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>
This commit is contained in:
Alejandro Piñeiro
2018-06-26 16:28:59 +02:00
parent 995d993710
commit b0712df6cf
5 changed files with 79 additions and 63 deletions

View File

@@ -1153,38 +1153,6 @@ assign_hidden_uniform_slot_id(const char *name, unsigned hidden_id,
uniform_size->map->put(hidden_uniform_start + hidden_id, name);
}
/**
* Search through the list of empty blocks to find one that fits the current
* uniform.
*/
static int
find_empty_block(struct gl_shader_program *prog,
struct gl_uniform_storage *uniform)
{
const unsigned entries = MAX2(1, uniform->array_elements);
foreach_list_typed(struct empty_uniform_block, block, link,
&prog->EmptyUniformLocations) {
/* Found a block with enough slots to fit the uniform */
if (block->slots == entries) {
unsigned start = block->start;
exec_node_remove(&block->link);
ralloc_free(block);
return start;
/* Found a block with more slots than needed. It can still be used. */
} else if (block->slots > entries) {
unsigned start = block->start;
block->start += entries;
block->slots -= entries;
return start;
}
}
return -1;
}
static void
link_setup_uniform_remap_tables(struct gl_context *ctx,
struct gl_shader_program *prog)
@@ -1239,7 +1207,7 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
int chosen_location = -1;
if (empty_locs)
chosen_location = find_empty_block(prog, &prog->data->UniformStorage[i]);
chosen_location = link_util_find_empty_block(prog, &prog->data->UniformStorage[i]);
/* Add new entries to the total amount of entries. */
total_entries += entries;

View File

@@ -76,6 +76,7 @@
#include "util/set.h"
#include "string_to_uint_map.h"
#include "linker.h"
#include "linker_util.h"
#include "link_varyings.h"
#include "ir_optimization.h"
#include "ir_rvalue_visitor.h"
@@ -3527,23 +3528,7 @@ check_explicit_uniform_locations(struct gl_context *ctx,
}
}
struct empty_uniform_block *current_block = NULL;
for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
/* We found empty space in UniformRemapTable. */
if (prog->UniformRemapTable[i] == NULL) {
/* We've found the beginning of a new continous block of empty slots */
if (!current_block || current_block->start + current_block->slots != i) {
current_block = rzalloc(prog, struct empty_uniform_block);
current_block->start = i;
exec_list_push_tail(&prog->EmptyUniformLocations,
&current_block->link);
}
/* The current block continues, so we simply increment its slots */
current_block->slots++;
}
}
link_util_update_empty_uniform_locations(prog);
delete uniform_map;
prog->NumExplicitUniformLocations = entries_total;

View File

@@ -194,17 +194,4 @@ private:
const glsl_struct_field *named_ifc_member);
};
/**
* Sometimes there are empty slots left over in UniformRemapTable after we
* allocate slots to explicit locations. This struct represents a single
* continouous block of empty slots in UniformRemapTable.
*/
struct empty_uniform_block {
struct exec_node link;
/* The start location of the block */
unsigned start;
/* The number of slots in the block */
unsigned slots;
};
#endif /* GLSL_LINKER_H */

View File

@@ -24,6 +24,7 @@
#include "main/mtypes.h"
#include "linker_util.h"
#include "util/set.h"
#include "ir_uniform.h" /* for gl_uniform_storage */
/* Utility methods shared between the GLSL IR and the NIR */
@@ -62,3 +63,57 @@ link_util_add_program_resource(struct gl_shader_program *prog,
return true;
}
/**
* Search through the list of empty blocks to find one that fits the current
* uniform.
*/
int
link_util_find_empty_block(struct gl_shader_program *prog,
struct gl_uniform_storage *uniform)
{
const unsigned entries = MAX2(1, uniform->array_elements);
foreach_list_typed(struct empty_uniform_block, block, link,
&prog->EmptyUniformLocations) {
/* Found a block with enough slots to fit the uniform */
if (block->slots == entries) {
unsigned start = block->start;
exec_node_remove(&block->link);
ralloc_free(block);
return start;
/* Found a block with more slots than needed. It can still be used. */
} else if (block->slots > entries) {
unsigned start = block->start;
block->start += entries;
block->slots -= entries;
return start;
}
}
return -1;
}
void
link_util_update_empty_uniform_locations(struct gl_shader_program *prog)
{
struct empty_uniform_block *current_block = NULL;
for (unsigned i = 0; i < prog->NumUniformRemapTable; i++) {
/* We found empty space in UniformRemapTable. */
if (prog->UniformRemapTable[i] == NULL) {
/* We've found the beginning of a new continous block of empty slots */
if (!current_block || current_block->start + current_block->slots != i) {
current_block = rzalloc(prog, struct empty_uniform_block);
current_block->start = i;
exec_list_push_tail(&prog->EmptyUniformLocations,
&current_block->link);
}
/* The current block continues, so we simply increment its slots */
current_block->slots++;
}
}
}

View File

@@ -25,11 +25,25 @@
#define GLSL_LINKER_UTIL_H
struct gl_shader_program;
struct gl_uniform_storage;
#ifdef __cplusplus
extern "C" {
#endif
/**
* Sometimes there are empty slots left over in UniformRemapTable after we
* allocate slots to explicit locations. This struct represents a single
* continouous block of empty slots in UniformRemapTable.
*/
struct empty_uniform_block {
struct exec_node link;
/* The start location of the block */
unsigned start;
/* The number of slots in the block */
unsigned slots;
};
void
linker_error(struct gl_shader_program *prog, const char *fmt, ...);
@@ -41,6 +55,13 @@ link_util_add_program_resource(struct gl_shader_program *prog,
struct set *resource_set,
GLenum type, const void *data, uint8_t stages);
int
link_util_find_empty_block(struct gl_shader_program *prog,
struct gl_uniform_storage *uniform);
void
link_util_update_empty_uniform_locations(struct gl_shader_program *prog);
#ifdef __cplusplus
}
#endif