[Mesa-dev] [PATCH 3/5] glsl/linker: initialize explicit uniform locations
Tapani Pälli
tapani.palli at intel.com
Mon May 26 01:32:42 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.
v2: fix initialization bug, introduce define for inactive uniforms (Ian)
Signed-off-by: Tapani Pälli <tapani.palli 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.
*/
--
1.8.3.1
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