Move count_attribute_slots() out of the linker and into glsl_type.

Our previous justification for leaving this function out of glsl_type
was that it implemented counting rules that were specific to GLSL
1.50.  However, these counting rules also describe the number of
varying slots that Mesa will assign to a varying in the absence of
varying packing.  That's useful to be able to compute from outside of
the linker code (a future patch will use it from
ir_set_program_inouts.cpp).  So go ahead and move it to glsl_type.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Paul Berry
2013-07-31 08:15:08 -07:00
parent 906eff09e3
commit 0026ad4994
5 changed files with 42 additions and 40 deletions

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@@ -828,3 +828,31 @@ glsl_type::std140_size(bool row_major) const
assert(!"not reached"); assert(!"not reached");
return -1; return -1;
} }
unsigned
glsl_type::count_attribute_slots() const
{
/* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
*
* "A scalar input counts the same amount against this limit as a vec4,
* so applications may want to consider packing groups of four
* unrelated float inputs together into a vector to better utilize the
* capabilities of the underlying hardware. A matrix input will use up
* multiple locations. The number of locations used will equal the
* number of columns in the matrix."
*
* The spec does not explicitly say how arrays are counted. However, it
* should be safe to assume the total number of slots consumed by an array
* is the number of entries in the array multiplied by the number of slots
* consumed by a single element of the array.
*/
if (this->is_array())
return this->array_size() * this->element_type()->count_attribute_slots();
if (this->is_matrix())
return this->matrix_columns;
return 1;
}

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@@ -252,6 +252,18 @@ struct glsl_type {
*/ */
unsigned component_slots() const; unsigned component_slots() const;
/**
* Calculate the number of attribute slots required to hold this type
*
* This implements the language rules of GLSL 1.50 for counting the number
* of slots used by a vertex attribute. It also determines the number of
* varying slots the type will use up in the absence of varying packing
* (and thus, it can be used to measure the number of varying slots used by
* the varyings that are generated by lower_packed_varyings).
*/
unsigned count_attribute_slots() const;
/** /**
* Alignment in bytes of the start of this type in a std140 uniform * Alignment in bytes of the start of this type in a std140 uniform
* block. * block.

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@@ -1164,7 +1164,7 @@ check_against_varying_limit(struct gl_context *ctx,
/* The packing rules used for vertex shader inputs are also /* The packing rules used for vertex shader inputs are also
* used for fragment shader inputs. * used for fragment shader inputs.
*/ */
varying_vectors += count_attribute_slots(var->type); varying_vectors += var->type->count_attribute_slots();
} }
} }

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@@ -297,41 +297,6 @@ link_invalidate_variable_locations(gl_shader *sh, int input_base,
} }
/**
* Determine the number of attribute slots required for a particular type
*
* This code is here because it implements the language rules of a specific
* GLSL version. Since it's a property of the language and not a property of
* types in general, it doesn't really belong in glsl_type.
*/
unsigned
count_attribute_slots(const glsl_type *t)
{
/* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
*
* "A scalar input counts the same amount against this limit as a vec4,
* so applications may want to consider packing groups of four
* unrelated float inputs together into a vector to better utilize the
* capabilities of the underlying hardware. A matrix input will use up
* multiple locations. The number of locations used will equal the
* number of columns in the matrix."
*
* The spec does not explicitly say how arrays are counted. However, it
* should be safe to assume the total number of slots consumed by an array
* is the number of entries in the array multiplied by the number of slots
* consumed by a single element of the array.
*/
if (t->is_array())
return t->array_size() * count_attribute_slots(t->element_type());
if (t->is_matrix())
return t->matrix_columns;
return 1;
}
/** /**
* Verify that a vertex shader executable meets all semantic requirements. * Verify that a vertex shader executable meets all semantic requirements.
* *
@@ -1334,7 +1299,7 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
* that it doesn't collide with other assigned locations. Otherwise, * that it doesn't collide with other assigned locations. Otherwise,
* add it to the list of variables that need linker-assigned locations. * add it to the list of variables that need linker-assigned locations.
*/ */
const unsigned slots = count_attribute_slots(var->type); const unsigned slots = var->type->count_attribute_slots();
if (var->location != -1) { if (var->location != -1) {
if (var->location >= generic_base && var->index < 1) { if (var->location >= generic_base && var->index < 1) {
/* From page 61 of the OpenGL 4.0 spec: /* From page 61 of the OpenGL 4.0 spec:

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@@ -155,7 +155,4 @@ linker_error(gl_shader_program *prog, const char *fmt, ...);
void void
linker_warning(gl_shader_program *prog, const char *fmt, ...); linker_warning(gl_shader_program *prog, const char *fmt, ...);
unsigned
count_attribute_slots(const glsl_type *t);
#endif /* GLSL_LINKER_H */ #endif /* GLSL_LINKER_H */