ir_to_mesa: Generate gl_program_parameter list by walking the GLSL IR.

Generate the program parameters list by walking the IR instead of by
walking the list of linked uniforms.  This simplifies the code quite a
bit, and is probably a bit more correct.  The list of linked uniforms
should really only be used by the GL API to interact with the
application.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: Bryan Cain <bryancain3@gmail.com>
Cc: Eric Anholt <eric@anholt.net>
This commit is contained in:
Ian Romanick
2011-09-09 18:27:36 -07:00
parent bbbb8345ab
commit b2572928a5
2 changed files with 73 additions and 103 deletions

View File

@@ -2588,78 +2588,15 @@ check_resources(const struct gl_context *ctx,
} }
struct uniform_sort {
struct gl_uniform *u;
int pos;
};
/* The shader_program->Uniforms list is almost sorted in increasing
* uniform->{Frag,Vert}Pos locations, but not quite when there are
* uniforms shared between targets. We need to add parameters in
* increasing order for the targets.
*/
static int static int
sort_uniforms(const void *a, const void *b) add_uniform_to_shader(ir_variable *var,
struct gl_program_parameter_list *params,
unsigned int &next_sampler)
{ {
struct uniform_sort *u1 = (struct uniform_sort *)a; const glsl_type *type = var->type;
struct uniform_sort *u2 = (struct uniform_sort *)b;
return u1->pos - u2->pos;
}
/* Add the uniforms to the parameters. The linker chose locations
* in our parameters lists (which weren't created yet), which the
* uniforms code will use to poke values into our parameters list
* when uniforms are updated.
*/
static void
add_uniforms_to_parameters_list(struct gl_shader_program *shader_program,
struct gl_shader *shader,
struct gl_program *prog)
{
unsigned int i;
unsigned int next_sampler = 0, num_uniforms = 0;
struct uniform_sort *sorted_uniforms;
sorted_uniforms = ralloc_array(NULL, struct uniform_sort,
shader_program->Uniforms->NumUniforms);
for (i = 0; i < shader_program->Uniforms->NumUniforms; i++) {
struct gl_uniform *uniform = shader_program->Uniforms->Uniforms + i;
int parameter_index = -1;
switch (shader->Type) {
case GL_VERTEX_SHADER:
parameter_index = uniform->VertPos;
break;
case GL_FRAGMENT_SHADER:
parameter_index = uniform->FragPos;
break;
case GL_GEOMETRY_SHADER:
parameter_index = uniform->GeomPos;
break;
}
/* Only add uniforms used in our target. */
if (parameter_index != -1) {
sorted_uniforms[num_uniforms].pos = parameter_index;
sorted_uniforms[num_uniforms].u = uniform;
num_uniforms++;
}
}
qsort(sorted_uniforms, num_uniforms, sizeof(struct uniform_sort),
sort_uniforms);
for (i = 0; i < num_uniforms; i++) {
struct gl_uniform *uniform = sorted_uniforms[i].u;
int parameter_index = sorted_uniforms[i].pos;
const glsl_type *type = uniform->Type;
unsigned int size; unsigned int size;
if (type->is_vector() || if (type->is_vector() || type->is_scalar()) {
type->is_scalar()) {
size = type->vector_elements; size = type->vector_elements;
} else { } else {
size = type_size(type) * 4; size = type_size(type) * 4;
@@ -2673,12 +2610,10 @@ add_uniforms_to_parameters_list(struct gl_shader_program *shader_program,
file = PROGRAM_UNIFORM; file = PROGRAM_UNIFORM;
} }
GLint index = _mesa_lookup_parameter_index(prog->Parameters, -1, int index = _mesa_lookup_parameter_index(params, -1, var->name);
uniform->Name);
if (index < 0) { if (index < 0) {
index = _mesa_add_parameter(prog->Parameters, file, index = _mesa_add_parameter(params, file,
uniform->Name, size, type->gl_type, var->name, size, type->gl_type,
NULL, NULL, 0x0); NULL, NULL, 0x0);
/* Sampler uniform values are stored in prog->SamplerUnits, /* Sampler uniform values are stored in prog->SamplerUnits,
@@ -2687,24 +2622,51 @@ add_uniforms_to_parameters_list(struct gl_shader_program *shader_program,
*/ */
if (file == PROGRAM_SAMPLER) { if (file == PROGRAM_SAMPLER) {
for (unsigned int j = 0; j < size / 4; j++) for (unsigned int j = 0; j < size / 4; j++)
prog->Parameters->ParameterValues[index + j][0].f = next_sampler++; params->ParameterValues[index + j][0].f = next_sampler++;
}
} }
/* The location chosen in the Parameters list here (returned return index;
* from _mesa_add_uniform) has to match what the linker chose. }
/**
* Generate the program parameters list for the user uniforms in a shader
*
* \param shader_program Linked shader program. This is only used to
* emit possible link errors to the info log.
* \param sh Shader whose uniforms are to be processed.
* \param params Parameter list to be filled in.
*/ */
if (index != parameter_index) { void
_mesa_generate_parameters_list_for_uniforms(struct gl_shader_program
*shader_program,
struct gl_shader *sh,
struct gl_program_parameter_list
*params)
{
unsigned int next_sampler = 0;
foreach_list(node, sh->ir) {
ir_variable *var = ((ir_instruction *) node)->as_variable();
if ((var == NULL) || (var->mode != ir_var_uniform)
|| (strncmp(var->name, "gl_", 3) == 0))
continue;
int loc = add_uniform_to_shader(var, params, next_sampler);
/* The location chosen in the Parameters list here (returned from
* _mesa_add_parameter) has to match what the linker chose.
*/
if (var->location != loc) {
linker_error(shader_program, linker_error(shader_program,
"Allocation of uniform `%s' to target failed " "Allocation of uniform `%s' to target failed "
"(%d vs %d)\n", "(%d vs %d)\n",
uniform->Name, index, parameter_index); var->name, loc, var->location);
} }
} }
} }
ralloc_free(sorted_uniforms);
}
static void static void
set_uniform_initializer(struct gl_context *ctx, void *mem_ctx, set_uniform_initializer(struct gl_context *ctx, void *mem_ctx,
struct gl_shader_program *shader_program, struct gl_shader_program *shader_program,
@@ -3046,7 +3008,8 @@ get_mesa_program(struct gl_context *ctx,
v.shader_program = shader_program; v.shader_program = shader_program;
v.options = options; v.options = options;
add_uniforms_to_parameters_list(shader_program, shader, prog); _mesa_generate_parameters_list_for_uniforms(shader_program, shader,
prog->Parameters);
/* Emit Mesa IR for main(). */ /* Emit Mesa IR for main(). */
visit_exec_list(shader->ir, &v); visit_exec_list(shader->ir, &v);

View File

@@ -38,4 +38,11 @@ GLboolean _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program
#ifdef __cplusplus #ifdef __cplusplus
} }
void
_mesa_generate_parameters_list_for_uniforms(struct gl_shader_program
*shader_program,
struct gl_shader *sh,
struct gl_program_parameter_list
*params);
#endif #endif