glsl: Slightly change the semantic of _LinkedShaders

Previously _LinkedShaders was a compact array of the linked shaders
for each shader stage.  Now it is arranged such that each slot,
indexed by the MESA_SHADER_* defines, refers to a specific shader
stage.  As a result, some slots will be NULL.  This makes things a
little more complex in the linker, but it simplifies things in other
places.

As a side effect _NumLinkedShaders is removed.

NOTE: This may be a candidate for the 7.9 branch.  If there are other
patches that get backported to 7.9 that use _LinkedShader, this patch
should be cherry picked also.
This commit is contained in:
Ian Romanick
2010-10-14 13:28:42 -07:00
parent 4b4284c9c9
commit 3322fbaf3b
10 changed files with 129 additions and 72 deletions

View File

@@ -29,9 +29,17 @@
#include <errno.h>
#include "glcpp.h"
#include "main/mtypes.h"
#include "main/shaderobj.h"
extern int yydebug;
void
_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
struct gl_shader *sh)
{
*ptr = sh;
}
/* Read from fd until EOF and return a string of everything read.
*/
static char *

View File

@@ -80,6 +80,10 @@ extern "C" {
#include "linker.h"
#include "ir_optimization.h"
extern "C" {
#include "main/shaderobj.h"
}
/**
* Visitor that determines whether or not a variable is ever written.
*/
@@ -321,6 +325,9 @@ cross_validate_globals(struct gl_shader_program *prog,
*/
glsl_symbol_table variables;
for (unsigned i = 0; i < num_shaders; i++) {
if (shader_list[i] == NULL)
continue;
foreach_list(node, shader_list[i]->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
@@ -420,7 +427,7 @@ bool
cross_validate_uniforms(struct gl_shader_program *prog)
{
return cross_validate_globals(prog, prog->_LinkedShaders,
prog->_NumLinkedShaders, true);
MESA_SHADER_TYPES, true);
}
@@ -876,7 +883,10 @@ struct uniform_node {
static void
update_array_sizes(struct gl_shader_program *prog)
{
for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
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();
@@ -887,7 +897,10 @@ update_array_sizes(struct gl_shader_program *prog)
continue;
unsigned int size = var->max_array_access;
for (unsigned j = 0; j < prog->_NumLinkedShaders; j++) {
for (unsigned j = 0; j < MESA_SHADER_TYPES; j++) {
if (prog->_LinkedShaders[j] == NULL)
continue;
foreach_list(node2, prog->_LinkedShaders[j]->ir) {
ir_variable *other_var = ((ir_instruction *) node2)->as_variable();
if (!other_var)
@@ -999,7 +1012,10 @@ assign_uniform_locations(struct gl_shader_program *prog)
hash_table_string_compare);
void *mem_ctx = talloc_new(NULL);
for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
unsigned next_position = 0;
foreach_list(node, prog->_LinkedShaders[i]->ir) {
@@ -1449,13 +1465,15 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
prog->Version = max_version;
for (unsigned int i = 0; i < prog->_NumLinkedShaders; i++) {
for (unsigned int i = 0; i < MESA_SHADER_TYPES; i++) {
if (prog->_LinkedShaders[i] != NULL)
ctx->Driver.DeleteShader(ctx, prog->_LinkedShaders[i]);
prog->_LinkedShaders[i] = NULL;
}
/* Link all shaders for a particular stage and validate the result.
*/
prog->_NumLinkedShaders = 0;
if (num_vert_shaders > 0) {
gl_shader *const sh =
link_intrastage_shaders(ctx, prog, vert_shader_list, num_vert_shaders);
@@ -1466,8 +1484,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
if (!validate_vertex_shader_executable(prog, sh))
goto done;
prog->_LinkedShaders[prog->_NumLinkedShaders] = sh;
prog->_NumLinkedShaders++;
_mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_VERTEX],
sh);
}
if (num_frag_shaders > 0) {
@@ -1480,8 +1498,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
if (!validate_fragment_shader_executable(prog, sh))
goto done;
prog->_LinkedShaders[prog->_NumLinkedShaders] = sh;
prog->_NumLinkedShaders++;
_mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_FRAGMENT],
sh);
}
/* Here begins the inter-stage linking phase. Some initial validation is
@@ -1489,14 +1507,26 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
* varyings.
*/
if (cross_validate_uniforms(prog)) {
unsigned prev;
for (prev = 0; prev < MESA_SHADER_TYPES; prev++) {
if (prog->_LinkedShaders[prev] != NULL)
break;
}
/* Validate the inputs of each stage with the output of the preceeding
* stage.
*/
for (unsigned i = 1; i < prog->_NumLinkedShaders; i++) {
for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
if (!cross_validate_outputs_to_inputs(prog,
prog->_LinkedShaders[i - 1],
prog->_LinkedShaders[prev],
prog->_LinkedShaders[i]))
goto done;
prev = i;
}
prog->LinkStatus = true;
@@ -1506,7 +1536,10 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
* uniforms, and varyings. Later optimization could possibly make
* some of that unused.
*/
for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, 32))
;
}
@@ -1515,7 +1548,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
assign_uniform_locations(prog);
if (prog->_NumLinkedShaders && prog->_LinkedShaders[0]->Type == GL_VERTEX_SHADER) {
if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
/* FINISHME: The value of the max_attribute_index parameter is
* FINISHME: implementation dependent based on the value of
* FINISHME: GL_MAX_VERTEX_ATTRIBS. GL_MAX_VERTEX_ATTRIBS must be
@@ -1526,14 +1559,26 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
goto done;
}
if (prog->_NumLinkedShaders == 1)
demote_unread_shader_outputs(prog->_LinkedShaders[0]);
if ((prog->_LinkedShaders[MESA_SHADER_GEOMETRY] == NULL)
&& (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL))
demote_unread_shader_outputs(prog->_LinkedShaders[MESA_SHADER_VERTEX]);
}
for (unsigned i = 1; i < prog->_NumLinkedShaders; i++)
unsigned prev;
for (prev = 0; prev < MESA_SHADER_TYPES; prev++) {
if (prog->_LinkedShaders[prev] != NULL)
break;
}
for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
assign_varying_locations(prog,
prog->_LinkedShaders[i - 1],
prog->_LinkedShaders[prev],
prog->_LinkedShaders[i]);
prev = i;
}
/* FINISHME: Assign fragment shader output locations. */

View File

@@ -40,8 +40,19 @@
extern "C" struct gl_shader *
_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type);
extern "C" void
_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
struct gl_shader *sh);
/* Copied from shader_api.c for the stand-alone compiler.
*/
void
_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
struct gl_shader *sh)
{
*ptr = sh;
}
struct gl_shader *
_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
{
@@ -319,7 +330,7 @@ main(int argc, char **argv)
printf("Info log for linking:\n%s\n", whole_program->InfoLog);
}
for (unsigned i = 0; i < whole_program->_NumLinkedShaders; i++)
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++)
talloc_free(whole_program->_LinkedShaders[i]);
talloc_free(whole_program);

View File

@@ -91,10 +91,9 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
{
struct intel_context *intel = intel_context(ctx);
for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
struct brw_shader *shader = (struct brw_shader *)prog->_LinkedShaders[i];
if (shader->base.Type == GL_FRAGMENT_SHADER) {
struct brw_shader *shader =
(struct brw_shader *)prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
if (shader != NULL) {
void *mem_ctx = talloc_new(NULL);
bool progress;
@@ -143,7 +142,6 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
reparent_ir(shader->ir, shader->ir);
talloc_free(mem_ctx);
}
}
if (!_mesa_ir_link_shader(ctx, prog))
return GL_FALSE;
@@ -3182,18 +3180,13 @@ brw_wm_fs_emit(struct brw_context *brw, struct brw_wm_compile *c)
struct brw_compile *p = &c->func;
struct intel_context *intel = &brw->intel;
struct gl_context *ctx = &intel->ctx;
struct brw_shader *shader = NULL;
struct gl_shader_program *prog = ctx->Shader.CurrentProgram;
if (!prog)
return GL_FALSE;
for (unsigned int i = 0; i < prog->_NumLinkedShaders; i++) {
if (prog->_LinkedShaders[i]->Type == GL_FRAGMENT_SHADER) {
shader = (struct brw_shader *)prog->_LinkedShaders[i];
break;
}
}
struct brw_shader *shader =
(brw_shader *) prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
if (!shader)
return GL_FALSE;

View File

@@ -148,17 +148,11 @@ static GLboolean brwProgramStringNotify( struct gl_context *ctx,
* using the new FS backend.
*/
shader_program = _mesa_lookup_shader_program(ctx, prog->Id);
if (shader_program) {
for (i = 0; i < shader_program->_NumLinkedShaders; i++) {
struct brw_shader *shader;
shader = (struct brw_shader *)shader_program->_LinkedShaders[i];
if (shader->base.Type == GL_FRAGMENT_SHADER && shader->ir) {
if (shader_program
&& shader_program->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
return GL_TRUE;
}
}
}
}
else if (target == GL_VERTEX_PROGRAM_ARB) {
struct gl_vertex_program *vprog = (struct gl_vertex_program *) prog;
struct brw_vertex_program *newVP = brw_vertex_program(vprog);

View File

@@ -108,18 +108,13 @@ wm_unit_populate_key(struct brw_context *brw, struct brw_wm_unit_key *key)
* 8-wide.
*/
if (ctx->Shader.CurrentProgram) {
int i;
struct brw_shader *shader = (struct brw_shader *)
ctx->Shader.CurrentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT];
for (i = 0; i < ctx->Shader.CurrentProgram->_NumLinkedShaders; i++) {
struct brw_shader *shader =
(struct brw_shader *)ctx->Shader.CurrentProgram->_LinkedShaders[i];;
if (shader->base.Type == GL_FRAGMENT_SHADER &&
shader->ir != NULL) {
if (shader != NULL && shader->ir != NULL) {
key->is_glsl = GL_TRUE;
}
}
}
/* _NEW_DEPTH */
key->stats_wm = intel->stats_wm;

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@@ -1702,10 +1702,10 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
_mesa_update_state(ctx);
if (ctx->Shader.CurrentProgram) {
unsigned i;
struct gl_shader_program *const prog = ctx->Shader.CurrentProgram;
/* using shaders */
if (!ctx->Shader.CurrentProgram->LinkStatus) {
if (!prog->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(shader not linked)", where);
return GL_FALSE;
@@ -1713,10 +1713,9 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
#if 0 /* not normally enabled */
{
char errMsg[100];
if (!_mesa_validate_shader_program(ctx, ctx->Shader.CurrentProgram,
errMsg)) {
if (!_mesa_validate_shader_program(ctx, prog, errMsg)) {
_mesa_warning(ctx, "Shader program %u is invalid: %s",
ctx->Shader.CurrentProgram->Name, errMsg);
prog->Name, errMsg);
}
}
#endif
@@ -1725,13 +1724,12 @@ _mesa_valid_to_render(struct gl_context *ctx, const char *where)
* any stages that are not provided, the corresponding assembly shader
* target will be validated below.
*/
for (i = 0; i < ctx->Shader.CurrentProgram->_NumLinkedShaders; i++) {
switch (ctx->Shader.CurrentProgram->_LinkedShaders[i]->Type) {
case GL_VERTEX_SHADER: vert_from_glsl_shader = true; break;
case GL_GEOMETRY_SHADER_ARB: geom_from_glsl_shader = true; break;
case GL_FRAGMENT_SHADER: frag_from_glsl_shader = true; break;
}
}
vert_from_glsl_shader =
prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL;
geom_from_glsl_shader =
prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL;
frag_from_glsl_shader =
prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL;
}

View File

@@ -2117,11 +2117,12 @@ struct gl_shader_program
/**
* Per-stage shaders resulting from the first stage of linking.
*
* Set of linked shaders for this program. The array is accessed using the
* \c MESA_SHADER_* defines. Entries for non-existent stages will be
* \c NULL.
*/
/*@{*/
GLuint _NumLinkedShaders;
struct gl_shader *_LinkedShaders[2];
/*@}*/
struct gl_shader *_LinkedShaders[MESA_SHADER_TYPES];
};

View File

@@ -326,10 +326,12 @@ _mesa_free_shader_program_data(struct gl_context *ctx,
shProg->TransformFeedback.NumVarying = 0;
for (i = 0; i < shProg->_NumLinkedShaders; i++) {
for (i = 0; i < MESA_SHADER_TYPES; i++) {
if (shProg->_LinkedShaders[i] != NULL) {
ctx->Driver.DeleteShader(ctx, shProg->_LinkedShaders[i]);
shProg->_LinkedShaders[i] = NULL;
}
}
shProg->_NumLinkedShaders = 0;
}

View File

@@ -2238,8 +2238,12 @@ set_uniform_initializers(struct gl_context *ctx,
{
void *mem_ctx = NULL;
for (unsigned int i = 0; i < shader_program->_NumLinkedShaders; i++) {
for (unsigned int i = 0; i < MESA_SHADER_TYPES; i++) {
struct gl_shader *shader = shader_program->_LinkedShaders[i];
if (shader == NULL)
continue;
foreach_iter(exec_list_iterator, iter, *shader->ir) {
ir_instruction *ir = (ir_instruction *)iter.get();
ir_variable *var = ir->as_variable();
@@ -2467,7 +2471,10 @@ _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
{
assert(prog->LinkStatus);
for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
bool progress;
exec_list *ir = prog->_LinkedShaders[i]->ir;
const struct gl_shader_compiler_options *options =
@@ -2511,10 +2518,13 @@ _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
validate_ir_tree(ir);
}
for (unsigned i = 0; i < prog->_NumLinkedShaders; i++) {
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
struct gl_program *linked_prog;
bool ok = true;
if (prog->_LinkedShaders[i] == NULL)
continue;
linked_prog = get_mesa_program(ctx, prog, prog->_LinkedShaders[i]);
switch (prog->_LinkedShaders[i]->Type) {