[Mesa-dev] [PATCH 05/10] glsl/linker: assign explicit uniform locations
Tapani
tapani.palli at intel.com
Mon May 19 21:51:23 PDT 2014
On 05/19/2014 08:07 PM, Ian Romanick wrote:
> On 04/09/2014 02:56 AM, Tapani Pälli wrote:
>> Patch refactors the existing uniform processing so explicit locations
>> are taken in to account during variable processing. These locations
>> are temporarily stored in gl_uniform_storage before actual locations
>> are set.
>>
>> The 'remap_location' variable in gl_uniform_storage is changed to be
>> signed so that we can use 0 as a valid explicit location and '-1' as
>> identifier that no explicit location has been defined.
>>
>> When locations are set, UniformRemapTable is first populated with
>> uniforms that have explicit location set (inactive and actives ones),
>> rest are put after explicit location slots.
>>
>> Signed-off-by: Tapani Pälli <tapani.palli at intel.com>
>> ---
>> src/glsl/ir_uniform.h | 5 +++--
>> src/glsl/link_uniforms.cpp | 56 +++++++++++++++++++++++++++++++++++++++++-----
>> 2 files changed, 54 insertions(+), 7 deletions(-)
>>
>> diff --git a/src/glsl/ir_uniform.h b/src/glsl/ir_uniform.h
>> index 3508509..9dc4a8e 100644
>> --- a/src/glsl/ir_uniform.h
>> +++ b/src/glsl/ir_uniform.h
>> @@ -181,9 +181,10 @@ struct gl_uniform_storage {
>>
>> /**
>> * The 'base location' for this uniform in the uniform remap table. For
>> - * arrays this is the first element in the array.
>> + * arrays this is the first element in the array. It needs to be signed
>> + * so that we can use 0 as valid location and -1 as initial value
>> */
>> - unsigned remap_location;
>> + int remap_location;
> You could use ~0u instead of -1, right? A #define for the magic value
> will also help.
Sure, I can move to using ~0u. Should be enough to never become a problem.
>> };
>>
>> #ifdef __cplusplus
>> diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
>> index 29dc0b1..0f99082 100644
>> --- a/src/glsl/link_uniforms.cpp
>> +++ b/src/glsl/link_uniforms.cpp
>> @@ -387,6 +387,9 @@ public:
>> void set_and_process(struct gl_shader_program *prog,
>> ir_variable *var)
>> {
>> + current_var = var;
>> + field_counter = 0;
>> +
>> ubo_block_index = -1;
>> if (var->is_in_uniform_block()) {
>> if (var->is_interface_instance() && var->type->is_array()) {
>> @@ -543,6 +546,22 @@ private:
>> return;
>> }
>>
>> + /* Assign explicit locations. */
>> + if (current_var->data.explicit_location) {
>> + /* Set sequential locations for struct fields. */
>> + if (current_var->type->is_record()) {
> I think you can accomplish the same thing with record_type != NULL.
ok, I can change
>> + const unsigned entries = MAX2(1, this->uniforms[id].array_elements);
>> + this->uniforms[id].remap_location =
>> + current_var->data.location + field_counter;
>> + field_counter += entries;
> Weird indentation.
will fix
>> + } else {
>> + this->uniforms[id].remap_location = current_var->data.location;
>> + }
>> + } else {
>> + /* Initialize to -1 to indicate that no explicit location is set */
>> + this->uniforms[id].remap_location = -1;
>> + }
>> +
>> this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
>> this->uniforms[id].type = base_type;
>> this->uniforms[id].initialized = 0;
>> @@ -598,6 +617,17 @@ public:
>> gl_texture_index targets[MAX_SAMPLERS];
>>
>> /**
>> + * Current variable being processed.
>> + */
>> + ir_variable *current_var;
>> +
>> + /**
>> + * Field counter is used to take care that uniform structures
>> + * with explicit locations get sequential locations.
>> + */
>> + unsigned field_counter;
>> +
>> + /**
>> * Mask of samplers used by the current shader stage.
>> */
>> unsigned shader_samplers_used;
>> @@ -799,10 +829,6 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
>> prog->UniformStorage = NULL;
>> prog->NumUserUniformStorage = 0;
>>
>> - ralloc_free(prog->UniformRemapTable);
>> - prog->UniformRemapTable = NULL;
>> - prog->NumUniformRemapTable = 0;
>> -
>> if (prog->UniformHash != NULL) {
>> prog->UniformHash->clear();
>> } else {
>> @@ -915,9 +941,29 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
>> sizeof(prog->_LinkedShaders[i]->SamplerTargets));
>> }
>>
>> - /* Build the uniform remap table that is used to set/get uniform locations */
>> + /* Reserve all the explicit locations of the active uniforms. */
>> + for (unsigned i = 0; i < num_user_uniforms; i++) {
>> + if (uniforms[i].remap_location != -1) {
>> + /* How many new entries for this uniform? */
>> + const unsigned entries = MAX2(1, uniforms[i].array_elements);
>> +
>> + /* Set remap table entries point to correct gl_uniform_storage. */
>> + for (unsigned j = 0; j < entries; j++) {
>> + unsigned element_loc = uniforms[i].remap_location + j;
>> + assert(prog->UniformRemapTable[element_loc] ==
>> + (gl_uniform_storage *) -1);
>> + prog->UniformRemapTable[element_loc] = &uniforms[i];
>> + }
>> + }
>> + }
>> +
>> + /* Reserve locations for rest of the uniforms. */
>> for (unsigned i = 0; i < num_user_uniforms; i++) {
>>
>> + /* Explicit ones have been set already. */
>> + if (uniforms[i].remap_location != -1)
>> + continue;
>> +
>> /* how many new entries for this uniform? */
>> const unsigned entries = MAX2(1, uniforms[i].array_elements);
>>
>>
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