This attempts error-checking, but the layout isn't done yet.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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)
{
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
}
};
-
/**
* Combine a group of shaders for a single stage to generate a linked shader
*
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.
*/
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
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;
}
}
+ 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.
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
*
*/
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;
/** 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;
};
/**
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
*
}
}
+ 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);