Revert "glsl: move uniform calculation to link_uniforms"

This reverts commit 4475d8f916.
This commit is contained in:
Tapani Pälli 2016-01-20 22:02:22 +02:00
parent 4475d8f916
commit f1152c3455
3 changed files with 24 additions and 85 deletions

View file

@ -1057,40 +1057,9 @@ assign_hidden_uniform_slot_id(const char *name, unsigned hidden_id,
uniform_size->map->put(hidden_uniform_start + hidden_id, name);
}
/**
* Search UniformRemapTable for empty block big enough to hold given uniform.
* TODO Optimize this algorithm later if it turns out to be a major bottleneck.
*/
static int
find_empty_block(struct gl_shader_program *prog,
struct gl_uniform_storage *uniform)
{
const unsigned entries = MAX2(1, uniform->array_elements);
for (unsigned i = 0, j; i < prog->NumUniformRemapTable; i++) {
/* We found empty space in UniformRemapTable. */
if (prog->UniformRemapTable[i] == NULL) {
for (j = i; j < entries && j < prog->NumUniformRemapTable; j++) {
if (prog->UniformRemapTable[j] != NULL) {
/* Entries do not fit in this space, continue searching
* after this location.
*/
i = j + 1;
break;
}
}
/* Entries fit, we can return this location. */
if (i != j + 1) {
return i;
}
}
}
return -1;
}
void
link_assign_uniform_locations(struct gl_shader_program *prog,
unsigned int boolean_true,
unsigned int max_locations)
unsigned int boolean_true)
{
ralloc_free(prog->UniformStorage);
prog->UniformStorage = NULL;
@ -1181,20 +1150,6 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
unsigned total_entries = 0;
/* Calculate amount of 'holes' left after explicit locations were
* reserved from UniformRemapTable.
*/
unsigned empty_locs = 0;
for (unsigned i = 0; i < prog->NumUniformRemapTable; i++)
if (prog->UniformRemapTable[i] == NULL)
empty_locs++;
/* Add all the reserved explicit locations - empty locations in remap table. */
if (prog->NumUniformRemapTable)
total_entries = (prog->NumUniformRemapTable - 1) - empty_locs;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
@ -1258,43 +1213,21 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
/* how many new entries for this uniform? */
const unsigned entries = MAX2(1, uniforms[i].array_elements);
/* Find UniformRemapTable for empty blocks where we can fit this uniform. */
int chosen_location = -1;
if (empty_locs)
chosen_location = find_empty_block(prog, &uniforms[i]);
if (chosen_location != -1) {
empty_locs -= entries;
} else {
chosen_location = prog->NumUniformRemapTable;
/* Add new entries to the total amount of entries. */
total_entries += entries;
/* resize remap table to fit new entries */
prog->UniformRemapTable =
reralloc(prog,
prog->UniformRemapTable,
gl_uniform_storage *,
prog->NumUniformRemapTable + entries);
prog->NumUniformRemapTable += entries;
}
/* resize remap table to fit new entries */
prog->UniformRemapTable =
reralloc(prog,
prog->UniformRemapTable,
gl_uniform_storage *,
prog->NumUniformRemapTable + entries);
/* set pointers for this uniform */
for (unsigned j = 0; j < entries; j++)
prog->UniformRemapTable[chosen_location + j] = &uniforms[i];
prog->UniformRemapTable[prog->NumUniformRemapTable+j] = &uniforms[i];
/* set the base location in remap table for the uniform */
uniforms[i].remap_location = chosen_location;
}
uniforms[i].remap_location = prog->NumUniformRemapTable;
/* Verify that total amount of entries for explicit and implicit locations
* is less than MAX_UNIFORM_LOCATIONS.
*/
if (total_entries >= max_locations) {
linker_error(prog, "count of uniform locations >= MAX_UNIFORM_LOCATIONS"
"(%u >= %u)", total_entries, max_locations);
prog->NumUniformRemapTable += entries;
}
/* Reserve all the explicit locations of the active subroutine uniforms. */

View file

@ -3146,6 +3146,7 @@ check_explicit_uniform_locations(struct gl_context *ctx,
return;
}
unsigned entries_total = 0;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_shader *sh = prog->_LinkedShaders[i];
@ -3157,6 +3158,8 @@ check_explicit_uniform_locations(struct gl_context *ctx,
if (!var || var->data.mode != ir_var_uniform)
continue;
entries_total += var->type->uniform_locations();
if (var->data.explicit_location) {
bool ret;
if (var->type->without_array()->is_subroutine())
@ -3170,6 +3173,15 @@ check_explicit_uniform_locations(struct gl_context *ctx,
}
}
}
/* Verify that total amount of entries for explicit and implicit locations
* is less than MAX_UNIFORM_LOCATIONS.
*/
if (entries_total >= ctx->Const.MaxUserAssignableUniformLocations) {
linker_error(prog, "count of uniform locations >= MAX_UNIFORM_LOCATIONS"
"(%u >= %u)", entries_total,
ctx->Const.MaxUserAssignableUniformLocations);
}
delete uniform_map;
}
@ -4544,12 +4556,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
goto done;
update_array_sizes(prog);
link_assign_uniform_locations(prog, ctx->Const.UniformBooleanTrue,
ctx->Const.MaxUserAssignableUniformLocations);
if (!prog->LinkStatus)
goto done;
link_assign_uniform_locations(prog, ctx->Const.UniformBooleanTrue);
link_assign_atomic_counter_resources(ctx, prog);
store_fragdepth_layout(prog);

View file

@ -35,8 +35,7 @@ link_invalidate_variable_locations(exec_list *ir);
extern void
link_assign_uniform_locations(struct gl_shader_program *prog,
unsigned int boolean_true,
unsigned int max_locations);
unsigned int boolean_true);
extern void
link_set_uniform_initializers(struct gl_shader_program *prog,