[Mesa-dev] [PATCH 04/10] glsl/linker: initialize explicit uniform locations
Ian Romanick
idr at freedesktop.org
Mon May 19 09:51:20 PDT 2014
On 04/09/2014 02:56 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.
>
> 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++) {
You should check the code that gets generated for this. I suspect this
will translate to a call to component_slots per iteration of the loop.
Maybe just call it once above (since it is also used to calculate max_loc).
> + unsigned loc = var->data.location + i;
> +
> + /* Check if location is already used. */
> + if (prog->UniformRemapTable[loc] == (gl_uniform_storage *) -1) {
So... -1 means that an inactive uniform has that location explicitly
assigned? I'm inferring that from comments in the next patch. Maybe we
should have a descriptive #define
#define INACTIVE_UNIFORM_EXPLICIT_LOCATION ((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);
Minor nit (which you can take or leave). I usually like to have fewer
breaks in strings. I would have split this up as:
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;
I'm confused by this... what's in UniformRemapTable on entry to this
function? Random garbage (this might happen to be ~0)?
> + }
> + }
> + }
> +
> + 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.
> */
>
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