[Mesa-dev] [PATCH 02/23] mesa/glsl: build list of program resources during linking
Tapani Pälli
tapani.palli at intel.com
Mon Mar 16 05:22:06 PDT 2015
On 03/13/2015 06:16 PM, Ilia Mirkin wrote:
> On Fri, Mar 13, 2015 at 4:37 AM, Tapani Pälli <tapani.palli at intel.com> wrote:
>> Patch adds ProgramResourceList to gl_shader_program structure.
>> List contains references to active program resources and is
>> constructed during linking phase.
>>
>> This list will be used by follow-up patches to implement hooks
>> for GL_ARB_program_interface_query. It can be also used to
>> implement any of the older shader program query APIs.
>>
>> Signed-off-by: Tapani Pälli <tapani.palli at intel.com>
>> ---
>> src/glsl/linker.cpp | 175 ++++++++++++++++++++++++++++++++++++++++++++++
>> src/mesa/main/mtypes.h | 14 ++++
>> src/mesa/main/shaderobj.c | 6 ++
>> 3 files changed, 195 insertions(+)
>>
>> diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
>> index 0c44677..2396848 100644
>> --- a/src/glsl/linker.cpp
>> +++ b/src/glsl/linker.cpp
>> @@ -2503,6 +2503,177 @@ check_explicit_uniform_locations(struct gl_context *ctx,
>> delete uniform_map;
>> }
>>
>> +static bool
>> +add_program_resource(struct gl_shader_program *prog, GLenum type,
>> + const void *data, uint8_t stages)
>> +{
>> + assert(data);
>> +
>> + /* If resource already exists, do not add it again. */
>> + for (unsigned i = 0; i < prog->NumProgramResourceList; i++) {
>> + struct gl_program_resource *res =
>> + &prog->ProgramResourceList[i];
>
> This should fit on the previous line...
yep, it is also a bit unnecessary .. will remove and just use table
directly, I think this used to do a bit more checking but checking just
for the Data is enough
>> + if (res->Data == data)
>> + return true;
>> + }
>> +
>> + prog->ProgramResourceList =
>> + reralloc(prog,
>> + prog->ProgramResourceList,
>> + gl_program_resource,
>> + prog->NumProgramResourceList + 1);
>> +
>> + if (!prog->ProgramResourceList) {
>> + linker_error(prog, "Out of memory during linking.\n");
>> + return false;
>> + }
>> +
>> + struct gl_program_resource *res =
>> + &prog->ProgramResourceList[prog->NumProgramResourceList];
>> +
>> + res->Type = type;
>> + res->Data = data;
>> + res->StageReferences = stages;
>> +
>> + prog->NumProgramResourceList++;
>> +
>> + return true;
>> +}
>> +
>> +/**
>> + * Function builds a stage reference bitmask from variable name.
>> + */
>> +static uint8_t
>> +build_stageref(struct gl_shader_program *shProg, const char *name)
>> +{
>> + uint8_t stages = 0;
>> + for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
>> + struct gl_shader *sh = shProg->_LinkedShaders[i];
>> + if (!sh)
>> + continue;
>> + ir_variable *var =
>> + sh->symbols->get_variable(name);
>
> and this...
yep, will fix
>> + if (var)
>> + stages |= (1 << i);
>> + }
>> + return stages;
>> +}
>> +
>> +/**
>> + * Builds up a list of program resources that point to existing
>> + * resource data.
>> + */
>> +static void
>> +build_program_resource_list(struct gl_context *ctx,
>> + struct gl_shader_program *shProg)
>> +{
>> + /* Rebuild resource list. */
>> + if (shProg->ProgramResourceList) {
>> + ralloc_free(shProg->ProgramResourceList);
>> + shProg->ProgramResourceList = NULL;
>> + shProg->NumProgramResourceList = 0;
>> + }
>> +
>> + int input_stage = MESA_SHADER_STAGES, output_stage = 0;
>> +
>> + /* Determine first input and final output stage. These are used to
>> + * detect which variables should be enumerated in the resource list
>> + * for GL_PROGRAM_INPUT and GL_PROGRAM_OUTPUT.
>> + */
>> + for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
>> + struct gl_shader *sh = shProg->_LinkedShaders[i];
>> + if (!sh)
>> + continue;
>> + if (input_stage == MESA_SHADER_STAGES)
>> + input_stage = i;
>> + output_stage = i;
>> + }
>> +
>> + for (int i = 0; i < MESA_SHADER_STAGES; i++) {
>> + struct gl_shader *sh = shProg->_LinkedShaders[i];
>> +
>> + if (!sh)
>> + continue;
>
> Would you ever want to do this for stages that are not the input or
> output stage? I think it'd be nice to avoid the iteration in those
> cases...
That is true and will be faster, I'll change this.
>> +
>> + /* Add inputs and outputs to the resource list. */
>> + foreach_in_list(ir_instruction, node, sh->ir) {
>> + ir_variable *var = node->as_variable();
>> + GLenum iface;
>> +
>> + if (!var ||
>> + (var->data.mode == ir_var_shader_in && i != input_stage) ||
>> + (var->data.mode == ir_var_shader_out && i != output_stage))
>> + continue;
>
> IMO it'd be more readable to integrate these into the switch below. i.e.
>
> if (!var)
> continue
>
> and then
>
> switch (...)
>
> case in:
> if (i != input_stage)
> continue;
> iface = input
> break;
Heh, just like I used to have before for some reason I moved them there
on top. I agree, I'll put them back like this.
>> +
>> + switch (var->data.mode) {
>> + /* From GL 4.3 core spec, section 11.1.1 (Vertex Attributes):
>> + * "For GetActiveAttrib, all active vertex shader input variables
>> + * are enumerated, including the special built-in inputs gl_VertexID
>> + * and gl_InstanceID."
>> + */
>> + case ir_var_system_value:
>> + if (var->data.location != SYSTEM_VALUE_VERTEX_ID &&
>> + var->data.location != SYSTEM_VALUE_VERTEX_ID_ZERO_BASE &&
>> + var->data.location != SYSTEM_VALUE_INSTANCE_ID)
>> + continue;
>> + case ir_var_shader_in:
>> + iface = GL_PROGRAM_INPUT;
>> + break;
>> + case ir_var_shader_out:
>> + iface = GL_PROGRAM_OUTPUT;
>> + break;
>> + default:
>> + continue;
>> + };
>> +
>> + if (!add_program_resource(shProg, iface, var,
>> + build_stageref(shProg, var->name)))
>> + return;
>> + }
>> + }
>> +
>> + /* Add transform feedback varyings. */
>> + if (shProg->LinkedTransformFeedback.NumVarying > 0) {
>> + for (int i = 0; i < shProg->LinkedTransformFeedback.NumVarying; i++) {
>> + uint8_t stageref =
>> + build_stageref(shProg,
>> + shProg->LinkedTransformFeedback.Varyings[i].Name);
>> + if (!add_program_resource(shProg, GL_TRANSFORM_FEEDBACK_VARYING,
>> + &shProg->LinkedTransformFeedback.Varyings[i],
>> + stageref))
>> + return;
>> + }
>> + }
>> +
>> + /* Add uniforms from uniform storage. */
>> + for (unsigned i =0; i < shProg->NumUserUniformStorage; i++) {
>
> i = 0
>
>> + /* Do not add uniforms internally used by Mesa. */
>> + if (shProg->UniformStorage[i].hidden)
>> + continue;
>> +
>> + uint8_t stageref =
>> + build_stageref(shProg, shProg->UniformStorage[i].name);
>> + if (!add_program_resource(shProg, GL_UNIFORM,
>> + &shProg->UniformStorage[i], stageref))
>> + return;
>> + }
>> +
>> + /* Add program uniform blocks. */
>> + for (unsigned i = 0; i < shProg->NumUniformBlocks; i++) {
>> + if (!add_program_resource(shProg, GL_UNIFORM_BLOCK,
>> + &shProg->UniformBlocks[i], 0))
>> + return;
>> + }
>> +
>> + /* Add atomic counter buffers. */
>> + for (unsigned i = 0; i < shProg->NumAtomicBuffers; i++) {
>> + if (!add_program_resource(shProg, GL_ATOMIC_COUNTER_BUFFER,
>> + &shProg->AtomicBuffers[i], 0))
>> + return;
>> + }
>
> And I guess SSBO blocks, but those aren't a thing in mesa yet...
> Perhaps add a TODO?
OK, will add, SSBO and subroutines will have to be added in the future.
Thanks!
>> +}
>> +
>> +
>> void
>> link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
>> {
>> @@ -2904,6 +3075,10 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
>> }
>> }
>>
>> + build_program_resource_list(ctx, prog);
>> + if (!prog->LinkStatus)
>> + goto done;
>> +
>> /* FINISHME: Assign fragment shader output locations. */
>>
>> done:
>> diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
>> index c43c6ac..4f18044 100644
>> --- a/src/mesa/main/mtypes.h
>> +++ b/src/mesa/main/mtypes.h
>> @@ -2749,6 +2749,16 @@ struct gl_active_atomic_buffer
>> };
>>
>> /**
>> + * Active resource in a gl_shader_program
>> + */
>> +struct gl_program_resource
>> +{
>> + GLenum Type; /** Program interface type. */
>> + const void *Data; /** Pointer to resource associated data structure. */
>> + uint8_t StageReferences; /** Bitmask of shader stage references. */
>> +};
>> +
>> +/**
>> * A GLSL program object.
>> * Basically a linked collection of vertex and fragment shaders.
>> */
>> @@ -2922,6 +2932,10 @@ struct gl_shader_program
>> */
>> struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];
>>
>> + /** List of all active resources after linking. */
>> + struct gl_program_resource *ProgramResourceList;
>> + unsigned NumProgramResourceList;
>> +
>> /* True if any of the fragment shaders attached to this program use:
>> * #extension ARB_fragment_coord_conventions: enable
>> */
>> diff --git a/src/mesa/main/shaderobj.c b/src/mesa/main/shaderobj.c
>> index d7620c8..e428960 100644
>> --- a/src/mesa/main/shaderobj.c
>> +++ b/src/mesa/main/shaderobj.c
>> @@ -315,6 +315,12 @@ _mesa_clear_shader_program_data(struct gl_shader_program *shProg)
>> ralloc_free(shProg->AtomicBuffers);
>> shProg->AtomicBuffers = NULL;
>> shProg->NumAtomicBuffers = 0;
>> +
>> + if (shProg->ProgramResourceList) {
>> + ralloc_free(shProg->ProgramResourceList);
>> + shProg->ProgramResourceList = NULL;
>> + shProg->NumProgramResourceList = 0;
>> + }
>> }
>>
>>
>> --
>> 2.1.0
>>
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