables;i++) {
+ UBOVariableInfo& var = prog_ubo->StorageLayout[i];
+
+ add_uniform(mem_ctx, &uniforms, ht, var.Name, var.Type,
+ shaderType,
+ &next_position, &total_uniforms);
+ }
+
+ ralloc_free(mem_ctx);
+
+ unsigned idx = 0;
+ uniform_node *next;
+ for (uniform_node *node = (uniform_node *) uniforms.head
+ ; node->link.next != NULL
+ ; node = next) {
+ next = (uniform_node *) node->link.next;
+
+ node->link.remove();
+ switch(shaderType) {
+ case GL_VERTEX_SHADER:
+ prog_ubo->StorageLayout[idx].Offset = node->u->VertPos;
+ break;
+ case GL_FRAGMENT_SHADER:
+ prog_ubo->StorageLayout[idx].Offset = node->u->FragPos;
+ break;
+ case GL_GEOMETRY_SHADER:
+ prog_ubo->StorageLayout[idx].Offset = node->u->GeomPos;
+ break;
+ default:
+ break;
+ }
+ idx++;
+
+ free(node->u);
+ free(node);
+ }
+
+ hash_table_dtor(ht);
+}
+
+/**
+ * At interstage this function extract UBOs from shaders to populate programs UBOs
+ * It also performs checks coherency between UBOs with same name.
+ */
+static void merge_interstage_ubo(gl_shader_program* prog)
+{
+ hash_table *ht = hash_table_ctor(0, hash_table_string_hash,
+ hash_table_string_compare);
+ prog->UBOCount = 0;
+
+ unsigned index = 0;
+ for (unsigned k = 0; k < MESA_SHADER_TYPES; k++) {
+ gl_shader* shader = prog->_LinkedShaders[k];
+ if(shader==NULL)
+ continue;
+
+ for(unsigned ubo_idx = 0; ubo_idx < shader->UBOCount; ubo_idx++) {
+
+ ubo* current_ubo = &(shader->UniformBufferObjects[ubo_idx]);
+ ubo* ubo_model = (ubo*) hash_table_find(ht,current_ubo->Name);
+ if(!ubo_model) {
+ // Maps pointer
+ prog->UniformBufferObject[index] = current_ubo;
+ current_ubo->BoundBuffer = -1;
+ current_ubo->Index = index;
+
+ // Set variables info in current_ubo
+ // Todo : implementation dependant packing rules
+ set_standard_uniform_block_layout(current_ubo,shader->Type);
+ index++;
+
+ prog->UBOCount = index;
+ hash_table_insert(ht,current_ubo,current_ubo->Name);
+ }
+ else {
+ if(!validate_separate_ubo(*current_ubo,*ubo_model))
+ linker_error(prog,"Uniform Buffer Object '%s definition mismatch",ubo_model->Name);
+ }
+ }
+ }
+
+ hash_table_dtor(ht);
+}
+
+
/**
* Find a contiguous set of available bits in a bitmask.
*
@@ -1730,6 +1918,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
update_array_sizes(prog);
+ merge_interstage_ubo(prog);
+
assign_uniform_locations(prog);
/* FINISHME: The value of the max_attribute_index parameter is
--
1.7.6.4
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