linker: Track uniform locations to new tracking structures

This is just the infrastructure and the code.  It's not used yet.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Tom Stellard <thomas.stellard@amd.com>
This commit is contained in:
Ian Romanick
2011-10-18 11:54:48 -07:00
parent 9a21d4670c
commit 07731ed169
2 changed files with 98 additions and 0 deletions

View File

@@ -237,3 +237,98 @@ private:
public: public:
union gl_constant_value *values; union gl_constant_value *values;
}; };
void
link_assign_uniform_locations(struct gl_shader_program *prog)
{
ralloc_free(prog->UniformStorage);
prog->UniformStorage = NULL;
prog->NumUserUniformStorage = 0;
if (prog->UniformHash != NULL) {
prog->UniformHash->clear();
} else {
prog->UniformHash = new string_to_uint_map;
}
for (unsigned i = 0; i < Elements(prog->SamplerUnits); i++) {
prog->SamplerUnits[i] = i;
}
/* First pass: Count the uniform resources used by the user-defined
* uniforms. While this happens, each active uniform will have an index
* assigned to it.
*
* Note: this is *NOT* the index that is returned to the application by
* glGetUniformLocation.
*/
count_uniform_size uniform_size(prog->UniformHash);
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
foreach_list(node, prog->_LinkedShaders[i]->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
if ((var == NULL) || (var->mode != ir_var_uniform))
continue;
/* FINISHME: Update code to process built-in uniforms!
*/
if (strncmp("gl_", var->name, 3) == 0)
continue;
uniform_size.process(var);
}
}
const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
const unsigned num_data_slots = uniform_size.num_values;
/* On the outside chance that there were no uniforms, bail out.
*/
if (num_user_uniforms == 0)
return;
struct gl_uniform_storage *uniforms =
rzalloc_array(prog, struct gl_uniform_storage, num_user_uniforms);
union gl_constant_value *data =
rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
#ifndef NDEBUG
union gl_constant_value *data_end = &data[num_data_slots];
#endif
parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
foreach_list(node, prog->_LinkedShaders[i]->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
if ((var == NULL) || (var->mode != ir_var_uniform))
continue;
/* FINISHME: Update code to process built-in uniforms!
*/
if (strncmp("gl_", var->name, 3) == 0)
continue;
parcel.process(var);
}
}
#ifndef NDEBUG
for (unsigned i = 0; i < num_user_uniforms; i++) {
assert(uniforms[i].storage != NULL);
}
#endif
assert(parcel.values == data_end);
prog->NumUserUniformStorage = num_user_uniforms;
prog->UniformStorage = uniforms;
return;
}

View File

@@ -34,6 +34,9 @@ extern void
link_invalidate_variable_locations(gl_shader *sh, enum ir_variable_mode mode, link_invalidate_variable_locations(gl_shader *sh, enum ir_variable_mode mode,
int generic_base); int generic_base);
extern void
link_assign_uniform_locations(struct gl_shader_program *prog);
/** /**
* Class for processing all of the leaf fields of an uniform * Class for processing all of the leaf fields of an uniform
* *