glsl: Merge the lists of uniform blocks into the linked shader program.

This attempts error-checking, but the layout isn't done yet.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Eric Anholt
2012-04-27 13:52:56 -07:00
parent b3c093c79c
commit f609cf782a
5 changed files with 185 additions and 4 deletions

View File

@@ -316,6 +316,67 @@ public:
unsigned shader_shadow_samplers;
};
/**
* Merges a uniform block into an array of uniform blocks that may or
* may not already contain a copy of it.
*
* Returns the index of the new block in the array.
*/
int
link_cross_validate_uniform_block(void *mem_ctx,
struct gl_uniform_block **linked_blocks,
unsigned int *num_linked_blocks,
struct gl_uniform_block *new_block)
{
for (unsigned int i = 0; i < *num_linked_blocks; i++) {
struct gl_uniform_block *old_block = &(*linked_blocks)[i];
if (strcmp(old_block->Name, new_block->Name) == 0) {
if (old_block->NumUniforms != new_block->NumUniforms) {
return -1;
}
for (unsigned j = 0; j < old_block->NumUniforms; j++) {
if (strcmp(old_block->Uniforms[j].Name,
new_block->Uniforms[j].Name) != 0)
return -1;
if (old_block->Uniforms[j].Offset !=
new_block->Uniforms[j].Offset)
return -1;
if (old_block->Uniforms[j].RowMajor !=
new_block->Uniforms[j].RowMajor)
return -1;
}
return i;
}
}
*linked_blocks = reralloc(mem_ctx, *linked_blocks,
struct gl_uniform_block,
*num_linked_blocks + 1);
int linked_block_index = (*num_linked_blocks)++;
struct gl_uniform_block *linked_block = &(*linked_blocks)[linked_block_index];
memcpy(linked_block, new_block, sizeof(*new_block));
linked_block->Uniforms = ralloc_array(*linked_blocks,
struct gl_uniform_buffer_variable,
linked_block->NumUniforms);
memcpy(linked_block->Uniforms,
new_block->Uniforms,
sizeof(*linked_block->Uniforms) * linked_block->NumUniforms);
for (unsigned int i = 0; i < linked_block->NumUniforms; i++) {
struct gl_uniform_buffer_variable *ubo_var =
&linked_block->Uniforms[i];
ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
}
return linked_block_index;
}
void
link_assign_uniform_locations(struct gl_shader_program *prog)
{

View File

@@ -581,6 +581,48 @@ cross_validate_uniforms(struct gl_shader_program *prog)
MESA_SHADER_TYPES, true);
}
/**
* Accumulates the array of prog->UniformBlocks and checks that all
* definitons of blocks agree on their contents.
*/
static bool
interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog)
{
unsigned max_num_uniform_blocks = 0;
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
if (prog->_LinkedShaders[i])
max_num_uniform_blocks += prog->_LinkedShaders[i]->NumUniformBlocks;
}
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
struct gl_shader *sh = prog->_LinkedShaders[i];
prog->UniformBlockStageIndex[i] = ralloc_array(prog, int,
max_num_uniform_blocks);
for (unsigned int j = 0; j < max_num_uniform_blocks; j++)
prog->UniformBlockStageIndex[i][j] = -1;
if (sh == NULL)
continue;
for (unsigned int j = 0; j < sh->NumUniformBlocks; j++) {
int index = link_cross_validate_uniform_block(prog,
&prog->UniformBlocks,
&prog->NumUniformBlocks,
&sh->UniformBlocks[j]);
if (index == -1) {
linker_error(prog, "uniform block `%s' has mismatching definitions",
sh->UniformBlocks[j].Name);
return false;
}
prog->UniformBlockStageIndex[i][index] = j;
}
}
return true;
}
/**
* Validate that outputs from one stage match inputs of another
@@ -910,7 +952,6 @@ public:
}
};
/**
* Combine a group of shaders for a single stage to generate a linked shader
*
@@ -925,11 +966,31 @@ link_intrastage_shaders(void *mem_ctx,
struct gl_shader **shader_list,
unsigned num_shaders)
{
struct gl_uniform_block *uniform_blocks = NULL;
unsigned num_uniform_blocks = 0;
/* Check that global variables defined in multiple shaders are consistent.
*/
if (!cross_validate_globals(prog, shader_list, num_shaders, false))
return NULL;
/* Check that uniform blocks between shaders for a stage agree. */
for (unsigned i = 0; i < num_shaders; i++) {
struct gl_shader *sh = shader_list[i];
for (unsigned j = 0; j < shader_list[i]->NumUniformBlocks; j++) {
int index = link_cross_validate_uniform_block(mem_ctx,
&uniform_blocks,
&num_uniform_blocks,
&sh->UniformBlocks[j]);
if (index == -1) {
linker_error(prog, "uniform block `%s' has mismatching definitions",
sh->UniformBlocks[j].Name);
return NULL;
}
}
}
/* Check that there is only a single definition of each function signature
* across all shaders.
*/
@@ -997,6 +1058,10 @@ link_intrastage_shaders(void *mem_ctx,
linked->ir = new(linked) exec_list;
clone_ir_list(mem_ctx, linked->ir, main->ir);
linked->UniformBlocks = uniform_blocks;
linked->NumUniformBlocks = num_uniform_blocks;
ralloc_steal(linked, linked->UniformBlocks);
populate_symbol_table(linked);
/* The a pointer to the main function in the final linked shader (i.e., the
@@ -2289,11 +2354,17 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
prog->Validated = false;
prog->_Used = false;
if (prog->InfoLog != NULL)
ralloc_free(prog->InfoLog);
ralloc_free(prog->InfoLog);
prog->InfoLog = ralloc_strdup(NULL, "");
ralloc_free(prog->UniformBlocks);
prog->UniformBlocks = NULL;
prog->NumUniformBlocks = 0;
for (int i = 0; i < MESA_SHADER_TYPES; i++) {
ralloc_free(prog->UniformBlockStageIndex[i]);
prog->UniformBlockStageIndex[i] = NULL;
}
/* Separate the shaders into groups based on their type.
*/
struct gl_shader **vert_shader_list;
@@ -2422,6 +2493,9 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
}
}
if (!interstage_cross_validate_uniform_blocks(prog))
goto done;
/* Do common optimization before assigning storage for attributes,
* uniforms, and varyings. Later optimization could possibly make
* some of that unused.

View File

@@ -40,6 +40,12 @@ link_assign_uniform_locations(struct gl_shader_program *prog);
extern void
link_set_uniform_initializers(struct gl_shader_program *prog);
extern int
link_cross_validate_uniform_block(void *mem_ctx,
struct gl_uniform_block **linked_blocks,
unsigned int *num_linked_blocks,
struct gl_uniform_block *new_block);
/**
* Class for processing all of the leaf fields of an uniform
*

View File

@@ -2216,6 +2216,15 @@ struct gl_shader
*/
unsigned num_uniform_components;
/**
* This shader's uniform block information.
*
* The offsets of the variables are assigned only for shaders in a program's
* _LinkedShaders[].
*/
struct gl_uniform_block *UniformBlocks;
unsigned NumUniformBlocks;
struct exec_list *ir;
struct glsl_symbol_table *symbols;
@@ -2254,6 +2263,19 @@ struct gl_uniform_block
/** Array of supplemental information about UBO ir_variables. */
struct gl_uniform_buffer_variable *Uniforms;
GLuint NumUniforms;
/**
* Index (GL_UNIFORM_BLOCK_BINDING) into ctx->UniformBufferBindings[] to use
* with glBindBufferBase to bind a buffer object to this uniform block. When
* updated in the program, _NEW_BUFFER_OBJECT will be set.
*/
GLuint Binding;
/**
* Minimum size of a buffer object to back this uniform buffer
* (GL_UNIFORM_BLOCK_DATA_SIZE).
*/
GLuint UniformBufferSize;
};
/**
@@ -2338,6 +2360,18 @@ struct gl_shader_program
unsigned NumUserUniformStorage;
struct gl_uniform_storage *UniformStorage;
struct gl_uniform_block *UniformBlocks;
unsigned NumUniformBlocks;
/**
* Indices into the _LinkedShaders's UniformBlocks[] array for each stage
* they're used in, or -1.
*
* This is used to maintain the Binding values of the stage's UniformBlocks[]
* and to answer the GL_UNIFORM_BLOCK_REFERENCED_BY_*_SHADER queries.
*/
int *UniformBlockStageIndex[MESA_SHADER_TYPES];
/**
* Map of active uniform names to locations
*

View File

@@ -3115,6 +3115,12 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader)
}
}
if (shader->UniformBlocks)
ralloc_free(shader->UniformBlocks);
shader->NumUniformBlocks = state->num_uniform_blocks;
shader->UniformBlocks = state->uniform_blocks;
ralloc_steal(shader, shader->UniformBlocks);
/* Retain any live IR, but trash the rest. */
reparent_ir(shader->ir, shader->ir);