mesa/src/compiler/glsl/linker_util.cpp
Alejandro Piñeiro b0712df6cf compiler/glsl: refactor empty_uniform_block utilities to linker_util
This includes:
  * Move the defition of empty_uniform_block to linker_util.h
  * Move find_empty_block (with a rename) to linker_util.h
  * Refactor some code at linker.cpp to a new method at linker_util.h
    (link_util_update_empty_uniform_locations)

So all that code could be used by the GLSL linker and the NIR linker
used for ARB_gl_spirv.

v2: include just "ir_uniform.h" (Timothy Arceri)

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
2018-07-03 12:37:32 +02:00

119 lines
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 */
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,
&current_block->link);
}
/* The current block continues, so we simply increment its slots */
current_block->slots++;
}
}
}