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This patch moves the calculation of current uniforms to
link_uniforms, which makes use of UniformRemapTable which
stores all the reserved uniform locations.
Location assignment for implicit uniforms now tries to use
any gaps left in the table after the location assignment
for explicit uniforms. This gives us more space to store more
uniforms.
Patch is based on earlier patch with following changes/additions:
1: Move the counting of explicit locations to
check_explicit_uniform_locations and then pass
the number to link_assign_uniform_locations.
2: Count the number of empty slots in UniformRemapTable
and store them in a list_head.
3: Try to find an empty slot for implicit locations from
the list, if that fails resize UniformRemapTable.
Fixes following CTS tests:
ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max
ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max-array
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Signed-off-by: Plamena Manolova <plamena.manolova@intel.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93696
220 lines
8.2 KiB
C++
220 lines
8.2 KiB
C++
/* -*- c++ -*- */
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/*
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* Copyright © 2010 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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#pragma once
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#ifndef GLSL_LINKER_H
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#define GLSL_LINKER_H
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extern bool
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link_function_calls(gl_shader_program *prog, gl_shader *main,
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gl_shader **shader_list, unsigned num_shaders);
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extern void
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link_invalidate_variable_locations(exec_list *ir);
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extern void
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link_assign_uniform_locations(struct gl_shader_program *prog,
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unsigned int boolean_true,
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unsigned int num_explicit_uniform_locs,
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unsigned int max_uniform_locs);
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extern void
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link_set_uniform_initializers(struct gl_shader_program *prog,
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unsigned int boolean_true);
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extern int
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link_cross_validate_uniform_block(void *mem_ctx,
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struct gl_uniform_block **linked_blocks,
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unsigned int *num_linked_blocks,
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struct gl_uniform_block *new_block);
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extern bool
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link_uniform_blocks_are_compatible(const gl_uniform_block *a,
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const gl_uniform_block *b);
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extern unsigned
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link_uniform_blocks(void *mem_ctx,
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struct gl_context *ctx,
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struct gl_shader_program *prog,
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struct gl_shader **shader_list,
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unsigned num_shaders,
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struct gl_uniform_block **blocks_ret);
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bool
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validate_intrastage_arrays(struct gl_shader_program *prog,
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ir_variable *const var,
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ir_variable *const existing);
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void
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validate_intrastage_interface_blocks(struct gl_shader_program *prog,
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const gl_shader **shader_list,
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unsigned num_shaders);
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void
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validate_interstage_inout_blocks(struct gl_shader_program *prog,
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const gl_shader *producer,
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const gl_shader *consumer);
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void
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validate_interstage_uniform_blocks(struct gl_shader_program *prog,
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gl_shader **stages, int num_stages);
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extern void
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link_assign_atomic_counter_resources(struct gl_context *ctx,
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struct gl_shader_program *prog);
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extern void
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link_check_atomic_counter_resources(struct gl_context *ctx,
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struct gl_shader_program *prog);
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/**
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* Class for processing all of the leaf fields of a variable that corresponds
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* to a program resource.
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*
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* The leaf fields are all the parts of the variable that the application
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* could query using \c glGetProgramResourceIndex (or that could be returned
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* by \c glGetProgramResourceName).
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*
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* Classes my derive from this class to implement specific functionality.
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* This class only provides the mechanism to iterate over the leaves. Derived
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* classes must implement \c ::visit_field and may override \c ::process.
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*/
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class program_resource_visitor {
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public:
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/**
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* Begin processing a variable
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*
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* Classes that overload this function should call \c ::process from the
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* base class to start the recursive processing of the variable.
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*
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* \param var The variable that is to be processed
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*
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* Calls \c ::visit_field for each leaf of the variable.
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*
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* \warning
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* When processing a uniform block, this entry should only be used in cases
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* where the row / column ordering of matrices in the block does not
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* matter. For example, enumerating the names of members of the block, but
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* not for determining the offsets of members.
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*/
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void process(ir_variable *var);
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/**
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* Begin processing a variable of a structured type.
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*
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* This flavor of \c process should be used to handle structured types
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* (i.e., structures, interfaces, or arrays there of) that need special
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* name handling. A common usage is to handle cases where the block name
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* (instead of the instance name) is used for an interface block.
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*
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* \param type Type that is to be processed, associated with \c name
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* \param name Base name of the structured variable being processed
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*
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* \note
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* \c type must be \c GLSL_TYPE_RECORD, \c GLSL_TYPE_INTERFACE, or an array
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* there of.
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*/
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void process(const glsl_type *type, const char *name);
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protected:
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/**
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* Method invoked for each leaf of the variable
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*
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* \param type Type of the field.
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* \param name Fully qualified name of the field.
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* \param row_major For a matrix type, is it stored row-major.
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* \param record_type Type of the record containing the field.
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* \param last_field Set if \c name is the last field of the structure
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* containing it. This will always be false for items
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* not contained in a structure or interface block.
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*
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* The default implementation just calls the other \c visit_field method.
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*/
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virtual void visit_field(const glsl_type *type, const char *name,
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bool row_major, const glsl_type *record_type,
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const unsigned packing,
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bool last_field);
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/**
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* Method invoked for each leaf of the variable
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*
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* \param type Type of the field.
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* \param name Fully qualified name of the field.
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* \param row_major For a matrix type, is it stored row-major.
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*/
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virtual void visit_field(const glsl_type *type, const char *name,
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bool row_major) = 0;
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/**
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* Visit a record before visiting its fields
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*
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* For structures-of-structures or interfaces-of-structures, this visits
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* the inner structure before visiting its fields.
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*
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* The default implementation does nothing.
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*/
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virtual void visit_field(const glsl_struct_field *field);
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virtual void enter_record(const glsl_type *type, const char *name,
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bool row_major, const unsigned packing);
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virtual void leave_record(const glsl_type *type, const char *name,
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bool row_major, const unsigned packing);
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virtual void set_record_array_count(unsigned record_array_count);
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private:
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/**
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* \param name_length Length of the current name \b not including the
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* terminating \c NUL character.
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* \param last_field Set if \c name is the last field of the structure
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* containing it. This will always be false for items
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* not contained in a structure or interface block.
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*/
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void recursion(const glsl_type *t, char **name, size_t name_length,
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bool row_major, const glsl_type *record_type,
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const unsigned packing,
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bool last_field, unsigned record_array_count);
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};
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void
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linker_error(gl_shader_program *prog, const char *fmt, ...);
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void
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linker_warning(gl_shader_program *prog, const char *fmt, ...);
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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 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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#endif /* GLSL_LINKER_H */
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