[Mesa-dev] [PATCH 1/6] glsl: split out varying and uniform linking code
Timothy Arceri
timothy.arceri at collabora.com
Sun Jul 24 23:36:18 UTC 2016
Here a new function link_varyings_and_uniforms() is created this
should help make it easier to follow the code in link_shader()
which was getting very large.
Note the end of the new function contains a for loop with some
lowering calls that currently don't seem related to varyings or
uniforms but they are a dependancy for converting to NIR ealier
which an upcoming series will attempt to do so we move things here
now to keep things easy to follow.
---
src/compiler/glsl/linker.cpp | 429 ++++++++++++++++++++++---------------------
1 file changed, 222 insertions(+), 207 deletions(-)
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 6d45a02..02d16ec 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -4475,6 +4475,226 @@ disable_varying_optimizations_for_sso(struct gl_shader_program *prog)
}
}
+static bool
+link_varyings_and_uniforms(unsigned first, unsigned last,
+ unsigned num_explicit_uniform_locs,
+ struct gl_context *ctx,
+ struct gl_shader_program *prog, void *mem_ctx)
+{
+ bool has_xfb_qualifiers = false;
+ unsigned num_tfeedback_decls = 0;
+ char **varying_names = NULL;
+ tfeedback_decl *tfeedback_decls = NULL;
+
+ /* Mark all generic shader inputs and outputs as unpaired. */
+ for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
+ if (prog->_LinkedShaders[i] != NULL) {
+ link_invalidate_variable_locations(prog->_LinkedShaders[i]->ir);
+ }
+ }
+
+ unsigned prev = first;
+ for (unsigned i = prev + 1; i <= MESA_SHADER_FRAGMENT; i++) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
+
+ match_explicit_outputs_to_inputs(prog->_LinkedShaders[prev],
+ prog->_LinkedShaders[i]);
+ prev = i;
+ }
+
+ if (!assign_attribute_or_color_locations(prog, &ctx->Const,
+ MESA_SHADER_VERTEX)) {
+ return false;
+ }
+
+ if (!assign_attribute_or_color_locations(prog, &ctx->Const,
+ MESA_SHADER_FRAGMENT)) {
+ return false;
+ }
+
+ /* From the ARB_enhanced_layouts spec:
+ *
+ * "If the shader used to record output variables for transform feedback
+ * varyings uses the "xfb_buffer", "xfb_offset", or "xfb_stride" layout
+ * qualifiers, the values specified by TransformFeedbackVaryings are
+ * ignored, and the set of variables captured for transform feedback is
+ * instead derived from the specified layout qualifiers."
+ */
+ for (int i = MESA_SHADER_FRAGMENT - 1; i >= 0; i--) {
+ /* Find last stage before fragment shader */
+ if (prog->_LinkedShaders[i]) {
+ has_xfb_qualifiers =
+ process_xfb_layout_qualifiers(mem_ctx, prog->_LinkedShaders[i],
+ &num_tfeedback_decls,
+ &varying_names);
+ break;
+ }
+ }
+
+ if (!has_xfb_qualifiers) {
+ num_tfeedback_decls = prog->TransformFeedback.NumVarying;
+ varying_names = prog->TransformFeedback.VaryingNames;
+ }
+
+ if (num_tfeedback_decls != 0) {
+ /* From GL_EXT_transform_feedback:
+ * A program will fail to link if:
+ *
+ * * the <count> specified by TransformFeedbackVaryingsEXT is
+ * non-zero, but the program object has no vertex or geometry
+ * shader;
+ */
+ if (first >= MESA_SHADER_FRAGMENT) {
+ linker_error(prog, "Transform feedback varyings specified, but "
+ "no vertex, tessellation, or geometry shader is "
+ "present.\n");
+ return false;
+ }
+
+ tfeedback_decls = ralloc_array(mem_ctx, tfeedback_decl,
+ num_tfeedback_decls);
+ if (!parse_tfeedback_decls(ctx, prog, mem_ctx, num_tfeedback_decls,
+ varying_names, tfeedback_decls))
+ return false;
+ }
+
+ /* If there is no fragment shader we need to set transform feedback.
+ *
+ * For SSO we also need to assign output locations. We assign them here
+ * because we need to do it for both single stage programs and multi stage
+ * programs.
+ */
+ if (last < MESA_SHADER_FRAGMENT &&
+ (num_tfeedback_decls != 0 || prog->SeparateShader)) {
+ const uint64_t reserved_out_slots =
+ reserved_varying_slot(prog->_LinkedShaders[last], ir_var_shader_out);
+ if (!assign_varying_locations(ctx, mem_ctx, prog,
+ prog->_LinkedShaders[last], NULL,
+ num_tfeedback_decls, tfeedback_decls,
+ reserved_out_slots))
+ return false;
+ }
+
+ if (last <= MESA_SHADER_FRAGMENT) {
+ /* Remove unused varyings from the first/last stage unless SSO */
+ remove_unused_shader_inputs_and_outputs(prog->SeparateShader,
+ prog->_LinkedShaders[first],
+ ir_var_shader_in);
+ remove_unused_shader_inputs_and_outputs(prog->SeparateShader,
+ prog->_LinkedShaders[last],
+ ir_var_shader_out);
+
+ /* If the program is made up of only a single stage */
+ if (first == last) {
+
+ gl_linked_shader *const sh = prog->_LinkedShaders[last];
+ if (prog->SeparateShader) {
+ const uint64_t reserved_slots =
+ reserved_varying_slot(sh, ir_var_shader_in);
+
+ /* Assign input locations for SSO, output locations are already
+ * assigned.
+ */
+ if (!assign_varying_locations(ctx, mem_ctx, prog,
+ NULL /* producer */,
+ sh /* consumer */,
+ 0 /* num_tfeedback_decls */,
+ NULL /* tfeedback_decls */,
+ reserved_slots))
+ return false;
+ }
+
+ do_dead_builtin_varyings(ctx, NULL, sh, 0, NULL);
+ do_dead_builtin_varyings(ctx, sh, NULL, num_tfeedback_decls,
+ tfeedback_decls);
+ } else {
+ /* Linking the stages in the opposite order (from fragment to vertex)
+ * ensures that inter-shader outputs written to in an earlier stage
+ * are eliminated if they are (transitively) not used in a later
+ * stage.
+ */
+ int next = last;
+ for (int i = next - 1; i >= 0; i--) {
+ if (prog->_LinkedShaders[i] == NULL && i != 0)
+ continue;
+
+ gl_linked_shader *const sh_i = prog->_LinkedShaders[i];
+ gl_linked_shader *const sh_next = prog->_LinkedShaders[next];
+
+ const uint64_t reserved_out_slots =
+ reserved_varying_slot(sh_i, ir_var_shader_out);
+ const uint64_t reserved_in_slots =
+ reserved_varying_slot(sh_next, ir_var_shader_in);
+
+ if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next,
+ next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
+ tfeedback_decls,
+ reserved_out_slots | reserved_in_slots))
+ return false;
+
+ do_dead_builtin_varyings(ctx, sh_i, sh_next,
+ next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
+ tfeedback_decls);
+
+ /* This must be done after all dead varyings are eliminated. */
+ if (sh_i != NULL) {
+ unsigned slots_used = _mesa_bitcount_64(reserved_out_slots);
+ if (!check_against_output_limit(ctx, prog, sh_i, slots_used)) {
+ return false;
+ }
+ }
+
+ unsigned slots_used = _mesa_bitcount_64(reserved_in_slots);
+ if (!check_against_input_limit(ctx, prog, sh_next, slots_used))
+ return false;
+
+ next = i;
+ }
+ }
+ }
+
+ if (!store_tfeedback_info(ctx, prog, num_tfeedback_decls, tfeedback_decls,
+ has_xfb_qualifiers))
+ return false;
+
+ update_array_sizes(prog);
+ link_assign_uniform_locations(prog, ctx->Const.UniformBooleanTrue,
+ num_explicit_uniform_locs,
+ ctx->Const.MaxUserAssignableUniformLocations);
+ link_assign_atomic_counter_resources(ctx, prog);
+
+ link_calculate_subroutine_compat(prog);
+ check_resources(ctx, prog);
+ check_subroutine_resources(prog);
+ check_image_resources(ctx, prog);
+ link_check_atomic_counter_resources(ctx, prog);
+
+ if (!prog->LinkStatus)
+ return false;
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
+
+ const struct gl_shader_compiler_options *options =
+ &ctx->Const.ShaderCompilerOptions[i];
+
+ if (options->LowerBufferInterfaceBlocks)
+ lower_ubo_reference(prog->_LinkedShaders[i],
+ options->ClampBlockIndicesToArrayBounds);
+
+ if (options->LowerShaderSharedVariables)
+ lower_shared_reference(prog->_LinkedShaders[i],
+ &prog->Comp.SharedSize);
+
+ lower_vector_derefs(prog->_LinkedShaders[i]);
+ do_vec_index_to_swizzle(prog->_LinkedShaders[i]->ir);
+ }
+
+ return true;
+}
+
void
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
{
@@ -4501,11 +4721,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
return;
}
- unsigned num_tfeedback_decls = 0;
unsigned int num_explicit_uniform_locs = 0;
- bool has_xfb_qualifiers = false;
- char **varying_names = NULL;
- tfeedback_decl *tfeedback_decls = NULL;
void *mem_ctx = ralloc_context(NULL); // temporary linker context
@@ -4799,192 +5015,10 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
/* Check and validate stream emissions in geometry shaders */
validate_geometry_shader_emissions(ctx, prog);
- /* Mark all generic shader inputs and outputs as unpaired. */
- for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
- if (prog->_LinkedShaders[i] != NULL) {
- link_invalidate_variable_locations(prog->_LinkedShaders[i]->ir);
- }
- }
-
- prev = first;
- for (unsigned i = prev + 1; i <= MESA_SHADER_FRAGMENT; i++) {
- if (prog->_LinkedShaders[i] == NULL)
- continue;
-
- match_explicit_outputs_to_inputs(prog->_LinkedShaders[prev],
- prog->_LinkedShaders[i]);
- prev = i;
- }
-
- if (!assign_attribute_or_color_locations(prog, &ctx->Const,
- MESA_SHADER_VERTEX)) {
- goto done;
- }
-
- if (!assign_attribute_or_color_locations(prog, &ctx->Const,
- MESA_SHADER_FRAGMENT)) {
- goto done;
- }
-
- /* From the ARB_enhanced_layouts spec:
- *
- * "If the shader used to record output variables for transform feedback
- * varyings uses the "xfb_buffer", "xfb_offset", or "xfb_stride" layout
- * qualifiers, the values specified by TransformFeedbackVaryings are
- * ignored, and the set of variables captured for transform feedback is
- * instead derived from the specified layout qualifiers."
- */
- for (int i = MESA_SHADER_FRAGMENT - 1; i >= 0; i--) {
- /* Find last stage before fragment shader */
- if (prog->_LinkedShaders[i]) {
- has_xfb_qualifiers =
- process_xfb_layout_qualifiers(mem_ctx, prog->_LinkedShaders[i],
- &num_tfeedback_decls,
- &varying_names);
- break;
- }
- }
-
- if (!has_xfb_qualifiers) {
- num_tfeedback_decls = prog->TransformFeedback.NumVarying;
- varying_names = prog->TransformFeedback.VaryingNames;
- }
-
- if (num_tfeedback_decls != 0) {
- /* From GL_EXT_transform_feedback:
- * A program will fail to link if:
- *
- * * the <count> specified by TransformFeedbackVaryingsEXT is
- * non-zero, but the program object has no vertex or geometry
- * shader;
- */
- if (first >= MESA_SHADER_FRAGMENT) {
- linker_error(prog, "Transform feedback varyings specified, but "
- "no vertex, tessellation, or geometry shader is "
- "present.\n");
- goto done;
- }
-
- tfeedback_decls = ralloc_array(mem_ctx, tfeedback_decl,
- num_tfeedback_decls);
- if (!parse_tfeedback_decls(ctx, prog, mem_ctx, num_tfeedback_decls,
- varying_names, tfeedback_decls))
- goto done;
- }
-
- /* If there is no fragment shader we need to set transform feedback.
- *
- * For SSO we also need to assign output locations. We assign them here
- * because we need to do it for both single stage programs and multi stage
- * programs.
- */
- if (last < MESA_SHADER_FRAGMENT &&
- (num_tfeedback_decls != 0 || prog->SeparateShader)) {
- const uint64_t reserved_out_slots =
- reserved_varying_slot(prog->_LinkedShaders[last], ir_var_shader_out);
- if (!assign_varying_locations(ctx, mem_ctx, prog,
- prog->_LinkedShaders[last], NULL,
- num_tfeedback_decls, tfeedback_decls,
- reserved_out_slots))
- goto done;
- }
-
- if (last <= MESA_SHADER_FRAGMENT) {
- /* Remove unused varyings from the first/last stage unless SSO */
- remove_unused_shader_inputs_and_outputs(prog->SeparateShader,
- prog->_LinkedShaders[first],
- ir_var_shader_in);
- remove_unused_shader_inputs_and_outputs(prog->SeparateShader,
- prog->_LinkedShaders[last],
- ir_var_shader_out);
-
- /* If the program is made up of only a single stage */
- if (first == last) {
-
- gl_linked_shader *const sh = prog->_LinkedShaders[last];
- if (prog->SeparateShader) {
- const uint64_t reserved_slots =
- reserved_varying_slot(sh, ir_var_shader_in);
-
- /* Assign input locations for SSO, output locations are already
- * assigned.
- */
- if (!assign_varying_locations(ctx, mem_ctx, prog,
- NULL /* producer */,
- sh /* consumer */,
- 0 /* num_tfeedback_decls */,
- NULL /* tfeedback_decls */,
- reserved_slots))
- goto done;
- }
-
- do_dead_builtin_varyings(ctx, NULL, sh, 0, NULL);
- do_dead_builtin_varyings(ctx, sh, NULL, num_tfeedback_decls,
- tfeedback_decls);
- } else {
- /* Linking the stages in the opposite order (from fragment to vertex)
- * ensures that inter-shader outputs written to in an earlier stage
- * are eliminated if they are (transitively) not used in a later
- * stage.
- */
- int next = last;
- for (int i = next - 1; i >= 0; i--) {
- if (prog->_LinkedShaders[i] == NULL && i != 0)
- continue;
-
- gl_linked_shader *const sh_i = prog->_LinkedShaders[i];
- gl_linked_shader *const sh_next = prog->_LinkedShaders[next];
-
- const uint64_t reserved_out_slots =
- reserved_varying_slot(sh_i, ir_var_shader_out);
- const uint64_t reserved_in_slots =
- reserved_varying_slot(sh_next, ir_var_shader_in);
-
- if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next,
- next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
- tfeedback_decls,
- reserved_out_slots | reserved_in_slots))
- goto done;
-
- do_dead_builtin_varyings(ctx, sh_i, sh_next,
- next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
- tfeedback_decls);
-
- /* This must be done after all dead varyings are eliminated. */
- if (sh_i != NULL) {
- unsigned slots_used = _mesa_bitcount_64(reserved_out_slots);
- if (!check_against_output_limit(ctx, prog, sh_i, slots_used)) {
- goto done;
- }
- }
-
- unsigned slots_used = _mesa_bitcount_64(reserved_in_slots);
- if (!check_against_input_limit(ctx, prog, sh_next, slots_used))
- goto done;
-
- next = i;
- }
- }
- }
-
- if (!store_tfeedback_info(ctx, prog, num_tfeedback_decls, tfeedback_decls,
- has_xfb_qualifiers))
- goto done;
-
- update_array_sizes(prog);
- link_assign_uniform_locations(prog, ctx->Const.UniformBooleanTrue,
- num_explicit_uniform_locs,
- ctx->Const.MaxUserAssignableUniformLocations);
- link_assign_atomic_counter_resources(ctx, prog);
store_fragdepth_layout(prog);
- link_calculate_subroutine_compat(prog);
- check_resources(ctx, prog);
- check_subroutine_resources(prog);
- check_image_resources(ctx, prog);
- link_check_atomic_counter_resources(ctx, prog);
-
- if (!prog->LinkStatus)
+ if(!link_varyings_and_uniforms(first, last, num_explicit_uniform_locs, ctx,
+ prog, mem_ctx))
goto done;
/* OpenGL ES < 3.1 requires that a vertex shader and a fragment shader both
@@ -5022,25 +5056,6 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
}
}
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- if (prog->_LinkedShaders[i] == NULL)
- continue;
-
- const struct gl_shader_compiler_options *options =
- &ctx->Const.ShaderCompilerOptions[i];
-
- if (options->LowerBufferInterfaceBlocks)
- lower_ubo_reference(prog->_LinkedShaders[i],
- options->ClampBlockIndicesToArrayBounds);
-
- if (options->LowerShaderSharedVariables)
- lower_shared_reference(prog->_LinkedShaders[i],
- &prog->Comp.SharedSize);
-
- lower_vector_derefs(prog->_LinkedShaders[i]);
- do_vec_index_to_swizzle(prog->_LinkedShaders[i]->ir);
- }
-
done:
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
free(shader_list[i]);
--
2.7.4
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