[Mesa-dev] [PATCH 3/5] glsl/linker: initialize explicit uniform locations
Ian Romanick
idr at freedesktop.org
Wed Jun 4 18:25:27 PDT 2014
On 05/26/2014 01:32 AM, Tapani Pälli wrote:
> Patch initializes the UniformRemapTable for explicit locations. This
> needs to happen before optimizations to make sure all inactive uniforms
> get their explicit locations correctly.
>
> v2: fix initialization bug, introduce define for inactive uniforms (Ian)
>
> Signed-off-by: Tapani Pälli <tapani.palli at intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
> ---
> src/glsl/ir_uniform.h | 5 +++
> src/glsl/linker.cpp | 115 ++++++++++++++++++++++++++++++++++++++++++++++++++
> 2 files changed, 120 insertions(+)
>
> diff --git a/src/glsl/ir_uniform.h b/src/glsl/ir_uniform.h
> index 3508509..ccf7dbf 100644
> --- a/src/glsl/ir_uniform.h
> +++ b/src/glsl/ir_uniform.h
> @@ -32,6 +32,11 @@
>
> #include "program/prog_parameter.h" /* For union gl_constant_value. */
>
> +/**
> + * Used by GL_ARB_explicit_uniform_location extension code in the linker
> + * and glUniform* functions to identify inactive explicit uniform locations.
> + */
> +#define INACTIVE_UNIFORM_EXPLICIT_LOCATION ((gl_uniform_storage *) -1)
>
> #ifdef __cplusplus
> extern "C" {
> diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
> index a43d230..b8c0d35 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"
> @@ -2224,6 +2225,116 @@ 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 to INACTIVE_UNIFORM_EXPLICIT_LOCATION
> + * 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 slots = var->type->uniform_locations();
> + unsigned max_loc = var->data.location + 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);
> +
> + if (!prog->UniformRemapTable) {
> + linker_error(prog, "Out of memory during linking.");
> + return false;
> + }
> +
> + /* Initialize allocated space. */
> + for (unsigned i = prog->NumUniformRemapTable; i < max_loc + 1; i++)
> + prog->UniformRemapTable[i] = NULL;
> +
> + prog->NumUniformRemapTable = max_loc + 1;
> + }
> +
> + for (unsigned i = 0; i < slots; i++) {
> + unsigned loc = var->data.location + i;
> +
> + /* Check if location is already used. */
> + if (prog->UniformRemapTable[loc] == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
> +
> + /* 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;
> + }
> +
> + /* Initialize location as inactive before optimization
> + * rounds and location assignment.
> + */
> + prog->UniformRemapTable[loc] = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
> + }
> +
> + /* 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;
> +
> + if (!uniform_map) {
> + linker_error(prog,
> + "Out of memory during linking.");
> + return;
> + }
> +
> + 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;
> + }
> + }
> + }
> +
> + delete uniform_map;
> +}
> +
> void
> link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
> {
> @@ -2372,6 +2483,10 @@ 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.
> */
>
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