[Mesa-dev] [PATCH 7/9] glsl: linker supports UBO
Brian Paul
brianp at vmware.com
Fri Sep 23 13:45:45 PDT 2011
On 09/23/2011 07:53 AM, vlj wrote:
> ---
> src/glsl/linker.cpp | 154 ++++++++++++++++++++++++++++++++++++++++++++++++++-
> 1 files changed, 152 insertions(+), 2 deletions(-)
>
> diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
> index ba81c59..8dcc0d4 100644
> --- a/src/glsl/linker.cpp
> +++ b/src/glsl/linker.cpp
> @@ -784,6 +784,47 @@ get_main_function_signature(gl_shader *sh)
> return NULL;
> }
>
> +bool validate_separate_ubo(const ubo& first, const ubo& second)
> +{
> + return true;
> +}
If this is a placeholder function, please put some comments on it to
explain what's needed in the future.
> +
> +void merge_intrastage_ubo ( gl_shader_program* prog,struct gl_shader& merged_shader,
> +struct gl_shader **shader_list,
> +unsigned num_shaders)
Please indent the parameters there and put a space after commas. And
put a comment on the function explaining what the function does.
Actually, please put comments on every function, unless it's dead
obvious what it does.
> +{
> + hash_table *ht = hash_table_ctor(0, hash_table_string_hash,
> + hash_table_string_compare);
> + merged_shader.UBOCount = 0;
> + unsigned& index = merged_shader.UBOCount;
> + for(unsigned shad_id=0;shad_id<num_shaders;shad_id++)
> + {
A loop like that should be:
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.storage_layout = (UBOVariableInfo*) malloc(tmp.number_of_variables * sizeof(UBOVariableInfo));
> + for(unsigned i = 0; i< current_ubo->number_of_variables; i++) {
> + tmp.storage_layout[i] = current_ubo->storage_layout[i];
> + tmp.storage_layout[i].name = strdup(current_ubo->storage_layout[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 +996,8 @@ link_intrastage_shaders(void *mem_ctx,
> v.run(linked->ir);
> }
>
> + merge_intrastage_ubo(prog,*linked,shader_list,num_shaders);
> +
> return linked;
> }
>
> @@ -1181,6 +1224,111 @@ assign_uniform_locations(struct gl_shader_program *prog)
> prog->Uniforms = ul;
> }
>
> +#include<main/hash.h>
Use #include "main/hash.h" when including Mesa headers. And put all
#includes at the top of the file.
> +
> +
> +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->number_of_variables;i++) {
> + UBOVariableInfo& var = prog_ubo->storage_layout[i];
> +
> + //var.location_in_ubo = next_position;
> + 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();
> + prog_ubo->storage_layout[idx].offset = node->u->VertPos;
> + prog_ubo->storage_layout[idx].size = node->u->Type->component_slots();
> + idx++;
> +
> + free(node->u);
> + free(node);
> + }
> +
> + hash_table_dtor(ht);
> +}
> +
> +void merge_interstage_ubo(gl_shader_program* prog)
static?
> +{
> + hash_table *ht = hash_table_ctor(0, hash_table_string_hash,
> + hash_table_string_compare);
> +
> + 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)
> + {
> + // Map pointer
> + prog->UniformBufferObjects[prog->ubo_count] = current_ubo;
> + current_ubo->bound_buffer = -1;
> + current_ubo->index = index;
> +
> + // Set variables info in current_ubo
> + set_standard_uniform_block_layout(current_ubo,shader->Type);
> +
> + prog->ubo_count = prog->ubo_count + 1;
> + hash_table_insert(ht,current_ubo,current_ubo->name);
> + index++;
> + }
> + else
> + {
> + if(!validate_separate_ubo(*current_ubo,*ubo_model))
> + linker_error(prog,"Uniform Buffer Object '%s definition mismatch",ubo_model->name);
> + }
> + }
> + }
> +
> + /* Mirror the changes to ir_variable */
> + for(unsigned i = 0; i< prog->ubo_count; i++) {
> +
> + const ubo* current_ubo = prog->UniformBufferObjects[i];
> + for(unsigned j = 0;j< current_ubo->number_of_variables; 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->storage_layout[j].name);
> + if(var==NULL)
> + continue;
> + var->UBO =&(current_ubo->storage_layout[j]);
> + }
> + }
> + }
> + hash_table_dtor(ht);
> +}
> +
> +
>
> /**
> * Find a contiguous set of available bits in a bitmask.
> @@ -1634,12 +1782,12 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
> */
> assert(min_version>= 100);
> assert(max_version<= 130);
> - if ((max_version>= 130 || min_version == 100)
> + /*if ((max_version>= 130 || min_version == 100)
> && min_version != max_version) {
> linker_error(prog, "all shaders must use same shading "
> "language version\n");
> goto done;
> - }
> + }*/
>
> prog->Version = max_version;
>
> @@ -1732,6 +1880,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
>
> assign_uniform_locations(prog);
>
> + merge_interstage_ubo(prog);
> +
> /* FINISHME: The value of the max_attribute_index parameter is
> * FINISHME: implementation dependent based on the value of
> * FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be
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