compiler/glsl: refactor empty_uniform_block utilities to linker_util
This includes: * Move the defition of empty_uniform_block to linker_util.h * Move find_empty_block (with a rename) to linker_util.h * Refactor some code at linker.cpp to a new method at linker_util.h (link_util_update_empty_uniform_locations) So all that code could be used by the GLSL linker and the NIR linker used for ARB_gl_spirv. v2: include just "ir_uniform.h" (Timothy Arceri) Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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@@ -1153,38 +1153,6 @@ assign_hidden_uniform_slot_id(const char *name, unsigned hidden_id,
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uniform_size->map->put(hidden_uniform_start + hidden_id, name);
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}
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/**
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* Search through the list of empty blocks to find one that fits the current
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* uniform.
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*/
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static int
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find_empty_block(struct gl_shader_program *prog,
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struct gl_uniform_storage *uniform)
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{
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const unsigned entries = MAX2(1, uniform->array_elements);
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foreach_list_typed(struct empty_uniform_block, block, link,
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&prog->EmptyUniformLocations) {
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/* Found a block with enough slots to fit the uniform */
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if (block->slots == entries) {
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unsigned start = block->start;
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exec_node_remove(&block->link);
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ralloc_free(block);
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return start;
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/* Found a block with more slots than needed. It can still be used. */
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} else if (block->slots > entries) {
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unsigned start = block->start;
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block->start += entries;
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block->slots -= entries;
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return start;
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}
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}
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return -1;
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}
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static void
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link_setup_uniform_remap_tables(struct gl_context *ctx,
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struct gl_shader_program *prog)
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@@ -1239,7 +1207,7 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
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int chosen_location = -1;
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if (empty_locs)
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chosen_location = find_empty_block(prog, &prog->data->UniformStorage[i]);
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chosen_location = link_util_find_empty_block(prog, &prog->data->UniformStorage[i]);
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/* Add new entries to the total amount of entries. */
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total_entries += entries;
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@@ -76,6 +76,7 @@
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#include "util/set.h"
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#include "string_to_uint_map.h"
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#include "linker.h"
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#include "linker_util.h"
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#include "link_varyings.h"
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#include "ir_optimization.h"
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#include "ir_rvalue_visitor.h"
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@@ -3527,23 +3528,7 @@ check_explicit_uniform_locations(struct gl_context *ctx,
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}
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}
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struct empty_uniform_block *current_block = NULL;
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for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
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/* We found empty space in UniformRemapTable. */
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if (prog->UniformRemapTable[i] == NULL) {
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/* We've found the beginning of a new continous block of empty slots */
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if (!current_block || current_block->start + current_block->slots != i) {
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current_block = rzalloc(prog, struct empty_uniform_block);
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current_block->start = i;
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exec_list_push_tail(&prog->EmptyUniformLocations,
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¤t_block->link);
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}
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/* The current block continues, so we simply increment its slots */
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current_block->slots++;
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}
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}
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link_util_update_empty_uniform_locations(prog);
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delete uniform_map;
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prog->NumExplicitUniformLocations = entries_total;
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@@ -194,17 +194,4 @@ private:
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const glsl_struct_field *named_ifc_member);
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};
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/**
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* Sometimes there are empty slots left over in UniformRemapTable after we
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* allocate slots to explicit locations. This struct represents a single
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* continouous block of empty slots in UniformRemapTable.
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*/
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struct empty_uniform_block {
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struct exec_node link;
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/* The start location of the block */
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unsigned start;
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/* The number of slots in the block */
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unsigned slots;
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};
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#endif /* GLSL_LINKER_H */
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@@ -24,6 +24,7 @@
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#include "main/mtypes.h"
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#include "linker_util.h"
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#include "util/set.h"
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#include "ir_uniform.h" /* for gl_uniform_storage */
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/* Utility methods shared between the GLSL IR and the NIR */
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@@ -62,3 +63,57 @@ link_util_add_program_resource(struct gl_shader_program *prog,
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return true;
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}
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/**
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* Search through the list of empty blocks to find one that fits the current
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* uniform.
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*/
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int
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link_util_find_empty_block(struct gl_shader_program *prog,
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struct gl_uniform_storage *uniform)
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{
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const unsigned entries = MAX2(1, uniform->array_elements);
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foreach_list_typed(struct empty_uniform_block, block, link,
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&prog->EmptyUniformLocations) {
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/* Found a block with enough slots to fit the uniform */
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if (block->slots == entries) {
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unsigned start = block->start;
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exec_node_remove(&block->link);
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ralloc_free(block);
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return start;
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/* Found a block with more slots than needed. It can still be used. */
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} else if (block->slots > entries) {
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unsigned start = block->start;
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block->start += entries;
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block->slots -= entries;
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return start;
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}
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}
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return -1;
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}
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void
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link_util_update_empty_uniform_locations(struct gl_shader_program *prog)
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{
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struct empty_uniform_block *current_block = NULL;
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for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
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/* We found empty space in UniformRemapTable. */
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if (prog->UniformRemapTable[i] == NULL) {
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/* We've found the beginning of a new continous block of empty slots */
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if (!current_block || current_block->start + current_block->slots != i) {
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current_block = rzalloc(prog, struct empty_uniform_block);
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current_block->start = i;
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exec_list_push_tail(&prog->EmptyUniformLocations,
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¤t_block->link);
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}
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/* The current block continues, so we simply increment its slots */
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current_block->slots++;
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}
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}
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}
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@@ -25,11 +25,25 @@
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#define GLSL_LINKER_UTIL_H
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struct gl_shader_program;
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struct gl_uniform_storage;
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* Sometimes there are empty slots left over in UniformRemapTable after we
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* allocate slots to explicit locations. This struct represents a single
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* continouous block of empty slots in UniformRemapTable.
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*/
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struct empty_uniform_block {
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struct exec_node link;
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/* The start location of the block */
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unsigned start;
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/* The number of slots in the block */
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unsigned slots;
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};
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void
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linker_error(struct gl_shader_program *prog, const char *fmt, ...);
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@@ -41,6 +55,13 @@ link_util_add_program_resource(struct gl_shader_program *prog,
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struct set *resource_set,
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GLenum type, const void *data, uint8_t stages);
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int
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link_util_find_empty_block(struct gl_shader_program *prog,
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struct gl_uniform_storage *uniform);
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void
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link_util_update_empty_uniform_locations(struct gl_shader_program *prog);
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#ifdef __cplusplus
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}
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#endif
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