linker: Initial implementation of attribute slot allocation
This commit is contained in:
83
linker.cpp
83
linker.cpp
@@ -66,6 +66,7 @@
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#include <cstdlib>
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#include <cstdlib>
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#include <cstdio>
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#include <cstdio>
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#include "main/mtypes.h"
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#include "glsl_symbol_table.h"
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#include "glsl_symbol_table.h"
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#include "glsl_parser_extras.h"
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#include "glsl_parser_extras.h"
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#include "ir.h"
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#include "ir.h"
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@@ -107,6 +108,24 @@ private:
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};
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};
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void
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invalidate_variable_locations(glsl_shader *sh, enum ir_variable_mode mode,
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int generic_base)
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{
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foreach_list(node, &sh->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if ((var == NULL) || (var->mode != (unsigned) mode))
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continue;
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/* Only assign locations for generic attributes / varyings / etc.
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*/
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if (var->location >= generic_base)
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var->location = -1;
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}
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}
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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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* Verify that a vertex shader executable meets all semantic requirements
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*
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*
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@@ -415,6 +434,66 @@ assign_uniform_locations(struct glsl_program *prog)
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}
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}
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void
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assign_attribute_locations(glsl_shader *sh,
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struct gl_program_parameter_list *attrib)
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{
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unsigned used_locations = 0;
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assert(sh->Type == GL_VERTEX_SHADER);
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/* Operate in a total of three passes.
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*
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* 1. Invalidate the location assignments for all vertex shader inputs.
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*
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* 2. Assign locations for inputs that have user-defined (via
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* glBindVertexAttribLocation) locatoins.
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*
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* 3. Assign locations to any inputs without assigned locations.
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*/
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invalidate_variable_locations(sh, ir_var_in, VERT_ATTRIB_GENERIC0);
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if (attrib != NULL) {
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for (unsigned i = 0; i < attrib->NumParameters; i++) {
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ir_variable *const var =
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sh->symbols->get_variable(attrib->Parameters[i].Name);
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if (var == NULL)
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continue;
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const int attr = attrib->Parameters[i].StateIndexes[0];
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var->location = VERT_ATTRIB_GENERIC0 + attr;
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used_locations |= (1 << attr);
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}
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}
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foreach_list(node, &sh->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if ((var == NULL) || (var->mode != ir_var_in))
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continue;
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/* The location was explicitly assigned, nothing to do here.
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*/
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if (var->location != -1)
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continue;
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/* Find an unused bit in used_locations and assign that as the
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* attribute location.
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*/
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for (unsigned i = 0; i < (8 * sizeof(used_locations)); i++) {
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if ((used_locations & (1 << i)) == 0) {
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var->location = VERT_ATTRIB_GENERIC0 + i;
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used_locations |= (1 << i);
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break;
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}
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}
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}
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}
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void
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void
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link_shaders(struct glsl_program *prog)
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link_shaders(struct glsl_program *prog)
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{
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{
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@@ -493,7 +572,9 @@ link_shaders(struct glsl_program *prog)
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assign_uniform_locations(prog);
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assign_uniform_locations(prog);
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/* FINISHME: Assign vertex shader input locations. */
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if (prog->_LinkedShaders[0]->Type == GL_VERTEX_SHADER)
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assign_attribute_locations(prog->_LinkedShaders[0],
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prog->Attributes);
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/* FINISHME: Assign vertex shader output / fragment shader input
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/* FINISHME: Assign vertex shader output / fragment shader input
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* FINISHME: locations.
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* FINISHME: locations.
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