mesa/src/compiler/glsl/serialize.cpp
Timothy Arceri 7536af670b glsl: fix shader cache for packed param list
Some types of params such as some builtins are always padded. We
need to keep track of this so we can restore the list correctly.

Here we also remove a couple of cache entries that are not actually
required as they get rebuilt by the _mesa_add_parameter() calls.

This patch fixes a bunch of arb_texture_multisample and
arb_sample_shading piglit tests for the radeonsi NIR backend.

Fixes: edded12376 ("mesa: rework ParameterList to allow packing")

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2019-02-28 11:47:37 +11:00

1304 lines
47 KiB
C++

/*
* Copyright © 2014 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
* \file serialize.cpp
*
* GLSL serialization
*
* Supports serializing and deserializing glsl programs using a blob.
*/
#include "compiler/glsl_types.h"
#include "compiler/shader_info.h"
#include "ir_uniform.h"
#include "main/mtypes.h"
#include "main/shaderobj.h"
#include "program/program.h"
#include "string_to_uint_map.h"
#include "util/bitscan.h"
static void
write_subroutines(struct blob *metadata, struct gl_shader_program *prog)
{
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
if (!sh)
continue;
struct gl_program *glprog = sh->Program;
blob_write_uint32(metadata, glprog->sh.NumSubroutineUniforms);
blob_write_uint32(metadata, glprog->sh.MaxSubroutineFunctionIndex);
blob_write_uint32(metadata, glprog->sh.NumSubroutineFunctions);
for (unsigned j = 0; j < glprog->sh.NumSubroutineFunctions; j++) {
int num_types = glprog->sh.SubroutineFunctions[j].num_compat_types;
blob_write_string(metadata, glprog->sh.SubroutineFunctions[j].name);
blob_write_uint32(metadata, glprog->sh.SubroutineFunctions[j].index);
blob_write_uint32(metadata, num_types);
for (int k = 0; k < num_types; k++) {
encode_type_to_blob(metadata,
glprog->sh.SubroutineFunctions[j].types[k]);
}
}
}
}
static void
read_subroutines(struct blob_reader *metadata, struct gl_shader_program *prog)
{
struct gl_subroutine_function *subs;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
if (!sh)
continue;
struct gl_program *glprog = sh->Program;
glprog->sh.NumSubroutineUniforms = blob_read_uint32(metadata);
glprog->sh.MaxSubroutineFunctionIndex = blob_read_uint32(metadata);
glprog->sh.NumSubroutineFunctions = blob_read_uint32(metadata);
subs = rzalloc_array(prog, struct gl_subroutine_function,
glprog->sh.NumSubroutineFunctions);
glprog->sh.SubroutineFunctions = subs;
for (unsigned j = 0; j < glprog->sh.NumSubroutineFunctions; j++) {
subs[j].name = ralloc_strdup(prog, blob_read_string (metadata));
subs[j].index = (int) blob_read_uint32(metadata);
subs[j].num_compat_types = (int) blob_read_uint32(metadata);
subs[j].types = rzalloc_array(prog, const struct glsl_type *,
subs[j].num_compat_types);
for (int k = 0; k < subs[j].num_compat_types; k++) {
subs[j].types[k] = decode_type_from_blob(metadata);
}
}
}
}
static void
write_buffer_block(struct blob *metadata, struct gl_uniform_block *b)
{
blob_write_string(metadata, b->Name);
blob_write_uint32(metadata, b->NumUniforms);
blob_write_uint32(metadata, b->Binding);
blob_write_uint32(metadata, b->UniformBufferSize);
blob_write_uint32(metadata, b->stageref);
for (unsigned j = 0; j < b->NumUniforms; j++) {
blob_write_string(metadata, b->Uniforms[j].Name);
blob_write_string(metadata, b->Uniforms[j].IndexName);
encode_type_to_blob(metadata, b->Uniforms[j].Type);
blob_write_uint32(metadata, b->Uniforms[j].Offset);
}
}
static void
write_buffer_blocks(struct blob *metadata, struct gl_shader_program *prog)
{
blob_write_uint32(metadata, prog->data->NumUniformBlocks);
blob_write_uint32(metadata, prog->data->NumShaderStorageBlocks);
for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
write_buffer_block(metadata, &prog->data->UniformBlocks[i]);
}
for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
write_buffer_block(metadata, &prog->data->ShaderStorageBlocks[i]);
}
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
if (!sh)
continue;
struct gl_program *glprog = sh->Program;
blob_write_uint32(metadata, glprog->info.num_ubos);
blob_write_uint32(metadata, glprog->info.num_ssbos);
for (unsigned j = 0; j < glprog->info.num_ubos; j++) {
uint32_t offset =
glprog->sh.UniformBlocks[j] - prog->data->UniformBlocks;
blob_write_uint32(metadata, offset);
}
for (unsigned j = 0; j < glprog->info.num_ssbos; j++) {
uint32_t offset = glprog->sh.ShaderStorageBlocks[j] -
prog->data->ShaderStorageBlocks;
blob_write_uint32(metadata, offset);
}
}
}
static void
read_buffer_block(struct blob_reader *metadata, struct gl_uniform_block *b,
struct gl_shader_program *prog)
{
b->Name = ralloc_strdup(prog->data, blob_read_string (metadata));
b->NumUniforms = blob_read_uint32(metadata);
b->Binding = blob_read_uint32(metadata);
b->UniformBufferSize = blob_read_uint32(metadata);
b->stageref = blob_read_uint32(metadata);
b->Uniforms =
rzalloc_array(prog->data, struct gl_uniform_buffer_variable,
b->NumUniforms);
for (unsigned j = 0; j < b->NumUniforms; j++) {
b->Uniforms[j].Name = ralloc_strdup(prog->data,
blob_read_string (metadata));
char *index_name = blob_read_string(metadata);
if (strcmp(b->Uniforms[j].Name, index_name) == 0) {
b->Uniforms[j].IndexName = b->Uniforms[j].Name;
} else {
b->Uniforms[j].IndexName = ralloc_strdup(prog->data, index_name);
}
b->Uniforms[j].Type = decode_type_from_blob(metadata);
b->Uniforms[j].Offset = blob_read_uint32(metadata);
}
}
static void
read_buffer_blocks(struct blob_reader *metadata,
struct gl_shader_program *prog)
{
prog->data->NumUniformBlocks = blob_read_uint32(metadata);
prog->data->NumShaderStorageBlocks = blob_read_uint32(metadata);
prog->data->UniformBlocks =
rzalloc_array(prog->data, struct gl_uniform_block,
prog->data->NumUniformBlocks);
prog->data->ShaderStorageBlocks =
rzalloc_array(prog->data, struct gl_uniform_block,
prog->data->NumShaderStorageBlocks);
for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
read_buffer_block(metadata, &prog->data->UniformBlocks[i], prog);
}
for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
read_buffer_block(metadata, &prog->data->ShaderStorageBlocks[i], prog);
}
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
if (!sh)
continue;
struct gl_program *glprog = sh->Program;
glprog->info.num_ubos = blob_read_uint32(metadata);
glprog->info.num_ssbos = blob_read_uint32(metadata);
glprog->sh.UniformBlocks =
rzalloc_array(glprog, gl_uniform_block *, glprog->info.num_ubos);
glprog->sh.ShaderStorageBlocks =
rzalloc_array(glprog, gl_uniform_block *, glprog->info.num_ssbos);
for (unsigned j = 0; j < glprog->info.num_ubos; j++) {
uint32_t offset = blob_read_uint32(metadata);
glprog->sh.UniformBlocks[j] = prog->data->UniformBlocks + offset;
}
for (unsigned j = 0; j < glprog->info.num_ssbos; j++) {
uint32_t offset = blob_read_uint32(metadata);
glprog->sh.ShaderStorageBlocks[j] =
prog->data->ShaderStorageBlocks + offset;
}
}
}
static void
write_atomic_buffers(struct blob *metadata, struct gl_shader_program *prog)
{
blob_write_uint32(metadata, prog->data->NumAtomicBuffers);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i]) {
struct gl_program *glprog = prog->_LinkedShaders[i]->Program;
blob_write_uint32(metadata, glprog->info.num_abos);
}
}
for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
blob_write_uint32(metadata, prog->data->AtomicBuffers[i].Binding);
blob_write_uint32(metadata, prog->data->AtomicBuffers[i].MinimumSize);
blob_write_uint32(metadata, prog->data->AtomicBuffers[i].NumUniforms);
blob_write_bytes(metadata, prog->data->AtomicBuffers[i].StageReferences,
sizeof(prog->data->AtomicBuffers[i].StageReferences));
for (unsigned j = 0; j < prog->data->AtomicBuffers[i].NumUniforms; j++) {
blob_write_uint32(metadata, prog->data->AtomicBuffers[i].Uniforms[j]);
}
}
}
static void
read_atomic_buffers(struct blob_reader *metadata,
struct gl_shader_program *prog)
{
prog->data->NumAtomicBuffers = blob_read_uint32(metadata);
prog->data->AtomicBuffers =
rzalloc_array(prog, gl_active_atomic_buffer,
prog->data->NumAtomicBuffers);
struct gl_active_atomic_buffer **stage_buff_list[MESA_SHADER_STAGES];
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i]) {
struct gl_program *glprog = prog->_LinkedShaders[i]->Program;
glprog->info.num_abos = blob_read_uint32(metadata);
glprog->sh.AtomicBuffers =
rzalloc_array(glprog, gl_active_atomic_buffer *,
glprog->info.num_abos);
stage_buff_list[i] = glprog->sh.AtomicBuffers;
}
}
for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
prog->data->AtomicBuffers[i].Binding = blob_read_uint32(metadata);
prog->data->AtomicBuffers[i].MinimumSize = blob_read_uint32(metadata);
prog->data->AtomicBuffers[i].NumUniforms = blob_read_uint32(metadata);
blob_copy_bytes(metadata,
(uint8_t *) &prog->data->AtomicBuffers[i].StageReferences,
sizeof(prog->data->AtomicBuffers[i].StageReferences));
prog->data->AtomicBuffers[i].Uniforms = rzalloc_array(prog, unsigned,
prog->data->AtomicBuffers[i].NumUniforms);
for (unsigned j = 0; j < prog->data->AtomicBuffers[i].NumUniforms; j++) {
prog->data->AtomicBuffers[i].Uniforms[j] = blob_read_uint32(metadata);
}
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
if (prog->data->AtomicBuffers[i].StageReferences[j]) {
*stage_buff_list[j] = &prog->data->AtomicBuffers[i];
stage_buff_list[j]++;
}
}
}
}
static void
write_xfb(struct blob *metadata, struct gl_shader_program *shProg)
{
struct gl_program *prog = shProg->last_vert_prog;
if (!prog) {
blob_write_uint32(metadata, ~0u);
return;
}
struct gl_transform_feedback_info *ltf = prog->sh.LinkedTransformFeedback;
blob_write_uint32(metadata, prog->info.stage);
/* Data set by glTransformFeedbackVaryings. */
blob_write_uint32(metadata, shProg->TransformFeedback.BufferMode);
blob_write_bytes(metadata, shProg->TransformFeedback.BufferStride,
sizeof(shProg->TransformFeedback.BufferStride));
blob_write_uint32(metadata, shProg->TransformFeedback.NumVarying);
for (unsigned i = 0; i < shProg->TransformFeedback.NumVarying; i++)
blob_write_string(metadata, shProg->TransformFeedback.VaryingNames[i]);
blob_write_uint32(metadata, ltf->NumOutputs);
blob_write_uint32(metadata, ltf->ActiveBuffers);
blob_write_uint32(metadata, ltf->NumVarying);
blob_write_bytes(metadata, ltf->Outputs,
sizeof(struct gl_transform_feedback_output) *
ltf->NumOutputs);
for (int i = 0; i < ltf->NumVarying; i++) {
blob_write_string(metadata, ltf->Varyings[i].Name);
blob_write_uint32(metadata, ltf->Varyings[i].Type);
blob_write_uint32(metadata, ltf->Varyings[i].BufferIndex);
blob_write_uint32(metadata, ltf->Varyings[i].Size);
blob_write_uint32(metadata, ltf->Varyings[i].Offset);
}
blob_write_bytes(metadata, ltf->Buffers,
sizeof(struct gl_transform_feedback_buffer) *
MAX_FEEDBACK_BUFFERS);
}
static void
read_xfb(struct blob_reader *metadata, struct gl_shader_program *shProg)
{
unsigned xfb_stage = blob_read_uint32(metadata);
if (xfb_stage == ~0u)
return;
if (shProg->TransformFeedback.VaryingNames) {
for (unsigned i = 0; i < shProg->TransformFeedback.NumVarying; ++i)
free(shProg->TransformFeedback.VaryingNames[i]);
}
/* Data set by glTransformFeedbackVaryings. */
shProg->TransformFeedback.BufferMode = blob_read_uint32(metadata);
blob_copy_bytes(metadata, &shProg->TransformFeedback.BufferStride,
sizeof(shProg->TransformFeedback.BufferStride));
shProg->TransformFeedback.NumVarying = blob_read_uint32(metadata);
shProg->TransformFeedback.VaryingNames = (char **)
realloc(shProg->TransformFeedback.VaryingNames,
shProg->TransformFeedback.NumVarying * sizeof(GLchar *));
/* Note, malloc used with VaryingNames. */
for (unsigned i = 0; i < shProg->TransformFeedback.NumVarying; i++)
shProg->TransformFeedback.VaryingNames[i] =
strdup(blob_read_string(metadata));
struct gl_program *prog = shProg->_LinkedShaders[xfb_stage]->Program;
struct gl_transform_feedback_info *ltf =
rzalloc(prog, struct gl_transform_feedback_info);
prog->sh.LinkedTransformFeedback = ltf;
shProg->last_vert_prog = prog;
ltf->NumOutputs = blob_read_uint32(metadata);
ltf->ActiveBuffers = blob_read_uint32(metadata);
ltf->NumVarying = blob_read_uint32(metadata);
ltf->Outputs = rzalloc_array(prog, struct gl_transform_feedback_output,
ltf->NumOutputs);
blob_copy_bytes(metadata, (uint8_t *) ltf->Outputs,
sizeof(struct gl_transform_feedback_output) *
ltf->NumOutputs);
ltf->Varyings = rzalloc_array(prog,
struct gl_transform_feedback_varying_info,
ltf->NumVarying);
for (int i = 0; i < ltf->NumVarying; i++) {
ltf->Varyings[i].Name = ralloc_strdup(prog, blob_read_string(metadata));
ltf->Varyings[i].Type = blob_read_uint32(metadata);
ltf->Varyings[i].BufferIndex = blob_read_uint32(metadata);
ltf->Varyings[i].Size = blob_read_uint32(metadata);
ltf->Varyings[i].Offset = blob_read_uint32(metadata);
}
blob_copy_bytes(metadata, (uint8_t *) ltf->Buffers,
sizeof(struct gl_transform_feedback_buffer) *
MAX_FEEDBACK_BUFFERS);
}
static bool
has_uniform_storage(struct gl_shader_program *prog, unsigned idx)
{
if (!prog->data->UniformStorage[idx].builtin &&
!prog->data->UniformStorage[idx].is_shader_storage &&
prog->data->UniformStorage[idx].block_index == -1)
return true;
return false;
}
static void
write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
{
blob_write_uint32(metadata, prog->SamplersValidated);
blob_write_uint32(metadata, prog->data->NumUniformStorage);
blob_write_uint32(metadata, prog->data->NumUniformDataSlots);
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
encode_type_to_blob(metadata, prog->data->UniformStorage[i].type);
blob_write_uint32(metadata, prog->data->UniformStorage[i].array_elements);
blob_write_string(metadata, prog->data->UniformStorage[i].name);
blob_write_uint32(metadata, prog->data->UniformStorage[i].builtin);
blob_write_uint32(metadata, prog->data->UniformStorage[i].remap_location);
blob_write_uint32(metadata, prog->data->UniformStorage[i].block_index);
blob_write_uint32(metadata, prog->data->UniformStorage[i].atomic_buffer_index);
blob_write_uint32(metadata, prog->data->UniformStorage[i].offset);
blob_write_uint32(metadata, prog->data->UniformStorage[i].array_stride);
blob_write_uint32(metadata, prog->data->UniformStorage[i].hidden);
blob_write_uint32(metadata, prog->data->UniformStorage[i].is_shader_storage);
blob_write_uint32(metadata, prog->data->UniformStorage[i].active_shader_mask);
blob_write_uint32(metadata, prog->data->UniformStorage[i].matrix_stride);
blob_write_uint32(metadata, prog->data->UniformStorage[i].row_major);
blob_write_uint32(metadata, prog->data->UniformStorage[i].is_bindless);
blob_write_uint32(metadata,
prog->data->UniformStorage[i].num_compatible_subroutines);
blob_write_uint32(metadata,
prog->data->UniformStorage[i].top_level_array_size);
blob_write_uint32(metadata,
prog->data->UniformStorage[i].top_level_array_stride);
if (has_uniform_storage(prog, i)) {
blob_write_uint32(metadata, prog->data->UniformStorage[i].storage -
prog->data->UniformDataSlots);
}
blob_write_bytes(metadata, prog->data->UniformStorage[i].opaque,
sizeof(prog->data->UniformStorage[i].opaque));
}
/* Here we cache all uniform values. We do this to retain values for
* uniforms with initialisers and also hidden uniforms that may be lowered
* constant arrays. We could possibly just store the values we need but for
* now we just store everything.
*/
blob_write_uint32(metadata, prog->data->NumHiddenUniforms);
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
if (has_uniform_storage(prog, i)) {
unsigned vec_size =
prog->data->UniformStorage[i].type->component_slots() *
MAX2(prog->data->UniformStorage[i].array_elements, 1);
unsigned slot =
prog->data->UniformStorage[i].storage -
prog->data->UniformDataSlots;
blob_write_bytes(metadata, &prog->data->UniformDataDefaults[slot],
sizeof(union gl_constant_value) * vec_size);
}
}
}
static void
read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
{
struct gl_uniform_storage *uniforms;
union gl_constant_value *data;
prog->SamplersValidated = blob_read_uint32(metadata);
prog->data->NumUniformStorage = blob_read_uint32(metadata);
prog->data->NumUniformDataSlots = blob_read_uint32(metadata);
uniforms = rzalloc_array(prog->data, struct gl_uniform_storage,
prog->data->NumUniformStorage);
prog->data->UniformStorage = uniforms;
data = rzalloc_array(uniforms, union gl_constant_value,
prog->data->NumUniformDataSlots);
prog->data->UniformDataSlots = data;
prog->data->UniformDataDefaults =
rzalloc_array(uniforms, union gl_constant_value,
prog->data->NumUniformDataSlots);
prog->UniformHash = new string_to_uint_map;
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
uniforms[i].type = decode_type_from_blob(metadata);
uniforms[i].array_elements = blob_read_uint32(metadata);
uniforms[i].name = ralloc_strdup(prog, blob_read_string (metadata));
uniforms[i].builtin = blob_read_uint32(metadata);
uniforms[i].remap_location = blob_read_uint32(metadata);
uniforms[i].block_index = blob_read_uint32(metadata);
uniforms[i].atomic_buffer_index = blob_read_uint32(metadata);
uniforms[i].offset = blob_read_uint32(metadata);
uniforms[i].array_stride = blob_read_uint32(metadata);
uniforms[i].hidden = blob_read_uint32(metadata);
uniforms[i].is_shader_storage = blob_read_uint32(metadata);
uniforms[i].active_shader_mask = blob_read_uint32(metadata);
uniforms[i].matrix_stride = blob_read_uint32(metadata);
uniforms[i].row_major = blob_read_uint32(metadata);
uniforms[i].is_bindless = blob_read_uint32(metadata);
uniforms[i].num_compatible_subroutines = blob_read_uint32(metadata);
uniforms[i].top_level_array_size = blob_read_uint32(metadata);
uniforms[i].top_level_array_stride = blob_read_uint32(metadata);
prog->UniformHash->put(i, uniforms[i].name);
if (has_uniform_storage(prog, i)) {
uniforms[i].storage = data + blob_read_uint32(metadata);
}
memcpy(uniforms[i].opaque,
blob_read_bytes(metadata, sizeof(uniforms[i].opaque)),
sizeof(uniforms[i].opaque));
}
/* Restore uniform values. */
prog->data->NumHiddenUniforms = blob_read_uint32(metadata);
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
if (has_uniform_storage(prog, i)) {
unsigned vec_size =
prog->data->UniformStorage[i].type->component_slots() *
MAX2(prog->data->UniformStorage[i].array_elements, 1);
unsigned slot =
prog->data->UniformStorage[i].storage -
prog->data->UniformDataSlots;
blob_copy_bytes(metadata,
(uint8_t *) &prog->data->UniformDataSlots[slot],
sizeof(union gl_constant_value) * vec_size);
assert(vec_size + prog->data->UniformStorage[i].storage <=
data + prog->data->NumUniformDataSlots);
}
}
memcpy(prog->data->UniformDataDefaults, prog->data->UniformDataSlots,
sizeof(union gl_constant_value) * prog->data->NumUniformDataSlots);
}
enum uniform_remap_type
{
remap_type_inactive_explicit_location,
remap_type_null_ptr,
remap_type_uniform_offset
};
static void
write_uniform_remap_table_entry(struct blob *metadata,
gl_uniform_storage *uniform_storage,
gl_uniform_storage *entry)
{
if (entry == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
blob_write_uint32(metadata, remap_type_inactive_explicit_location);
} else if (entry == NULL) {
blob_write_uint32(metadata, remap_type_null_ptr);
} else {
blob_write_uint32(metadata, remap_type_uniform_offset);
uint32_t offset = entry - uniform_storage;
blob_write_uint32(metadata, offset);
}
}
static void
write_uniform_remap_tables(struct blob *metadata,
struct gl_shader_program *prog)
{
blob_write_uint32(metadata, prog->NumUniformRemapTable);
for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
write_uniform_remap_table_entry(metadata, prog->data->UniformStorage,
prog->UniformRemapTable[i]);
}
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
if (sh) {
struct gl_program *glprog = sh->Program;
blob_write_uint32(metadata, glprog->sh.NumSubroutineUniformRemapTable);
for (unsigned j = 0; j < glprog->sh.NumSubroutineUniformRemapTable; j++) {
write_uniform_remap_table_entry(metadata,
prog->data->UniformStorage,
glprog->sh.SubroutineUniformRemapTable[j]);
}
}
}
}
static void
read_uniform_remap_table_entry(struct blob_reader *metadata,
gl_uniform_storage *uniform_storage,
gl_uniform_storage **entry,
enum uniform_remap_type type)
{
if (type == remap_type_inactive_explicit_location) {
*entry = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
} else if (type == remap_type_null_ptr) {
*entry = NULL;
} else {
uint32_t uni_offset = blob_read_uint32(metadata);
*entry = uniform_storage + uni_offset;
}
}
static void
read_uniform_remap_tables(struct blob_reader *metadata,
struct gl_shader_program *prog)
{
prog->NumUniformRemapTable = blob_read_uint32(metadata);
prog->UniformRemapTable = rzalloc_array(prog, struct gl_uniform_storage *,
prog->NumUniformRemapTable);
for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
enum uniform_remap_type type =
(enum uniform_remap_type) blob_read_uint32(metadata);
read_uniform_remap_table_entry(metadata, prog->data->UniformStorage,
&prog->UniformRemapTable[i], type);
}
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
if (sh) {
struct gl_program *glprog = sh->Program;
glprog->sh.NumSubroutineUniformRemapTable = blob_read_uint32(metadata);
glprog->sh.SubroutineUniformRemapTable =
rzalloc_array(glprog, struct gl_uniform_storage *,
glprog->sh.NumSubroutineUniformRemapTable);
for (unsigned j = 0; j < glprog->sh.NumSubroutineUniformRemapTable; j++) {
enum uniform_remap_type type =
(enum uniform_remap_type) blob_read_uint32(metadata);
read_uniform_remap_table_entry(metadata,
prog->data->UniformStorage,
&glprog->sh.SubroutineUniformRemapTable[j],
type);
}
}
}
}
struct whte_closure
{
struct blob *blob;
size_t num_entries;
};
static void
write_hash_table_entry(const char *key, unsigned value, void *closure)
{
struct whte_closure *whte = (struct whte_closure *) closure;
blob_write_string(whte->blob, key);
blob_write_uint32(whte->blob, value);
whte->num_entries++;
}
static void
write_hash_table(struct blob *metadata, struct string_to_uint_map *hash)
{
size_t offset;
struct whte_closure whte;
whte.blob = metadata;
whte.num_entries = 0;
offset = metadata->size;
/* Write a placeholder for the hashtable size. */
blob_write_uint32 (metadata, 0);
hash->iterate(write_hash_table_entry, &whte);
/* Overwrite with the computed number of entries written. */
blob_overwrite_uint32 (metadata, offset, whte.num_entries);
}
static void
read_hash_table(struct blob_reader *metadata, struct string_to_uint_map *hash)
{
size_t i, num_entries;
const char *key;
uint32_t value;
num_entries = blob_read_uint32 (metadata);
for (i = 0; i < num_entries; i++) {
key = blob_read_string(metadata);
value = blob_read_uint32(metadata);
hash->put(value, key);
}
}
static void
write_hash_tables(struct blob *metadata, struct gl_shader_program *prog)
{
write_hash_table(metadata, prog->AttributeBindings);
write_hash_table(metadata, prog->FragDataBindings);
write_hash_table(metadata, prog->FragDataIndexBindings);
}
static void
read_hash_tables(struct blob_reader *metadata, struct gl_shader_program *prog)
{
read_hash_table(metadata, prog->AttributeBindings);
read_hash_table(metadata, prog->FragDataBindings);
read_hash_table(metadata, prog->FragDataIndexBindings);
}
static void
write_shader_subroutine_index(struct blob *metadata,
struct gl_linked_shader *sh,
struct gl_program_resource *res)
{
assert(sh);
for (unsigned j = 0; j < sh->Program->sh.NumSubroutineFunctions; j++) {
if (strcmp(((gl_subroutine_function *)res->Data)->name,
sh->Program->sh.SubroutineFunctions[j].name) == 0) {
blob_write_uint32(metadata, j);
break;
}
}
}
static void
get_shader_var_and_pointer_sizes(size_t *s_var_size, size_t *s_var_ptrs,
const gl_shader_variable *var)
{
*s_var_size = sizeof(gl_shader_variable);
*s_var_ptrs =
sizeof(var->type) +
sizeof(var->interface_type) +
sizeof(var->outermost_struct_type) +
sizeof(var->name);
}
enum uniform_type
{
uniform_remapped,
uniform_not_remapped
};
static void
write_program_resource_data(struct blob *metadata,
struct gl_shader_program *prog,
struct gl_program_resource *res)
{
struct gl_linked_shader *sh;
switch(res->Type) {
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT: {
const gl_shader_variable *var = (gl_shader_variable *)res->Data;
encode_type_to_blob(metadata, var->type);
encode_type_to_blob(metadata, var->interface_type);
encode_type_to_blob(metadata, var->outermost_struct_type);
blob_write_string(metadata, var->name);
size_t s_var_size, s_var_ptrs;
get_shader_var_and_pointer_sizes(&s_var_size, &s_var_ptrs, var);
/* Write gl_shader_variable skipping over the pointers */
blob_write_bytes(metadata, ((char *)var) + s_var_ptrs,
s_var_size - s_var_ptrs);
break;
}
case GL_UNIFORM_BLOCK:
for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
if (strcmp(((gl_uniform_block *)res->Data)->Name,
prog->data->UniformBlocks[i].Name) == 0) {
blob_write_uint32(metadata, i);
break;
}
}
break;
case GL_SHADER_STORAGE_BLOCK:
for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
if (strcmp(((gl_uniform_block *)res->Data)->Name,
prog->data->ShaderStorageBlocks[i].Name) == 0) {
blob_write_uint32(metadata, i);
break;
}
}
break;
case GL_BUFFER_VARIABLE:
case GL_VERTEX_SUBROUTINE_UNIFORM:
case GL_GEOMETRY_SUBROUTINE_UNIFORM:
case GL_FRAGMENT_SUBROUTINE_UNIFORM:
case GL_COMPUTE_SUBROUTINE_UNIFORM:
case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
case GL_UNIFORM:
if (((gl_uniform_storage *)res->Data)->builtin ||
res->Type != GL_UNIFORM) {
blob_write_uint32(metadata, uniform_not_remapped);
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
if (strcmp(((gl_uniform_storage *)res->Data)->name,
prog->data->UniformStorage[i].name) == 0) {
blob_write_uint32(metadata, i);
break;
}
}
} else {
blob_write_uint32(metadata, uniform_remapped);
blob_write_uint32(metadata, ((gl_uniform_storage *)res->Data)->remap_location);
}
break;
case GL_ATOMIC_COUNTER_BUFFER:
for (unsigned i = 0; i < prog->data->NumAtomicBuffers; i++) {
if (((gl_active_atomic_buffer *)res->Data)->Binding ==
prog->data->AtomicBuffers[i].Binding) {
blob_write_uint32(metadata, i);
break;
}
}
break;
case GL_TRANSFORM_FEEDBACK_BUFFER:
for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) {
if (((gl_transform_feedback_buffer *)res->Data)->Binding ==
prog->last_vert_prog->sh.LinkedTransformFeedback->Buffers[i].Binding) {
blob_write_uint32(metadata, i);
break;
}
}
break;
case GL_TRANSFORM_FEEDBACK_VARYING:
for (int i = 0; i < prog->last_vert_prog->sh.LinkedTransformFeedback->NumVarying; i++) {
if (strcmp(((gl_transform_feedback_varying_info *)res->Data)->Name,
prog->last_vert_prog->sh.LinkedTransformFeedback->Varyings[i].Name) == 0) {
blob_write_uint32(metadata, i);
break;
}
}
break;
case GL_VERTEX_SUBROUTINE:
case GL_TESS_CONTROL_SUBROUTINE:
case GL_TESS_EVALUATION_SUBROUTINE:
case GL_GEOMETRY_SUBROUTINE:
case GL_FRAGMENT_SUBROUTINE:
case GL_COMPUTE_SUBROUTINE:
sh =
prog->_LinkedShaders[_mesa_shader_stage_from_subroutine(res->Type)];
write_shader_subroutine_index(metadata, sh, res);
break;
default:
assert(!"Support for writing resource not yet implemented.");
}
}
static void
read_program_resource_data(struct blob_reader *metadata,
struct gl_shader_program *prog,
struct gl_program_resource *res)
{
struct gl_linked_shader *sh;
switch(res->Type) {
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT: {
gl_shader_variable *var = ralloc(prog, struct gl_shader_variable);
var->type = decode_type_from_blob(metadata);
var->interface_type = decode_type_from_blob(metadata);
var->outermost_struct_type = decode_type_from_blob(metadata);
var->name = ralloc_strdup(prog, blob_read_string(metadata));
size_t s_var_size, s_var_ptrs;
get_shader_var_and_pointer_sizes(&s_var_size, &s_var_ptrs, var);
blob_copy_bytes(metadata, ((uint8_t *) var) + s_var_ptrs,
s_var_size - s_var_ptrs);
res->Data = var;
break;
}
case GL_UNIFORM_BLOCK:
res->Data = &prog->data->UniformBlocks[blob_read_uint32(metadata)];
break;
case GL_SHADER_STORAGE_BLOCK:
res->Data = &prog->data->ShaderStorageBlocks[blob_read_uint32(metadata)];
break;
case GL_BUFFER_VARIABLE:
case GL_VERTEX_SUBROUTINE_UNIFORM:
case GL_GEOMETRY_SUBROUTINE_UNIFORM:
case GL_FRAGMENT_SUBROUTINE_UNIFORM:
case GL_COMPUTE_SUBROUTINE_UNIFORM:
case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
case GL_UNIFORM: {
enum uniform_type type = (enum uniform_type) blob_read_uint32(metadata);
if (type == uniform_not_remapped) {
res->Data = &prog->data->UniformStorage[blob_read_uint32(metadata)];
} else {
res->Data = prog->UniformRemapTable[blob_read_uint32(metadata)];
}
break;
}
case GL_ATOMIC_COUNTER_BUFFER:
res->Data = &prog->data->AtomicBuffers[blob_read_uint32(metadata)];
break;
case GL_TRANSFORM_FEEDBACK_BUFFER:
res->Data = &prog->last_vert_prog->
sh.LinkedTransformFeedback->Buffers[blob_read_uint32(metadata)];
break;
case GL_TRANSFORM_FEEDBACK_VARYING:
res->Data = &prog->last_vert_prog->
sh.LinkedTransformFeedback->Varyings[blob_read_uint32(metadata)];
break;
case GL_VERTEX_SUBROUTINE:
case GL_TESS_CONTROL_SUBROUTINE:
case GL_TESS_EVALUATION_SUBROUTINE:
case GL_GEOMETRY_SUBROUTINE:
case GL_FRAGMENT_SUBROUTINE:
case GL_COMPUTE_SUBROUTINE:
sh =
prog->_LinkedShaders[_mesa_shader_stage_from_subroutine(res->Type)];
res->Data =
&sh->Program->sh.SubroutineFunctions[blob_read_uint32(metadata)];
break;
default:
assert(!"Support for reading resource not yet implemented.");
}
}
static void
write_program_resource_list(struct blob *metadata,
struct gl_shader_program *prog)
{
blob_write_uint32(metadata, prog->data->NumProgramResourceList);
for (unsigned i = 0; i < prog->data->NumProgramResourceList; i++) {
blob_write_uint32(metadata, prog->data->ProgramResourceList[i].Type);
write_program_resource_data(metadata, prog,
&prog->data->ProgramResourceList[i]);
blob_write_bytes(metadata,
&prog->data->ProgramResourceList[i].StageReferences,
sizeof(prog->data->ProgramResourceList[i].StageReferences));
}
}
static void
read_program_resource_list(struct blob_reader *metadata,
struct gl_shader_program *prog)
{
prog->data->NumProgramResourceList = blob_read_uint32(metadata);
prog->data->ProgramResourceList =
ralloc_array(prog->data, gl_program_resource,
prog->data->NumProgramResourceList);
for (unsigned i = 0; i < prog->data->NumProgramResourceList; i++) {
prog->data->ProgramResourceList[i].Type = blob_read_uint32(metadata);
read_program_resource_data(metadata, prog,
&prog->data->ProgramResourceList[i]);
blob_copy_bytes(metadata,
(uint8_t *) &prog->data->ProgramResourceList[i].StageReferences,
sizeof(prog->data->ProgramResourceList[i].StageReferences));
}
}
static void
write_shader_parameters(struct blob *metadata,
struct gl_program_parameter_list *params)
{
blob_write_uint32(metadata, params->NumParameters);
uint32_t i = 0;
while (i < params->NumParameters) {
struct gl_program_parameter *param = &params->Parameters[i];
blob_write_uint32(metadata, param->Type);
blob_write_string(metadata, param->Name);
blob_write_uint32(metadata, param->Size);
blob_write_uint32(metadata, param->Padded);
blob_write_uint32(metadata, param->DataType);
blob_write_bytes(metadata, param->StateIndexes,
sizeof(param->StateIndexes));
i++;
}
blob_write_bytes(metadata, params->ParameterValues,
sizeof(gl_constant_value) * params->NumParameterValues);
blob_write_uint32(metadata, params->StateFlags);
}
static void
read_shader_parameters(struct blob_reader *metadata,
struct gl_program_parameter_list *params)
{
gl_state_index16 state_indexes[STATE_LENGTH];
uint32_t i = 0;
uint32_t num_parameters = blob_read_uint32(metadata);
_mesa_reserve_parameter_storage(params, num_parameters);
while (i < num_parameters) {
gl_register_file type = (gl_register_file) blob_read_uint32(metadata);
const char *name = blob_read_string(metadata);
unsigned size = blob_read_uint32(metadata);
bool padded = blob_read_uint32(metadata);
unsigned data_type = blob_read_uint32(metadata);
blob_copy_bytes(metadata, (uint8_t *) state_indexes,
sizeof(state_indexes));
_mesa_add_parameter(params, type, name, size, data_type,
NULL, state_indexes, padded);
i++;
}
blob_copy_bytes(metadata, (uint8_t *) params->ParameterValues,
sizeof(gl_constant_value) * params->NumParameterValues);
params->StateFlags = blob_read_uint32(metadata);
}
static void
write_shader_metadata(struct blob *metadata, gl_linked_shader *shader)
{
assert(shader->Program);
struct gl_program *glprog = shader->Program;
unsigned i;
blob_write_uint64(metadata, glprog->DualSlotInputs);
blob_write_bytes(metadata, glprog->TexturesUsed,
sizeof(glprog->TexturesUsed));
blob_write_uint64(metadata, glprog->SamplersUsed);
blob_write_bytes(metadata, glprog->SamplerUnits,
sizeof(glprog->SamplerUnits));
blob_write_bytes(metadata, glprog->sh.SamplerTargets,
sizeof(glprog->sh.SamplerTargets));
blob_write_uint32(metadata, glprog->ShadowSamplers);
blob_write_uint32(metadata, glprog->ExternalSamplersUsed);
blob_write_bytes(metadata, glprog->sh.ImageAccess,
sizeof(glprog->sh.ImageAccess));
blob_write_bytes(metadata, glprog->sh.ImageUnits,
sizeof(glprog->sh.ImageUnits));
size_t ptr_size = sizeof(GLvoid *);
blob_write_uint32(metadata, glprog->sh.NumBindlessSamplers);
blob_write_uint32(metadata, glprog->sh.HasBoundBindlessSampler);
for (i = 0; i < glprog->sh.NumBindlessSamplers; i++) {
blob_write_bytes(metadata, &glprog->sh.BindlessSamplers[i],
sizeof(struct gl_bindless_sampler) - ptr_size);
}
blob_write_uint32(metadata, glprog->sh.NumBindlessImages);
blob_write_uint32(metadata, glprog->sh.HasBoundBindlessImage);
for (i = 0; i < glprog->sh.NumBindlessImages; i++) {
blob_write_bytes(metadata, &glprog->sh.BindlessImages[i],
sizeof(struct gl_bindless_image) - ptr_size);
}
blob_write_bytes(metadata, &glprog->sh.fs.BlendSupport,
sizeof(glprog->sh.fs.BlendSupport));
write_shader_parameters(metadata, glprog->Parameters);
assert((glprog->driver_cache_blob == NULL) ==
(glprog->driver_cache_blob_size == 0));
blob_write_uint32(metadata, (uint32_t)glprog->driver_cache_blob_size);
if (glprog->driver_cache_blob_size > 0) {
blob_write_bytes(metadata, glprog->driver_cache_blob,
glprog->driver_cache_blob_size);
}
}
static void
read_shader_metadata(struct blob_reader *metadata,
struct gl_program *glprog,
gl_linked_shader *linked)
{
unsigned i;
glprog->DualSlotInputs = blob_read_uint64(metadata);
blob_copy_bytes(metadata, (uint8_t *) glprog->TexturesUsed,
sizeof(glprog->TexturesUsed));
glprog->SamplersUsed = blob_read_uint64(metadata);
blob_copy_bytes(metadata, (uint8_t *) glprog->SamplerUnits,
sizeof(glprog->SamplerUnits));
blob_copy_bytes(metadata, (uint8_t *) glprog->sh.SamplerTargets,
sizeof(glprog->sh.SamplerTargets));
glprog->ShadowSamplers = blob_read_uint32(metadata);
glprog->ExternalSamplersUsed = blob_read_uint32(metadata);
blob_copy_bytes(metadata, (uint8_t *) glprog->sh.ImageAccess,
sizeof(glprog->sh.ImageAccess));
blob_copy_bytes(metadata, (uint8_t *) glprog->sh.ImageUnits,
sizeof(glprog->sh.ImageUnits));
size_t ptr_size = sizeof(GLvoid *);
glprog->sh.NumBindlessSamplers = blob_read_uint32(metadata);
glprog->sh.HasBoundBindlessSampler = blob_read_uint32(metadata);
if (glprog->sh.NumBindlessSamplers > 0) {
glprog->sh.BindlessSamplers =
rzalloc_array(glprog, gl_bindless_sampler,
glprog->sh.NumBindlessSamplers);
for (i = 0; i < glprog->sh.NumBindlessSamplers; i++) {
blob_copy_bytes(metadata, (uint8_t *) &glprog->sh.BindlessSamplers[i],
sizeof(struct gl_bindless_sampler) - ptr_size);
}
}
glprog->sh.NumBindlessImages = blob_read_uint32(metadata);
glprog->sh.HasBoundBindlessImage = blob_read_uint32(metadata);
if (glprog->sh.NumBindlessImages > 0) {
glprog->sh.BindlessImages =
rzalloc_array(glprog, gl_bindless_image,
glprog->sh.NumBindlessImages);
for (i = 0; i < glprog->sh.NumBindlessImages; i++) {
blob_copy_bytes(metadata, (uint8_t *) &glprog->sh.BindlessImages[i],
sizeof(struct gl_bindless_image) - ptr_size);
}
}
blob_copy_bytes(metadata, (uint8_t *) &glprog->sh.fs.BlendSupport,
sizeof(glprog->sh.fs.BlendSupport));
glprog->Parameters = _mesa_new_parameter_list();
read_shader_parameters(metadata, glprog->Parameters);
glprog->driver_cache_blob_size = (size_t)blob_read_uint32(metadata);
if (glprog->driver_cache_blob_size > 0) {
glprog->driver_cache_blob =
(uint8_t*)ralloc_size(glprog, glprog->driver_cache_blob_size);
blob_copy_bytes(metadata, glprog->driver_cache_blob,
glprog->driver_cache_blob_size);
}
}
static void
get_shader_info_and_pointer_sizes(size_t *s_info_size, size_t *s_info_ptrs,
shader_info *info)
{
*s_info_size = sizeof(shader_info);
*s_info_ptrs = sizeof(info->name) + sizeof(info->label);
}
static void
create_linked_shader_and_program(struct gl_context *ctx,
gl_shader_stage stage,
struct gl_shader_program *prog,
struct blob_reader *metadata)
{
struct gl_program *glprog;
struct gl_linked_shader *linked = rzalloc(NULL, struct gl_linked_shader);
linked->Stage = stage;
glprog = ctx->Driver.NewProgram(ctx, _mesa_shader_stage_to_program(stage),
prog->Name, false);
glprog->info.stage = stage;
linked->Program = glprog;
read_shader_metadata(metadata, glprog, linked);
glprog->info.name = ralloc_strdup(glprog, blob_read_string(metadata));
glprog->info.label = ralloc_strdup(glprog, blob_read_string(metadata));
size_t s_info_size, s_info_ptrs;
get_shader_info_and_pointer_sizes(&s_info_size, &s_info_ptrs,
&glprog->info);
/* Restore shader info */
blob_copy_bytes(metadata, ((uint8_t *) &glprog->info) + s_info_ptrs,
s_info_size - s_info_ptrs);
_mesa_reference_shader_program_data(ctx, &glprog->sh.data, prog->data);
_mesa_reference_program(ctx, &linked->Program, glprog);
prog->_LinkedShaders[stage] = linked;
}
extern "C" void
serialize_glsl_program(struct blob *blob, struct gl_context *ctx,
struct gl_shader_program *prog)
{
blob_write_bytes(blob, prog->data->sha1, sizeof(prog->data->sha1));
write_uniforms(blob, prog);
write_hash_tables(blob, prog);
blob_write_uint32(blob, prog->data->Version);
blob_write_uint32(blob, prog->data->linked_stages);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
if (sh) {
write_shader_metadata(blob, sh);
if (sh->Program->info.name)
blob_write_string(blob, sh->Program->info.name);
else
blob_write_string(blob, "");
if (sh->Program->info.label)
blob_write_string(blob, sh->Program->info.label);
else
blob_write_string(blob, "");
size_t s_info_size, s_info_ptrs;
get_shader_info_and_pointer_sizes(&s_info_size, &s_info_ptrs,
&sh->Program->info);
/* Store shader info */
blob_write_bytes(blob,
((char *) &sh->Program->info) + s_info_ptrs,
s_info_size - s_info_ptrs);
}
}
write_xfb(blob, prog);
write_uniform_remap_tables(blob, prog);
write_atomic_buffers(blob, prog);
write_buffer_blocks(blob, prog);
write_subroutines(blob, prog);
write_program_resource_list(blob, prog);
}
extern "C" bool
deserialize_glsl_program(struct blob_reader *blob, struct gl_context *ctx,
struct gl_shader_program *prog)
{
/* Fixed function programs generated by Mesa can't be serialized. */
if (prog->Name == 0)
return false;
assert(prog->data->UniformStorage == NULL);
blob_copy_bytes(blob, prog->data->sha1, sizeof(prog->data->sha1));
read_uniforms(blob, prog);
read_hash_tables(blob, prog);
prog->data->Version = blob_read_uint32(blob);
prog->data->linked_stages = blob_read_uint32(blob);
unsigned mask = prog->data->linked_stages;
while (mask) {
const int j = u_bit_scan(&mask);
create_linked_shader_and_program(ctx, (gl_shader_stage) j, prog,
blob);
}
read_xfb(blob, prog);
read_uniform_remap_tables(blob, prog);
read_atomic_buffers(blob, prog);
read_buffer_blocks(blob, prog);
read_subroutines(blob, prog);
read_program_resource_list(blob, prog);
return !blob->overrun;
}