linker: Calculate used samplers and shadow samplers in the linker
authorIan Romanick <ian.d.romanick@intel.com>
Tue, 15 Nov 2011 05:58:50 +0000 (21:58 -0800)
committerIan Romanick <ian.d.romanick@intel.com>
Wed, 11 Jan 2012 20:51:24 +0000 (12:51 -0800)
It used to be done in ir_to_mesa, and that was kind of a bad place.

I didn't change st_glsl_to_tgsi because there is some strange stuff
happening in the code that generates glDrawPixels shaders.  It looked
like this would break horribly if I touched anything.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
src/glsl/link_uniforms.cpp
src/mesa/main/mtypes.h
src/mesa/main/uniform_query.cpp
src/mesa/program/ir_to_mesa.cpp

index 47d34cf0b7906054a3f095a705e0014d0a739148..02f57d911749a63ece532307b954c937dad4c99e 100644 (file)
@@ -212,6 +212,12 @@ public:
       memset(this->targets, 0, sizeof(this->targets));
    }
 
+   void start_shader()
+   {
+      this->shader_samplers_used = 0;
+      this->shader_shadow_samplers = 0;
+   }
+
 private:
    virtual void visit_field(const glsl_type *type, const char *name)
    {
@@ -230,8 +236,25 @@ private:
        * example, we may be processing the uniform in the fragment shader, but
        * the uniform was already processed in the vertex shader.
        */
-      if (this->uniforms[id].storage != NULL)
+      if (this->uniforms[id].storage != NULL) {
+        /* If the uniform already has storage set from another shader stage,
+         * mark the samplers used for this shader stage.
+         */
+        if (type->contains_sampler()) {
+           const unsigned count = MAX2(1, this->uniforms[id].array_elements);
+           const unsigned shadow = (type->is_array())
+              ? type->fields.array->sampler_shadow : type->sampler_shadow;
+
+           for (unsigned i = 0; i < count; i++) {
+              const unsigned s = this->uniforms[id].sampler + i;
+
+              this->shader_samplers_used |= 1U << s;
+              this->shader_shadow_samplers |= shadow << s;
+           }
+        }
+
         return;
+      }
 
       const glsl_type *base_type;
       if (type->is_array()) {
@@ -251,10 +274,13 @@ private:
         this->next_sampler += MAX2(1, this->uniforms[id].array_elements);
 
         const gl_texture_index target = base_type->sampler_index();
+        const unsigned shadow = base_type->sampler_shadow;
         for (unsigned i = this->uniforms[id].sampler
                 ; i < this->next_sampler
                 ; i++) {
            this->targets[i] = target;
+           this->shader_samplers_used |= 1U << i;
+           this->shader_shadow_samplers |= shadow << i;
         }
 
       } else {
@@ -280,6 +306,16 @@ public:
    union gl_constant_value *values;
 
    gl_texture_index targets[MAX_SAMPLERS];
+
+   /**
+    * Mask of samplers used by the current shader stage.
+    */
+   unsigned shader_samplers_used;
+
+   /**
+    * Mask of samplers used by the current shader stage for shadows.
+    */
+   unsigned shader_shadow_samplers;
 };
 
 void
@@ -356,6 +392,10 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
       if (prog->_LinkedShaders[i] == NULL)
         continue;
 
+      /* Reset various per-shader target counts.
+       */
+      parcel.start_shader();
+
       foreach_list(node, prog->_LinkedShaders[i]->ir) {
         ir_variable *const var = ((ir_instruction *) node)->as_variable();
 
@@ -369,6 +409,9 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
 
         parcel.process(var);
       }
+
+      prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
+      prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
    }
 
    assert(sizeof(prog->SamplerTargets) == sizeof(parcel.targets));
index 25597950ede93685a2bc6a393c7fee5caad5a9dc..9fdabf98c06e29f9a5d78fd0b7311decb6770242 100644 (file)
@@ -2183,9 +2183,17 @@ struct gl_shader
 
    unsigned Version;       /**< GLSL version used for linking */
 
-   unsigned num_samplers;      /**< Number of samplers used by this shader.
-                                * This field is only set post-linking.
-                                */
+   /**
+    * \name Sampler tracking
+    *
+    * \note Each of these fields is only set post-linking.
+    */
+   /*@{*/
+   unsigned num_samplers;      /**< Number of samplers used by this shader. */
+   GLbitfield active_samplers; /**< Bitfield of which samplers are used */
+   GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
+   /*@}*/
+
    /**
     * Number of uniform components used by this shader.
     *
index d156cae5050c115becb4245c9a59016ef14d4120..869f7d373ba9bdc55f9db06e8fcc3b4ee3a71b4b 100644 (file)
@@ -691,19 +691,16 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
 
       bool flushed = false;
       for (i = 0; i < MESA_SHADER_TYPES; i++) {
-        struct gl_program *prog;
-
-        if (shProg->_LinkedShaders[i] == NULL)
-           continue;
-
-        prog = shProg->_LinkedShaders[i]->Program;
+        struct gl_shader *const sh = shProg->_LinkedShaders[i];
 
         /* If the shader stage doesn't use any samplers, don't bother
          * checking if any samplers have changed.
          */
-        if (prog->SamplersUsed == 0)
+        if (sh == NULL || sh->active_samplers == 0)
            continue;
 
+        struct gl_program *const prog = sh->Program;
+
         assert(sizeof(prog->SamplerUnits) == sizeof(shProg->SamplerUnits));
 
         /* Determine if any of the samplers used by this shader stage have
@@ -711,7 +708,7 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
          */
         bool changed = false;
         for (unsigned j = 0; j < Elements(prog->SamplerUnits); j++) {
-           if ((prog->SamplersUsed & (1U << j)) != 0
+           if ((sh->active_samplers & (1U << j)) != 0
                && (prog->SamplerUnits[j] != shProg->SamplerUnits[j])) {
               changed = true;
               break;
index 8280efefe822dd9078ada72d0441a4da28ad8b84..6a90d5ad7e8f99f1b9e74e7efb81fd7428680f58 100644 (file)
@@ -2490,32 +2490,6 @@ print_program(struct prog_instruction *mesa_instructions,
    }
 }
 
-
-/**
- * Count resources used by the given gpu program (number of texture
- * samplers, etc).
- */
-static void
-count_resources(struct gl_shader_program *shProg, struct gl_program *prog)
-{
-   unsigned int i;
-
-   prog->SamplersUsed = 0;
-
-   for (i = 0; i < prog->NumInstructions; i++) {
-      struct prog_instruction *inst = &prog->Instructions[i];
-
-      if (_mesa_is_tex_instruction(inst->Opcode)) {
-        prog->SamplersUsed |= 1 << inst->TexSrcUnit;
-        if (inst->TexShadow) {
-           prog->ShadowSamplers |= 1 << inst->TexSrcUnit;
-        }
-      }
-   }
-
-   _mesa_update_shader_textures_used(shProg, prog);
-}
-
 class add_uniform_to_shader : public uniform_field_visitor {
 public:
    add_uniform_to_shader(struct gl_shader_program *shader_program,
@@ -3195,7 +3169,10 @@ get_mesa_program(struct gl_context *ctx,
    mesa_instructions = NULL;
 
    do_set_program_inouts(shader->ir, prog, shader->Type == GL_FRAGMENT_SHADER);
-   count_resources(shader_program, prog);
+
+   prog->SamplersUsed = shader->active_samplers;
+   prog->ShadowSamplers = shader->shadow_samplers;
+   _mesa_update_shader_textures_used(shader_program, prog);
 
    /* Set the gl_FragDepth layout. */
    if (target == GL_FRAGMENT_PROGRAM_ARB) {