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This will allow ubo buffers to have arrays containing millions of elements without excessive memory use on a remap table. Before this change using the max sized array on radeonsi would result in 1.3GB of memory being used for a remap table in a single shader. There is also a small functional change here, previously if the shader used more than GL_MAX_UNIFORM_BLOCK_SIZE mesa would ignore and allow this as the original ARB_uniform_buffer_object spec stated: "If the amount of storage required for a uniform block exceeds this limit, a program may fail to link." However in OpenGL 4.3 the text was clarified and the "may" was removed so with this change we enforce the max limit. Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/9953 Acked-by: Marek Olšák <marek.olsak@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36997>
191 lines
6 KiB
C
191 lines
6 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
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* DEALINGS IN THE SOFTWARE.
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*/
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#ifndef GLSL_LINKER_UTIL_H
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#define GLSL_LINKER_UTIL_H
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#include "util/bitset.h"
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#include "util/glheader.h"
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#include "compiler/glsl/ir_list.h"
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#include "compiler/glsl_types.h"
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#include "main/mtypes.h"
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#include "main/shader_types.h"
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struct gl_constants;
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struct gl_shader_program;
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struct gl_uniform_storage;
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struct set;
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/**
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* Built-in / reserved GL variables names start with "gl_"
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*/
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static inline bool
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is_gl_identifier(const char *s)
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{
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return s && s[0] == 'g' && s[1] == 'l' && s[2] == '_';
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}
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static inline GLenum
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glsl_get_gl_type(const struct glsl_type *t)
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{
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return t->gl_type;
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}
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* Sometimes there are empty slots left over in UniformRemapTable after we
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* allocate slots to explicit locations. This struct represents a single
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* continouous block of empty slots in UniformRemapTable.
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*/
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struct empty_uniform_block {
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struct ir_exec_node link;
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/* The start location of the block */
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unsigned start;
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/* The number of slots in the block */
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unsigned slots;
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};
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/**
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* Describes an access of an array element or an access of the whole array
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*/
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struct array_deref_range {
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/**
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* Index that was accessed.
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*
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* All valid array indices are less than the size of the array. If index
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* is equal to the size of the array, this means the entire array has been
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* accessed (e.g., due to use of a non-constant index).
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*/
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unsigned index;
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/** Size of the array. Used for offset calculations. */
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unsigned size;
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};
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void
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link_shaders_init(struct gl_context *ctx, struct gl_shader_program *prog);
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void
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linker_error(struct gl_shader_program *prog, const char *fmt, ...);
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void
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linker_warning(struct gl_shader_program *prog, const char *fmt, ...);
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long
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link_util_parse_program_resource_name(const GLchar *name, const size_t len,
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const GLchar **out_base_name_end);
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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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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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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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void
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link_util_update_empty_uniform_locations(const struct gl_constants *consts,
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struct gl_shader_program *prog);
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void
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link_util_check_subroutine_resources(struct gl_shader_program *prog);
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void
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link_util_check_uniform_resources(const struct gl_constants *consts,
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struct gl_shader_program *prog);
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void
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link_util_calculate_subroutine_compat(struct gl_shader_program *prog);
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void
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resource_name_updated(struct gl_resource_name *name);
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/**
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* Get the string value for an interpolation qualifier
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*
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* \return The string that would be used in a shader to specify \c
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* mode will be returned.
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*
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* This function is used to generate error messages of the form "shader
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* uses %s interpolation qualifier", so in the case where there is no
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* interpolation qualifier, it returns "no".
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*
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* This function should only be used on a shader input or output variable.
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*/
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const char *interpolation_string(unsigned interpolation);
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/**
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* \brief Can \c from be implicitly converted to \c desired
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*
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* \return True if the types are identical or if \c from type can be converted
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* to \c desired according to Section 4.1.10 of the GLSL spec.
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*
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* \verbatim
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* From page 25 (31 of the pdf) of the GLSL 1.50 spec, Section 4.1.10
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* Implicit Conversions:
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*
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* In some situations, an expression and its type will be implicitly
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* converted to a different type. The following table shows all allowed
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* implicit conversions:
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*
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* Type of expression | Can be implicitly converted to
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* --------------------------------------------------
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* int float
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* uint
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*
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* ivec2 vec2
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* uvec2
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*
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* ivec3 vec3
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* uvec3
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*
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* ivec4 vec4
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* uvec4
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*
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* There are no implicit array or structure conversions. For example,
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* an array of int cannot be implicitly converted to an array of float.
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* There are no implicit conversions between signed and unsigned
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* integers.
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* \endverbatim
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*/
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extern bool _mesa_glsl_can_implicitly_convert(const glsl_type *from, const glsl_type *desired,
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bool has_implicit_conversions,
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bool has_implicit_int_to_uint_conversion);
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#ifdef __cplusplus
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}
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#endif
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#endif /* GLSL_LINKER_UTIL_H */
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