mesa/glsl: build list of program resources during linking

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.

v2: code cleanups + note for SSBO and subroutines (Ilia Mirkin)
v3: code cleanups + assert(MESA_SHADER_STAGES < 8) (Martin Peres)

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Martin Peres <martin.peres@linux.intel.com>
This commit is contained in:
Tapani Pälli 2015-03-06 09:14:49 +02:00
parent b297fc27aa
commit c796ce4108
3 changed files with 212 additions and 0 deletions

View file

@ -2492,6 +2492,194 @@ 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++)
if (prog->ProgramResourceList[i].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;
/* Note, that we assume MAX 8 stages, if there will be more stages, type
* used for reference mask in gl_program_resource will need to be changed.
*/
assert(MESA_SHADER_STAGES < 8);
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);
if (var)
stages |= (1 << i);
}
return stages;
}
static bool
add_interface_variables(struct gl_shader_program *shProg,
struct gl_shader *sh, GLenum interface)
{
foreach_in_list(ir_instruction, node, sh->ir) {
ir_variable *var = node->as_variable();
if (!var)
continue;
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:
if (interface != GL_PROGRAM_INPUT)
continue;
break;
case ir_var_shader_out:
if (interface != GL_PROGRAM_OUTPUT)
continue;
break;
default:
continue;
};
if (!add_program_resource(shProg, interface, var,
build_stageref(shProg, var->name)))
return false;
}
return true;
}
/**
* 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++) {
if (!shProg->_LinkedShaders[i])
continue;
if (input_stage == MESA_SHADER_STAGES)
input_stage = i;
output_stage = i;
}
/* Empty shader, no resources. */
if (input_stage == MESA_SHADER_STAGES && output_stage == 0)
return;
/* Add inputs and outputs to the resource list. */
if (!add_interface_variables(shProg, shProg->_LinkedShaders[input_stage],
GL_PROGRAM_INPUT))
return;
if (!add_interface_variables(shProg, shProg->_LinkedShaders[output_stage],
GL_PROGRAM_OUTPUT))
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++) {
/* 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;
}
/* TODO - following extensions will require more resource types:
*
* GL_ARB_shader_storage_buffer_object
* GL_ARB_shader_subroutine
*/
}
void
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
{
@ -2899,6 +3087,10 @@ 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:

View file

@ -2603,6 +2603,16 @@ struct gl_active_atomic_buffer
GLboolean StageReferences[MESA_SHADER_STAGES];
};
/**
* 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.
@ -2777,6 +2787,10 @@ 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
*/

View file

@ -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;
}
}