glsl/linker: initialize explicit uniform locations
Patch initializes the UniformRemapTable for explicit locations. This needs to happen before optimizations to make sure all inactive uniforms get their explicit locations correctly. v2: fix initialization bug, introduce define for inactive uniforms (Ian) Signed-off-by: Tapani Pälli <tapani.palli@intel.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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@@ -32,6 +32,11 @@
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#include "program/prog_parameter.h" /* For union gl_constant_value. */
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/**
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* Used by GL_ARB_explicit_uniform_location extension code in the linker
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* and glUniform* functions to identify inactive explicit uniform locations.
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*/
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#define INACTIVE_UNIFORM_EXPLICIT_LOCATION ((gl_uniform_storage *) -1)
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#ifdef __cplusplus
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extern "C" {
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@@ -74,6 +74,7 @@
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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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#include "ir_uniform.h"
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extern "C" {
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#include "main/shaderobj.h"
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@@ -2224,6 +2225,115 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
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linker_error(prog, "Too many combined image uniforms and fragment outputs");
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}
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/**
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* Initializes explicit location slots to INACTIVE_UNIFORM_EXPLICIT_LOCATION
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* for a variable, checks for overlaps between other uniforms using explicit
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* locations.
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*/
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static bool
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reserve_explicit_locations(struct gl_shader_program *prog,
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string_to_uint_map *map, ir_variable *var)
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{
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unsigned slots = var->type->uniform_locations();
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unsigned max_loc = var->data.location + slots - 1;
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/* Resize remap table if locations do not fit in the current one. */
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if (max_loc + 1 > prog->NumUniformRemapTable) {
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prog->UniformRemapTable =
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reralloc(prog, prog->UniformRemapTable,
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gl_uniform_storage *,
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max_loc + 1);
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if (!prog->UniformRemapTable) {
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linker_error(prog, "Out of memory during linking.");
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return false;
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}
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/* Initialize allocated space. */
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for (unsigned i = prog->NumUniformRemapTable; i < max_loc + 1; i++)
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prog->UniformRemapTable[i] = NULL;
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prog->NumUniformRemapTable = max_loc + 1;
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}
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for (unsigned i = 0; i < slots; i++) {
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unsigned loc = var->data.location + i;
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/* Check if location is already used. */
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if (prog->UniformRemapTable[loc] == INACTIVE_UNIFORM_EXPLICIT_LOCATION) {
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/* Possibly same uniform from a different stage, this is ok. */
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unsigned hash_loc;
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if (map->get(hash_loc, var->name) && hash_loc == loc - i)
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continue;
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/* ARB_explicit_uniform_location specification states:
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*
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* "No two default-block uniform variables in the program can have
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* the same location, even if they are unused, otherwise a compiler
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* or linker error will be generated."
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*/
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linker_error(prog,
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"location qualifier for uniform %s overlaps"
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"previously used location",
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var->name);
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return false;
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}
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/* Initialize location as inactive before optimization
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* rounds and location assignment.
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*/
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prog->UniformRemapTable[loc] = INACTIVE_UNIFORM_EXPLICIT_LOCATION;
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}
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/* Note, base location used for arrays. */
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map->put(var->data.location, var->name);
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return true;
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}
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/**
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* Check and reserve all explicit uniform locations, called before
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* any optimizations happen to handle also inactive uniforms and
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* inactive array elements that may get trimmed away.
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*/
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static void
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check_explicit_uniform_locations(struct gl_context *ctx,
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struct gl_shader_program *prog)
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{
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if (!ctx->Extensions.ARB_explicit_uniform_location)
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return;
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/* This map is used to detect if overlapping explicit locations
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* occur with the same uniform (from different stage) or a different one.
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*/
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string_to_uint_map *uniform_map = new string_to_uint_map;
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if (!uniform_map) {
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linker_error(prog, "Out of memory during linking.");
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return;
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}
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for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
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struct gl_shader *sh = prog->_LinkedShaders[i];
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if (!sh)
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continue;
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foreach_list(node, sh->ir) {
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ir_variable *var = ((ir_instruction *)node)->as_variable();
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if ((var && var->data.mode == ir_var_uniform) &&
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var->data.explicit_location) {
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if (!reserve_explicit_locations(prog, uniform_map, var))
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return;
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}
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}
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}
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delete uniform_map;
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}
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void
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link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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{
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@@ -2372,6 +2482,10 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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break;
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}
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check_explicit_uniform_locations(ctx, prog);
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if (!prog->LinkStatus)
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goto done;
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/* Validate the inputs of each stage with the output of the preceding
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* stage.
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*/
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