mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2026-05-23 17:18:11 +02:00
This greatly simplifies the code to calculate if we should add a buffer to the resource list. This uses the spec rules and simple math to decide if we should add the buffer rather than complex string processing. This patch refines a patch present in the ARB_gl_spriv merge request for the NIR linker and applies it to the GLSL IR linker. This is why we also move the function to the shared linker code, because we will want to reuse the code for the NIR linker also. Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
156 lines
5.4 KiB
C++
156 lines
5.4 KiB
C++
/*
|
|
* Copyright © 2018 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.
|
|
*
|
|
*/
|
|
#include "main/mtypes.h"
|
|
#include "linker_util.h"
|
|
#include "util/set.h"
|
|
#include "ir_uniform.h" /* for gl_uniform_storage */
|
|
|
|
/* Utility methods shared between the GLSL IR and the NIR */
|
|
|
|
/* From the OpenGL 4.6 specification, 7.3.1.1 Naming Active Resources:
|
|
*
|
|
* "For an active shader storage block member declared as an array of an
|
|
* aggregate type, an entry will be generated only for the first array
|
|
* element, regardless of its type. Such block members are referred to as
|
|
* top-level arrays. If the block member is an aggregate type, the
|
|
* enumeration rules are then applied recursively."
|
|
*/
|
|
bool
|
|
link_util_should_add_buffer_variable(struct gl_shader_program *prog,
|
|
struct gl_uniform_storage *uniform,
|
|
int top_level_array_base_offset,
|
|
int top_level_array_size_in_bytes,
|
|
int second_element_offset,
|
|
int block_index)
|
|
{
|
|
/* If the uniform is not a shader storage buffer or is not an array return
|
|
* true.
|
|
*/
|
|
if (!uniform->is_shader_storage || top_level_array_size_in_bytes == 0)
|
|
return true;
|
|
|
|
int after_top_level_array = top_level_array_base_offset +
|
|
top_level_array_size_in_bytes;
|
|
|
|
/* Check for a new block, or that we are not dealing with array elements of
|
|
* a top member array other than the first element.
|
|
*/
|
|
if (block_index != uniform->block_index ||
|
|
uniform->offset >= after_top_level_array ||
|
|
uniform->offset < second_element_offset) {
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool
|
|
link_util_add_program_resource(struct gl_shader_program *prog,
|
|
struct set *resource_set,
|
|
GLenum type, const void *data, uint8_t stages)
|
|
{
|
|
assert(data);
|
|
|
|
/* If resource already exists, do not add it again. */
|
|
if (_mesa_set_search(resource_set, data))
|
|
return true;
|
|
|
|
prog->data->ProgramResourceList =
|
|
reralloc(prog->data,
|
|
prog->data->ProgramResourceList,
|
|
gl_program_resource,
|
|
prog->data->NumProgramResourceList + 1);
|
|
|
|
if (!prog->data->ProgramResourceList) {
|
|
linker_error(prog, "Out of memory during linking.\n");
|
|
return false;
|
|
}
|
|
|
|
struct gl_program_resource *res =
|
|
&prog->data->ProgramResourceList[prog->data->NumProgramResourceList];
|
|
|
|
res->Type = type;
|
|
res->Data = data;
|
|
res->StageReferences = stages;
|
|
|
|
prog->data->NumProgramResourceList++;
|
|
|
|
_mesa_set_add(resource_set, data);
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Search through the list of empty blocks to find one that fits the current
|
|
* uniform.
|
|
*/
|
|
int
|
|
link_util_find_empty_block(struct gl_shader_program *prog,
|
|
struct gl_uniform_storage *uniform)
|
|
{
|
|
const unsigned entries = MAX2(1, uniform->array_elements);
|
|
|
|
foreach_list_typed(struct empty_uniform_block, block, link,
|
|
&prog->EmptyUniformLocations) {
|
|
/* Found a block with enough slots to fit the uniform */
|
|
if (block->slots == entries) {
|
|
unsigned start = block->start;
|
|
exec_node_remove(&block->link);
|
|
ralloc_free(block);
|
|
|
|
return start;
|
|
/* Found a block with more slots than needed. It can still be used. */
|
|
} else if (block->slots > entries) {
|
|
unsigned start = block->start;
|
|
block->start += entries;
|
|
block->slots -= entries;
|
|
|
|
return start;
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
void
|
|
link_util_update_empty_uniform_locations(struct gl_shader_program *prog)
|
|
{
|
|
struct empty_uniform_block *current_block = NULL;
|
|
|
|
for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
|
|
/* We found empty space in UniformRemapTable. */
|
|
if (prog->UniformRemapTable[i] == NULL) {
|
|
/* We've found the beginning of a new continous block of empty slots */
|
|
if (!current_block || current_block->start + current_block->slots != i) {
|
|
current_block = rzalloc(prog, struct empty_uniform_block);
|
|
current_block->start = i;
|
|
exec_list_push_tail(&prog->EmptyUniformLocations,
|
|
¤t_block->link);
|
|
}
|
|
|
|
/* The current block continues, so we simply increment its slots */
|
|
current_block->slots++;
|
|
}
|
|
}
|
|
}
|