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This just adds the structure with a name and its update function. strlen and others will be added in the following commits. The idea is to parse and analyze the name in advance to make glGetUniformLocation faster. Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13507>
376 lines
14 KiB
C++
376 lines
14 KiB
C++
/*
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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 "glsl_types.h"
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#include "linker_util.h"
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#include "util/bitscan.h"
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#include "util/set.h"
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#include "ir_uniform.h" /* for gl_uniform_storage */
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/* Utility methods shared between the GLSL IR and the NIR */
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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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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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/**
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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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void
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link_util_check_subroutine_resources(struct gl_shader_program *prog)
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{
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unsigned mask = prog->data->linked_stages;
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while (mask) {
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const int i = u_bit_scan(&mask);
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struct gl_program *p = prog->_LinkedShaders[i]->Program;
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if (p->sh.NumSubroutineUniformRemapTable > MAX_SUBROUTINE_UNIFORM_LOCATIONS) {
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linker_error(prog, "Too many %s shader subroutine uniforms\n",
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_mesa_shader_stage_to_string(i));
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}
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}
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}
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/**
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* Validate uniform resources used by a program versus the implementation limits
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*/
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void
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link_util_check_uniform_resources(struct gl_context *ctx,
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struct gl_shader_program *prog)
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{
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unsigned total_uniform_blocks = 0;
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unsigned total_shader_storage_blocks = 0;
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for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
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struct gl_linked_shader *sh = prog->_LinkedShaders[i];
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if (sh == NULL)
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continue;
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if (sh->num_uniform_components >
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ctx->Const.Program[i].MaxUniformComponents) {
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if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
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linker_warning(prog, "Too many %s shader default uniform block "
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"components, but the driver will try to optimize "
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"them out; this is non-portable out-of-spec "
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"behavior\n",
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_mesa_shader_stage_to_string(i));
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} else {
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linker_error(prog, "Too many %s shader default uniform block "
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"components\n",
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_mesa_shader_stage_to_string(i));
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}
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}
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if (sh->num_combined_uniform_components >
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ctx->Const.Program[i].MaxCombinedUniformComponents) {
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if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
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linker_warning(prog, "Too many %s shader uniform components, "
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"but the driver will try to optimize them out; "
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"this is non-portable out-of-spec behavior\n",
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_mesa_shader_stage_to_string(i));
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} else {
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linker_error(prog, "Too many %s shader uniform components\n",
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_mesa_shader_stage_to_string(i));
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}
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}
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total_shader_storage_blocks += sh->Program->info.num_ssbos;
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total_uniform_blocks += sh->Program->info.num_ubos;
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}
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if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
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linker_error(prog, "Too many combined uniform blocks (%d/%d)\n",
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total_uniform_blocks, ctx->Const.MaxCombinedUniformBlocks);
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}
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if (total_shader_storage_blocks > ctx->Const.MaxCombinedShaderStorageBlocks) {
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linker_error(prog, "Too many combined shader storage blocks (%d/%d)\n",
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total_shader_storage_blocks,
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ctx->Const.MaxCombinedShaderStorageBlocks);
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}
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for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
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if (prog->data->UniformBlocks[i].UniformBufferSize >
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ctx->Const.MaxUniformBlockSize) {
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linker_error(prog, "Uniform block %s too big (%d/%d)\n",
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prog->data->UniformBlocks[i].name.string,
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prog->data->UniformBlocks[i].UniformBufferSize,
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ctx->Const.MaxUniformBlockSize);
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}
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}
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for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
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if (prog->data->ShaderStorageBlocks[i].UniformBufferSize >
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ctx->Const.MaxShaderStorageBlockSize) {
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linker_error(prog, "Shader storage block %s too big (%d/%d)\n",
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prog->data->ShaderStorageBlocks[i].name.string,
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prog->data->ShaderStorageBlocks[i].UniformBufferSize,
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ctx->Const.MaxShaderStorageBlockSize);
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}
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}
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}
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void
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link_util_calculate_subroutine_compat(struct gl_shader_program *prog)
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{
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unsigned mask = prog->data->linked_stages;
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while (mask) {
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const int i = u_bit_scan(&mask);
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struct gl_program *p = prog->_LinkedShaders[i]->Program;
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for (unsigned j = 0; j < p->sh.NumSubroutineUniformRemapTable; j++) {
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if (p->sh.SubroutineUniformRemapTable[j] == INACTIVE_UNIFORM_EXPLICIT_LOCATION)
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continue;
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struct gl_uniform_storage *uni = p->sh.SubroutineUniformRemapTable[j];
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if (!uni)
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continue;
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int count = 0;
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if (p->sh.NumSubroutineFunctions == 0) {
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linker_error(prog, "subroutine uniform %s defined but no valid functions found\n", uni->type->name);
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continue;
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}
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for (unsigned f = 0; f < p->sh.NumSubroutineFunctions; f++) {
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struct gl_subroutine_function *fn = &p->sh.SubroutineFunctions[f];
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for (int k = 0; k < fn->num_compat_types; k++) {
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if (fn->types[k] == uni->type) {
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count++;
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break;
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}
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}
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}
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uni->num_compatible_subroutines = count;
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}
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}
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}
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/**
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* Recursive part of the public mark_array_elements_referenced function.
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*
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* The recursion occurs when an entire array-of- is accessed. See the
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* implementation for more details.
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*
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* \param dr List of array_deref_range elements to be
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* processed.
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* \param count Number of array_deref_range elements to be
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* processed.
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* \param scale Current offset scale.
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* \param linearized_index Current accumulated linearized array index.
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*/
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void
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_mark_array_elements_referenced(const struct array_deref_range *dr,
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unsigned count, unsigned scale,
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unsigned linearized_index,
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BITSET_WORD *bits)
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{
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/* Walk through the list of array dereferences in least- to
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* most-significant order. Along the way, accumulate the current
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* linearized offset and the scale factor for each array-of-.
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*/
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for (unsigned i = 0; i < count; i++) {
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if (dr[i].index < dr[i].size) {
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linearized_index += dr[i].index * scale;
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scale *= dr[i].size;
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} else {
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/* For each element in the current array, update the count and
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* offset, then recurse to process the remaining arrays.
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*
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* There is some inefficency here if the last eBITSET_WORD *bitslement in the
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* array_deref_range list specifies the entire array. In that case,
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* the loop will make recursive calls with count == 0. In the call,
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* all that will happen is the bit will be set.
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*/
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for (unsigned j = 0; j < dr[i].size; j++) {
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_mark_array_elements_referenced(&dr[i + 1],
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count - (i + 1),
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scale * dr[i].size,
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linearized_index + (j * scale),
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bits);
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}
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return;
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}
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}
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BITSET_SET(bits, linearized_index);
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}
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/**
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* Mark a set of array elements as accessed.
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*
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* If every \c array_deref_range is for a single index, only a single
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* element will be marked. If any \c array_deref_range is for an entire
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* array-of-, then multiple elements will be marked.
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*
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* Items in the \c array_deref_range list appear in least- to
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* most-significant order. This is the \b opposite order the indices
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* appear in the GLSL shader text. An array access like
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*
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* x = y[1][i][3];
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*
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* would appear as
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*
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* { { 3, n }, { m, m }, { 1, p } }
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*
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* where n, m, and p are the sizes of the arrays-of-arrays.
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*
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* The set of marked array elements can later be queried by
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* \c ::is_linearized_index_referenced.
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*
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* \param dr List of array_deref_range elements to be processed.
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* \param count Number of array_deref_range elements to be processed.
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*/
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void
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link_util_mark_array_elements_referenced(const struct array_deref_range *dr,
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unsigned count, unsigned array_depth,
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BITSET_WORD *bits)
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{
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if (count != array_depth)
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return;
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_mark_array_elements_referenced(dr, count, 1, 0, bits);
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}
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