linker: Initial implementation of attribute slot allocation

This commit is contained in:
Ian Romanick
2010-06-21 17:18:31 -07:00
parent a8ca9cbc69
commit 0ad22cd1ce

View File

@@ -66,6 +66,7 @@
#include <cstdlib>
#include <cstdio>
#include "main/mtypes.h"
#include "glsl_symbol_table.h"
#include "glsl_parser_extras.h"
#include "ir.h"
@@ -107,6 +108,24 @@ private:
};
void
invalidate_variable_locations(glsl_shader *sh, enum ir_variable_mode mode,
int generic_base)
{
foreach_list(node, &sh->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
if ((var == NULL) || (var->mode != (unsigned) mode))
continue;
/* Only assign locations for generic attributes / varyings / etc.
*/
if (var->location >= generic_base)
var->location = -1;
}
}
/**
* Verify that a vertex shader executable meets all semantic requirements
*
@@ -415,6 +434,66 @@ assign_uniform_locations(struct glsl_program *prog)
}
void
assign_attribute_locations(glsl_shader *sh,
struct gl_program_parameter_list *attrib)
{
unsigned used_locations = 0;
assert(sh->Type == GL_VERTEX_SHADER);
/* Operate in a total of three passes.
*
* 1. Invalidate the location assignments for all vertex shader inputs.
*
* 2. Assign locations for inputs that have user-defined (via
* glBindVertexAttribLocation) locatoins.
*
* 3. Assign locations to any inputs without assigned locations.
*/
invalidate_variable_locations(sh, ir_var_in, VERT_ATTRIB_GENERIC0);
if (attrib != NULL) {
for (unsigned i = 0; i < attrib->NumParameters; i++) {
ir_variable *const var =
sh->symbols->get_variable(attrib->Parameters[i].Name);
if (var == NULL)
continue;
const int attr = attrib->Parameters[i].StateIndexes[0];
var->location = VERT_ATTRIB_GENERIC0 + attr;
used_locations |= (1 << attr);
}
}
foreach_list(node, &sh->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
if ((var == NULL) || (var->mode != ir_var_in))
continue;
/* The location was explicitly assigned, nothing to do here.
*/
if (var->location != -1)
continue;
/* Find an unused bit in used_locations and assign that as the
* attribute location.
*/
for (unsigned i = 0; i < (8 * sizeof(used_locations)); i++) {
if ((used_locations & (1 << i)) == 0) {
var->location = VERT_ATTRIB_GENERIC0 + i;
used_locations |= (1 << i);
break;
}
}
}
}
void
link_shaders(struct glsl_program *prog)
{
@@ -493,7 +572,9 @@ link_shaders(struct glsl_program *prog)
assign_uniform_locations(prog);
/* FINISHME: Assign vertex shader input locations. */
if (prog->_LinkedShaders[0]->Type == GL_VERTEX_SHADER)
assign_attribute_locations(prog->_LinkedShaders[0],
prog->Attributes);
/* FINISHME: Assign vertex shader output / fragment shader input
* FINISHME: locations.