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:
@@ -828,3 +828,31 @@ glsl_type::std140_size(bool row_major) const
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assert(!"not reached");
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return -1;
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}
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unsigned
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glsl_type::count_attribute_slots() const
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{
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/* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
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*
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* "A scalar input counts the same amount against this limit as a vec4,
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* so applications may want to consider packing groups of four
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* unrelated float inputs together into a vector to better utilize the
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* capabilities of the underlying hardware. A matrix input will use up
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* multiple locations. The number of locations used will equal the
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* number of columns in the matrix."
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*
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* The spec does not explicitly say how arrays are counted. However, it
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* should be safe to assume the total number of slots consumed by an array
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* is the number of entries in the array multiplied by the number of slots
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* consumed by a single element of the array.
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*/
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if (this->is_array())
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return this->array_size() * this->element_type()->count_attribute_slots();
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if (this->is_matrix())
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return this->matrix_columns;
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return 1;
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}
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@@ -252,6 +252,18 @@ struct glsl_type {
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*/
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unsigned component_slots() const;
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/**
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* Calculate the number of attribute slots required to hold this type
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*
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* This implements the language rules of GLSL 1.50 for counting the number
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* of slots used by a vertex attribute. It also determines the number of
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* varying slots the type will use up in the absence of varying packing
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* (and thus, it can be used to measure the number of varying slots used by
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* the varyings that are generated by lower_packed_varyings).
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*/
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unsigned count_attribute_slots() const;
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/**
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* Alignment in bytes of the start of this type in a std140 uniform
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* block.
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@@ -1164,7 +1164,7 @@ check_against_varying_limit(struct gl_context *ctx,
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/* The packing rules used for vertex shader inputs are also
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* used for fragment shader inputs.
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*/
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varying_vectors += count_attribute_slots(var->type);
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varying_vectors += var->type->count_attribute_slots();
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}
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}
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@@ -297,41 +297,6 @@ link_invalidate_variable_locations(gl_shader *sh, int input_base,
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}
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/**
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* Determine the number of attribute slots required for a particular type
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*
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* This code is here because it implements the language rules of a specific
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* GLSL version. Since it's a property of the language and not a property of
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* types in general, it doesn't really belong in glsl_type.
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*/
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unsigned
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count_attribute_slots(const glsl_type *t)
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{
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/* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
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*
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* "A scalar input counts the same amount against this limit as a vec4,
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* so applications may want to consider packing groups of four
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* unrelated float inputs together into a vector to better utilize the
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* capabilities of the underlying hardware. A matrix input will use up
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* multiple locations. The number of locations used will equal the
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* number of columns in the matrix."
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*
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* The spec does not explicitly say how arrays are counted. However, it
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* should be safe to assume the total number of slots consumed by an array
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* is the number of entries in the array multiplied by the number of slots
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* consumed by a single element of the array.
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*/
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if (t->is_array())
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return t->array_size() * count_attribute_slots(t->element_type());
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if (t->is_matrix())
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return t->matrix_columns;
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return 1;
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}
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/**
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* Verify that a vertex shader executable meets all semantic requirements.
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*
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@@ -1334,7 +1299,7 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
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* that it doesn't collide with other assigned locations. Otherwise,
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* add it to the list of variables that need linker-assigned locations.
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*/
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const unsigned slots = count_attribute_slots(var->type);
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const unsigned slots = var->type->count_attribute_slots();
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if (var->location != -1) {
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if (var->location >= generic_base && var->index < 1) {
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/* 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, ...);
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void
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linker_warning(gl_shader_program *prog, const char *fmt, ...);
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unsigned
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count_attribute_slots(const glsl_type *t);
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#endif /* GLSL_LINKER_H */
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