[Mesa-dev] [PATCH 06/28] glsl: fix overlapping of varying locations for arrays and structs
Anuj Phogat
anuj.phogat at gmail.com
Wed Jan 6 11:46:11 PST 2016
On Mon, Dec 28, 2015 at 9:00 PM, Timothy Arceri
<timothy.arceri at collabora.com> wrote:
> Previously we were only reserving a single location for arrays and
> structs.
>
> We also didn't take into account implicit locations clashing with
> explicit locations when assigning locations for their arrays or
> structs.
>
> This patch fixes both issues.
>
> V5: fix regression for patch inputs/outputs in tessellation shaders
> V4: just use count_attribute_slots() to get the number of slots,
> also calculate the correct number of slots to reserve for gs and
> tess stages by making use of the new get_varying_type() helper.
> V3: handle arrays of structs
> V2: also fix for arrays of arrays and structs.
> ---
> src/glsl/link_varyings.cpp | 80 +++++++++++++++++++++++++++++++++++++++-------
> 1 file changed, 68 insertions(+), 12 deletions(-)
>
> diff --git a/src/glsl/link_varyings.cpp b/src/glsl/link_varyings.cpp
> index d9550df..34e8418 100644
> --- a/src/glsl/link_varyings.cpp
> +++ b/src/glsl/link_varyings.cpp
> @@ -825,7 +825,8 @@ public:
> gl_shader_stage consumer_stage);
> ~varying_matches();
> void record(ir_variable *producer_var, ir_variable *consumer_var);
> - unsigned assign_locations(uint64_t reserved_slots, bool separate_shader);
> + unsigned assign_locations(struct gl_shader_program *prog,
> + uint64_t reserved_slots, bool separate_shader);
> void store_locations() const;
>
> private:
> @@ -1042,7 +1043,9 @@ varying_matches::record(ir_variable *producer_var, ir_variable *consumer_var)
> * passed to varying_matches::record().
> */
> unsigned
> -varying_matches::assign_locations(uint64_t reserved_slots, bool separate_shader)
> +varying_matches::assign_locations(struct gl_shader_program *prog,
> + uint64_t reserved_slots,
> + bool separate_shader)
> {
> /* We disable varying sorting for separate shader programs for the
> * following reasons:
> @@ -1079,10 +1082,21 @@ varying_matches::assign_locations(uint64_t reserved_slots, bool separate_shader)
> for (unsigned i = 0; i < this->num_matches; i++) {
> unsigned *location = &generic_location;
>
> - if ((this->matches[i].consumer_var &&
> - this->matches[i].consumer_var->data.patch) ||
> - (this->matches[i].producer_var &&
> - this->matches[i].producer_var->data.patch))
> + const ir_variable *var;
> + const glsl_type *type;
> + bool is_vertex_input = false;
> + if (matches[i].consumer_var) {
> + var = matches[i].consumer_var;
> + type = get_varying_type(var, consumer_stage);
> + is_vertex_input = false;
This is not required. is_vertex_input is already initialized to false.
> + if (consumer_stage == MESA_SHADER_VERTEX)
> + is_vertex_input = true;
> + } else {
> + var = matches[i].producer_var;
> + type = get_varying_type(var, producer_stage);
> + }
> +
> + if (var->data.patch)
> location = &generic_patch_location;
>
> /* Advance to the next slot if this varying has a different packing
> @@ -1094,9 +1108,45 @@ varying_matches::assign_locations(uint64_t reserved_slots, bool separate_shader)
> != this->matches[i].packing_class) {
> *location = ALIGN(*location, 4);
> }
> - while ((*location < MAX_VARYING * 4u) &&
> - (reserved_slots & (1u << *location / 4u))) {
> - *location = ALIGN(*location + 1, 4);
> +
> + unsigned num_elements = type->count_attribute_slots(is_vertex_input);
> + unsigned slot_end = this->disable_varying_packing ? 4 :
> + type->without_array()->vector_elements;
> + slot_end += *location - 1;
> +
> + /* FIXME: We could be smarter in the below code and loop back over
> + * trying to fill any locations that we skipped because we couldn't pack
> + * the varying between an explicit location. For now just let the user
> + * hit the linking error if we run out of room and suggest they use
> + * explicit locations.
> + */
> + for (unsigned j = 0; j < num_elements; j++) {
> + while ((slot_end < MAX_VARYING * 4u) &&
> + ((reserved_slots & (1u << *location / 4u) ||
> + (reserved_slots & (1u << slot_end / 4u))))) {
> +
> + *location = ALIGN(*location + 1, 4);
> + slot_end = *location;
> +
> + /* reset the counter and try again */
> + j = 0;
> + }
> +
> + /* Increase the slot to make sure there is enough room for next
> + * array element.
> + */
> + if (this->disable_varying_packing)
> + slot_end += 4;
> + else
> + slot_end += type->without_array()->vector_elements;
> + }
> +
> + if (!var->data.patch && *location >= MAX_VARYING * 4u) {
> + linker_error(prog, "insufficient contiguous locations available for "
> + "%s it is possible an array or struct could not be "
> + "packed between varyings with explicit locations. Try "
> + "using an explicit location for arrays and structs.",
> + var->name);
> }
>
> this->matches[i].generic_location = *location;
> @@ -1484,8 +1534,14 @@ reserved_varying_slot(struct gl_shader *stage, ir_variable_mode io_mode)
> continue;
>
> var_slot = var->data.location - VARYING_SLOT_VAR0;
> - if (var_slot >= 0 && var_slot < MAX_VARYING)
> - slots |= 1u << var_slot;
> +
> + unsigned num_elements = get_varying_type(var, stage->Stage)
> + ->count_attribute_slots(stage->Stage == MESA_SHADER_VERTEX);
> + for (unsigned i = 0; i < num_elements; i++) {
> + if (var_slot >= 0 && var_slot < MAX_VARYING)
> + slots |= 1u << var_slot;
> + var_slot += 1;
> + }
> }
>
> return slots;
> @@ -1671,7 +1727,7 @@ assign_varying_locations(struct gl_context *ctx,
> reserved_varying_slot(producer, ir_var_shader_out) |
> reserved_varying_slot(consumer, ir_var_shader_in);
>
> - const unsigned slots_used = matches.assign_locations(reserved_slots,
> + const unsigned slots_used = matches.assign_locations(prog, reserved_slots,
> prog->SeparateShader);
> matches.store_locations();
>
> --
> 2.4.3
>
> _______________________________________________
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> mesa-dev at lists.freedesktop.org
> http://lists.freedesktop.org/mailman/listinfo/mesa-dev
Acked-by: Anuj Phogat <anuj.phogat at gmail.com>
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