[Mesa-dev] [PATCH 04/10] glsl/linker: initialize explicit uniform locations

Tapani Pälli tapani.palli at intel.com
Wed Apr 9 02:56:48 PDT 2014


Patch initializes the UniformRemapTable for explicit locations. This
needs to happen before optimizations to make sure all inactive uniforms
get their explicit locations correctly.

Signed-off-by: Tapani Pälli <tapani.palli at intel.com>
---
 src/glsl/linker.cpp | 99 +++++++++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 99 insertions(+)

diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 7c194a2..1b4cb63 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -74,6 +74,7 @@
 #include "link_varyings.h"
 #include "ir_optimization.h"
 #include "ir_rvalue_visitor.h"
+#include "ir_uniform.h"
 
 extern "C" {
 #include "main/shaderobj.h"
@@ -2089,6 +2090,100 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
       linker_error(prog, "Too many combined image uniforms and fragment outputs");
 }
 
+
+/**
+ * Initializes explicit location slots point to -1 for a variable,
+ * checks for overlaps between other uniforms using explicit locations.
+ */
+static bool
+reserve_explicit_locations(struct gl_shader_program *prog,
+                           string_to_uint_map *map, ir_variable *var)
+{
+   unsigned max_loc = var->data.location + var->type->component_slots() - 1;
+
+   /* Resize remap table if locations do not fit in the current one. */
+   if (max_loc + 1 > prog->NumUniformRemapTable) {
+      prog->UniformRemapTable =
+         reralloc(prog, prog->UniformRemapTable,
+                  gl_uniform_storage *,
+                  max_loc + 1);
+      prog->NumUniformRemapTable = max_loc + 1;
+   }
+
+   for (unsigned i = 0; i < var->type->component_slots(); i++) {
+      unsigned loc = var->data.location + i;
+
+      /* Check if location is already used. */
+      if (prog->UniformRemapTable[loc] == (gl_uniform_storage *) -1) {
+
+         /* Possibly same uniform from a different stage, this is ok. */
+         unsigned hash_loc;
+         if (map->get(hash_loc, var->name) && hash_loc == loc - i)
+               continue;
+
+         /* ARB_explicit_uniform_location specification states:
+          *
+          *     "No two default-block uniform variables in the program can have
+          *     the same location, even if they are unused, otherwise a compiler
+          *     or linker error will be generated."
+          */
+         linker_error(prog, "location qualifier "
+                      "for uniform %s "
+                      "overlaps previously used location",
+                      var->name);
+         return false;
+      }
+
+      prog->UniformRemapTable[loc] = (gl_uniform_storage *) -1;
+   }
+
+   /* Note, base location used for arrays. */
+   map->put(var->data.location, var->name);
+
+   return true;
+}
+
+/**
+ * Check and reserve all explicit uniform locations, called before
+ * any optimizations happen to handle also inactive uniforms and
+ * inactive array elements that may get trimmed away.
+ */
+static void
+check_explicit_uniform_locations(struct gl_context *ctx,
+                                 struct gl_shader_program *prog)
+{
+   if (!ctx->Extensions.ARB_explicit_uniform_location)
+      return;
+
+   /* This map is used to detect if overlapping explicit locations
+    * occur with the same uniform (from different stage) or a different one.
+    */
+   string_to_uint_map *uniform_map = new string_to_uint_map;
+
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      struct gl_shader *sh = prog->_LinkedShaders[i];
+
+      if (!sh)
+         continue;
+
+      foreach_list(node, sh->ir) {
+         ir_variable *var = ((ir_instruction *)node)->as_variable();
+         if ((var && var->data.mode == ir_var_uniform) &&
+             var->data.explicit_location) {
+            if (!reserve_explicit_locations(prog, uniform_map, var))
+               return;
+
+            /* Initialize locations that were allocated but left unused. */
+            for (unsigned i = 0; i < prog->NumUniformRemapTable; i++)
+               if (prog->UniformRemapTable[i] != (gl_uniform_storage *) -1)
+                  prog->UniformRemapTable[i] = NULL;
+         }
+      }
+   }
+
+   delete uniform_map;
+}
+
 void
 link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
 {
@@ -2232,6 +2327,10 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
          break;
    }
 
+   check_explicit_uniform_locations(ctx, prog);
+   if (!prog->LinkStatus)
+      goto done;
+
    /* Validate the inputs of each stage with the output of the preceding
     * stage.
     */
-- 
1.9.0



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