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>
This commit is contained in:
Tapani Pälli
2014-04-08 08:45:36 +03:00
parent dadc3d04f0
commit eca9d16048
2 changed files with 119 additions and 0 deletions

View File

@@ -32,6 +32,11 @@
#include "program/prog_parameter.h" /* For union gl_constant_value. */
/**
* Used by GL_ARB_explicit_uniform_location extension code in the linker
* and glUniform* functions to identify inactive explicit uniform locations.
*/
#define INACTIVE_UNIFORM_EXPLICIT_LOCATION ((gl_uniform_storage *) -1)
#ifdef __cplusplus
extern "C" {

View File

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