2018-05-12 09:59:32 +02:00
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/*
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* Copyright © 2018 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*
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*/
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#include "main/mtypes.h"
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#include "linker_util.h"
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#include "util/set.h"
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2018-06-26 16:28:59 +02:00
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#include "ir_uniform.h" /* for gl_uniform_storage */
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2018-05-12 09:59:32 +02:00
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/* Utility methods shared between the GLSL IR and the NIR */
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2019-04-29 16:37:42 +10:00
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/* From the OpenGL 4.6 specification, 7.3.1.1 Naming Active Resources:
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*
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* "For an active shader storage block member declared as an array of an
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* aggregate type, an entry will be generated only for the first array
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* element, regardless of its type. Such block members are referred to as
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* top-level arrays. If the block member is an aggregate type, the
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* enumeration rules are then applied recursively."
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*/
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bool
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link_util_should_add_buffer_variable(struct gl_shader_program *prog,
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struct gl_uniform_storage *uniform,
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int top_level_array_base_offset,
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int top_level_array_size_in_bytes,
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int second_element_offset,
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int block_index)
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{
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/* If the uniform is not a shader storage buffer or is not an array return
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* true.
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*/
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if (!uniform->is_shader_storage || top_level_array_size_in_bytes == 0)
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return true;
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int after_top_level_array = top_level_array_base_offset +
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top_level_array_size_in_bytes;
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/* Check for a new block, or that we are not dealing with array elements of
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* a top member array other than the first element.
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*/
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if (block_index != uniform->block_index ||
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uniform->offset >= after_top_level_array ||
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uniform->offset < second_element_offset) {
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return true;
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}
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return false;
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}
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2018-05-12 09:59:32 +02:00
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bool
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link_util_add_program_resource(struct gl_shader_program *prog,
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struct set *resource_set,
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GLenum type, const void *data, uint8_t stages)
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{
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assert(data);
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/* If resource already exists, do not add it again. */
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if (_mesa_set_search(resource_set, data))
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return true;
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prog->data->ProgramResourceList =
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reralloc(prog->data,
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prog->data->ProgramResourceList,
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gl_program_resource,
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prog->data->NumProgramResourceList + 1);
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if (!prog->data->ProgramResourceList) {
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linker_error(prog, "Out of memory during linking.\n");
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return false;
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}
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struct gl_program_resource *res =
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&prog->data->ProgramResourceList[prog->data->NumProgramResourceList];
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res->Type = type;
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res->Data = data;
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res->StageReferences = stages;
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prog->data->NumProgramResourceList++;
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_mesa_set_add(resource_set, data);
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return true;
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}
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2018-06-26 16:28:59 +02:00
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/**
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* Search through the list of empty blocks to find one that fits the current
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* uniform.
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*/
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int
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link_util_find_empty_block(struct gl_shader_program *prog,
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struct gl_uniform_storage *uniform)
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{
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const unsigned entries = MAX2(1, uniform->array_elements);
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foreach_list_typed(struct empty_uniform_block, block, link,
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&prog->EmptyUniformLocations) {
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/* Found a block with enough slots to fit the uniform */
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if (block->slots == entries) {
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unsigned start = block->start;
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exec_node_remove(&block->link);
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ralloc_free(block);
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return start;
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/* Found a block with more slots than needed. It can still be used. */
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} else if (block->slots > entries) {
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unsigned start = block->start;
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block->start += entries;
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block->slots -= entries;
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return start;
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}
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}
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return -1;
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}
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void
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link_util_update_empty_uniform_locations(struct gl_shader_program *prog)
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{
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struct empty_uniform_block *current_block = NULL;
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for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
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/* We found empty space in UniformRemapTable. */
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if (prog->UniformRemapTable[i] == NULL) {
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/* We've found the beginning of a new continous block of empty slots */
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if (!current_block || current_block->start + current_block->slots != i) {
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current_block = rzalloc(prog, struct empty_uniform_block);
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current_block->start = i;
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exec_list_push_tail(&prog->EmptyUniformLocations,
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¤t_block->link);
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}
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/* The current block continues, so we simply increment its slots */
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current_block->slots++;
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}
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}
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}
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