[Mesa-dev] [PATCH 06/14] linker: Calculate the sampler to texture target mapping during linking
Kenneth Graunke
kenneth at whitecape.org
Mon Jan 9 22:55:03 PST 2012
On 01/06/2012 04:49 PM, Ian Romanick wrote:
> From: Ian Romanick<ian.d.romanick at intel.com>
>
> Track the calculated data in gl_shader_program instead of the
> individual assembly shaders.
>
> Signed-off-by: Ian Romanick<ian.d.romanick at intel.com>
> ---
> src/glsl/link_uniforms.cpp | 15 ++++++++++++++-
> src/mesa/main/ff_fragment_shader.cpp | 2 +-
> src/mesa/main/mtypes.h | 2 --
> src/mesa/main/uniform_query.cpp | 2 +-
> src/mesa/main/uniforms.c | 7 ++++---
> src/mesa/main/uniforms.h | 3 ++-
> src/mesa/program/ir_to_mesa.cpp | 8 +++-----
> src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 4 +---
> 8 files changed, 26 insertions(+), 17 deletions(-)
>
> diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
> index b331db7..47d34cf 100644
> --- a/src/glsl/link_uniforms.cpp
> +++ b/src/glsl/link_uniforms.cpp
> @@ -209,7 +209,7 @@ public:
> union gl_constant_value *values)
> : map(map), uniforms(uniforms), next_sampler(0), values(values)
> {
> - /* empty */
> + memset(this->targets, 0, sizeof(this->targets));
> }
>
> private:
> @@ -249,6 +249,14 @@ private:
> * array elements for arrays.
> */
> this->next_sampler += MAX2(1, this->uniforms[id].array_elements);
> +
> + const gl_texture_index target = base_type->sampler_index();
> + for (unsigned i = this->uniforms[id].sampler
> + ; i< this->next_sampler
> + ; i++) {
> + this->targets[i] = target;
> + }
> +
> } else {
> this->uniforms[id].sampler = ~0;
> }
> @@ -270,6 +278,8 @@ private:
>
> public:
> union gl_constant_value *values;
> +
> + gl_texture_index targets[MAX_SAMPLERS];
> };
>
> void
> @@ -361,6 +371,9 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
> }
> }
>
> + assert(sizeof(prog->SamplerTargets) == sizeof(parcel.targets));
You might do:
STATIC_ASSERT(sizeof(prog->SamplerTargets) == sizeof(parcel.targets));
which moves the check to compile time.
Otherwise, looks okay...
Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>
> + memcpy(prog->SamplerTargets, parcel.targets, sizeof(prog->SamplerTargets));
> +
> #ifndef NDEBUG
> for (unsigned i = 0; i< num_user_uniforms; i++) {
> assert(uniforms[i].storage != NULL);
> diff --git a/src/mesa/main/ff_fragment_shader.cpp b/src/mesa/main/ff_fragment_shader.cpp
> index 165230c..3596a3d 100644
> --- a/src/mesa/main/ff_fragment_shader.cpp
> +++ b/src/mesa/main/ff_fragment_shader.cpp
> @@ -1540,7 +1540,7 @@ create_new_program(struct gl_context *ctx, struct state_key *key)
> _mesa_propagate_uniforms_to_driver_storage(storage, 0, 1);
> }
> }
> - _mesa_update_shader_textures_used(fp);
> + _mesa_update_shader_textures_used(p.shader_program, fp);
> (void) ctx->Driver.ProgramStringNotify(ctx, fp->Target, fp);
>
> if (!p.shader_program->LinkStatus)
> diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
> index bc0ffaa..7e71a4f 100644
> --- a/src/mesa/main/mtypes.h
> +++ b/src/mesa/main/mtypes.h
> @@ -1894,8 +1894,6 @@ struct gl_program
>
> /** Map from sampler unit to texture unit (set by glUniform1i()) */
> GLubyte SamplerUnits[MAX_SAMPLERS];
> - /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
> - gl_texture_index SamplerTargets[MAX_SAMPLERS];
>
> /** Bitmask of which register files are read/written with indirect
> * addressing. Mask of (1<< PROGRAM_x) bits.
> diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp
> index a5a85cd..d156cae 100644
> --- a/src/mesa/main/uniform_query.cpp
> +++ b/src/mesa/main/uniform_query.cpp
> @@ -728,7 +728,7 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
> shProg->SamplerUnits,
> sizeof(shProg->SamplerUnits));
>
> - _mesa_update_shader_textures_used(prog);
> + _mesa_update_shader_textures_used(shProg, prog);
> (void) ctx->Driver.ProgramStringNotify(ctx, prog->Target, prog);
> }
> }
> diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c
> index 685c0f1..e0214a8 100644
> --- a/src/mesa/main/uniforms.c
> +++ b/src/mesa/main/uniforms.c
> @@ -60,7 +60,8 @@
> * We'll use that info for state validation before rendering.
> */
> void
> -_mesa_update_shader_textures_used(struct gl_program *prog)
> +_mesa_update_shader_textures_used(struct gl_shader_program *shProg,
> + struct gl_program *prog)
> {
> GLuint s;
>
> @@ -68,8 +69,8 @@ _mesa_update_shader_textures_used(struct gl_program *prog)
>
> for (s = 0; s< MAX_SAMPLERS; s++) {
> if (prog->SamplersUsed& (1<< s)) {
> - GLuint unit = prog->SamplerUnits[s];
> - GLuint tgt = prog->SamplerTargets[s];
> + GLuint unit = shProg->SamplerUnits[s];
> + GLuint tgt = shProg->SamplerTargets[s];
> assert(unit< Elements(prog->TexturesUsed));
> assert(tgt< NUM_TEXTURE_TARGETS);
> prog->TexturesUsed[unit] |= (1<< tgt);
> diff --git a/src/mesa/main/uniforms.h b/src/mesa/main/uniforms.h
> index f796f82..7b512a5 100644
> --- a/src/mesa/main/uniforms.h
> +++ b/src/mesa/main/uniforms.h
> @@ -212,7 +212,8 @@ _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni,
> unsigned count);
>
> extern void
> -_mesa_update_shader_textures_used(struct gl_program *prog);
> +_mesa_update_shader_textures_used(struct gl_shader_program *shProg,
> + struct gl_program *prog);
>
> extern bool
> _mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,
> diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
> index 5a68fc5..8280efe 100644
> --- a/src/mesa/program/ir_to_mesa.cpp
> +++ b/src/mesa/program/ir_to_mesa.cpp
> @@ -2496,7 +2496,7 @@ print_program(struct prog_instruction *mesa_instructions,
> * samplers, etc).
> */
> static void
> -count_resources(struct gl_program *prog)
> +count_resources(struct gl_shader_program *shProg, struct gl_program *prog)
> {
> unsigned int i;
>
> @@ -2506,8 +2506,6 @@ count_resources(struct gl_program *prog)
> struct prog_instruction *inst =&prog->Instructions[i];
>
> if (_mesa_is_tex_instruction(inst->Opcode)) {
> - prog->SamplerTargets[inst->TexSrcUnit] =
> - (gl_texture_index)inst->TexSrcTarget;
> prog->SamplersUsed |= 1<< inst->TexSrcUnit;
> if (inst->TexShadow) {
> prog->ShadowSamplers |= 1<< inst->TexSrcUnit;
> @@ -2515,7 +2513,7 @@ count_resources(struct gl_program *prog)
> }
> }
>
> - _mesa_update_shader_textures_used(prog);
> + _mesa_update_shader_textures_used(shProg, prog);
> }
>
> class add_uniform_to_shader : public uniform_field_visitor {
> @@ -3197,7 +3195,7 @@ get_mesa_program(struct gl_context *ctx,
> mesa_instructions = NULL;
>
> do_set_program_inouts(shader->ir, prog, shader->Type == GL_FRAGMENT_SHADER);
> - count_resources(prog);
> + count_resources(shader_program, prog);
>
> /* Set the gl_FragDepth layout. */
> if (target == GL_FRAGMENT_PROGRAM_ARB) {
> diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
> index 73d956e..21774f2 100644
> --- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
> +++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
> @@ -2841,8 +2841,6 @@ count_resources(glsl_to_tgsi_visitor *v, gl_program *prog)
> if (is_tex_instruction(inst->op)) {
> v->samplers_used |= 1<< inst->sampler;
>
> - prog->SamplerTargets[inst->sampler] =
> - (gl_texture_index)inst->tex_target;
> if (inst->tex_shadow) {
> prog->ShadowSamplers |= 1<< inst->sampler;
> }
> @@ -2850,7 +2848,7 @@ count_resources(glsl_to_tgsi_visitor *v, gl_program *prog)
> }
>
> prog->SamplersUsed = v->samplers_used;
> - _mesa_update_shader_textures_used(prog);
> + _mesa_update_shader_textures_used(v->shader_program, prog);
> }
>
> static void
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