[Mesa-dev] [PATCH 20/23] glsl/linker: Count and check image resources.
Paul Berry
stereotype441 at gmail.com
Mon Dec 16 13:45:10 PST 2013
On 12 December 2013 08:32, Francisco Jerez <currojerez at riseup.net> wrote:
> Paul Berry <stereotype441 at gmail.com> writes:
>
> > On 26 November 2013 00:02, Francisco Jerez <currojerez at riseup.net>
> wrote:
> >
> >> ---
> >> src/glsl/link_uniforms.cpp | 13 +++++++++++-
> >> src/glsl/linker.cpp | 50
> >> ++++++++++++++++++++++++++++++++++++++++++++++
> >> 2 files changed, 62 insertions(+), 1 deletion(-)
> >>
> >> diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
> >> index 0a15739..c75a38c 100644
> >> --- a/src/glsl/link_uniforms.cpp
> >> +++ b/src/glsl/link_uniforms.cpp
> >> @@ -240,7 +240,8 @@ class count_uniform_size : public
> >> program_resource_visitor {
> >> public:
> >> count_uniform_size(struct string_to_uint_map *map)
> >> : num_active_uniforms(0), num_values(0), num_shader_samplers(0),
> >> - num_shader_uniform_components(0), is_ubo_var(false), map(map)
> >> + num_shader_images(0), num_shader_uniform_components(0),
> >> + is_ubo_var(false), map(map)
> >> {
> >> /* empty */
> >> }
> >> @@ -248,6 +249,7 @@ public:
> >> void start_shader()
> >> {
> >> this->num_shader_samplers = 0;
> >> + this->num_shader_images = 0;
> >> this->num_shader_uniform_components = 0;
> >> }
> >>
> >> @@ -277,6 +279,11 @@ public:
> >> unsigned num_shader_samplers;
> >>
> >> /**
> >> + * Number of images used
> >> + */
> >> + unsigned num_shader_images;
> >> +
> >> + /**
> >> * Number of uniforms used in the current shader
> >> */
> >> unsigned num_shader_uniform_components;
> >> @@ -303,6 +310,9 @@ private:
> >> if (type->contains_sampler()) {
> >> this->num_shader_samplers +=
> >> type->is_array() ? type->array_size() : 1;
> >> + } else if (type->contains_image()) {
> >> + this->num_shader_images += values;
> >> + this->num_shader_uniform_components += values;
> >>
> >
> > How come images contribute to num_shader_uniform_components but samplers
> > don't? There should be a comment explaining this difference.
> >
> >
> >> } else {
> >> /* Accumulate the total number of uniform slots used by this
> >> shader.
> >> * Note that samplers do not count against this limit because
> they
> >> @@ -782,6 +792,7 @@ 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;
> >> diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
> >> index fac186a..86a0cae 100644
> >> --- a/src/glsl/linker.cpp
> >> +++ b/src/glsl/linker.cpp
> >> @@ -1980,6 +1980,55 @@ check_resources(struct gl_context *ctx, struct
> >> gl_shader_program *prog)
> >> }
> >> }
> >>
> >> +/**
> >> + * Validate shader image resources.
> >> + */
> >> +static void
> >> +check_image_resources(struct gl_context *ctx, struct gl_shader_program
> >> *prog)
> >> +{
> >> + STATIC_ASSERT(MESA_SHADER_TYPES == 3);
> >> + static const char *const shader_names[MESA_SHADER_TYPES] = {
> >> + "vertex", "geometry", "fragment"
> >> + };
> >>
> >
> > Use _mesa_glsl_shader_target_name() instead of hardcoding this array.
> >
>
> Neither of the _mesa_glsl_shader_target_name() overloads accept a
> gl_shader_type as argument, the first one takes a GLenum, the second one
> takes a _mesa_glsl_parser_targets enumerant -- Yes, the enum values
> happen to match Mesa's gl_shader_type, but...
>
Argh, that's frustrating. There's no good reason to have two enums. I'll
send out a patch series that consolidates them into one.
>
>
> >
> >> + const unsigned max_images[MESA_SHADER_TYPES] = {
> >> + ctx->Const.VertexProgram.MaxImageUniforms,
> >> + ctx->Const.GeometryProgram.MaxImageUniforms,
> >> + ctx->Const.FragmentProgram.MaxImageUniforms
> >> + };
> >>
> >
> > Rather than doing STATIC_ASSERT(MESA_SHADER_TYPES == 3), I think this
> would
> > be slightly cleaner, since it will be more obvious what needs fixing if
> the
> > assertion ever fires:
> >
> > const unsigned max_images[] = {
> > ctx->Const.VertexProgram.MaxImageUniforms,
> > ctx->Const.GeometryProgram.MaxImageUniforms,
> > ctx->Const.FragmentProgram.MaxImageUniforms
> > };
> > STATIC_ASSERT(Elements(max_images) == MESA_SHADER_TYPES);
> >
> >
> > With those changes, the patch is:
> >
> > Reviewed-by: Paul Berry <stereotype441 at gmail.com>
>
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