From: Ian Romanick Date: Wed, 23 Jun 2010 00:29:19 +0000 (-0700) Subject: linker: Support matrix and array vertex inputs X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=6984670f97aa0668ccdc99891d2881dbd95103f8;p=mesa.git linker: Support matrix and array vertex inputs --- diff --git a/linker.cpp b/linker.cpp index 314db0bb0f7..1f2cee172dd 100644 --- a/linker.cpp +++ b/linker.cpp @@ -126,6 +126,41 @@ invalidate_variable_locations(glsl_shader *sh, enum ir_variable_mode mode, } +/** + * Determine the number of attribute slots required for a particular type + * + * This code is here because it implements the language rules of a specific + * GLSL version. Since it's a property of the language and not a property of + * types in general, it doesn't really belong in glsl_type. + */ +unsigned +count_attribute_slots(const glsl_type *t) +{ + /* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec: + * + * "A scalar input counts the same amount against this limit as a vec4, + * so applications may want to consider packing groups of four + * unrelated float inputs together into a vector to better utilize the + * capabilities of the underlying hardware. A matrix input will use up + * multiple locations. The number of locations used will equal the + * number of columns in the matrix." + * + * The spec does not explicitly say how arrays are counted. However, it + * should be safe to assume the total number of slots consumed by an array + * is the number of entries in the array multiplied by the number of slots + * consumed by a single element of the array. + */ + + if (t->is_array()) + return t->array_size() * count_attribute_slots(t->element_type()); + + if (t->is_matrix()) + return t->matrix_columns; + + return 1; +} + + /** * Verify that a vertex shader executable meets all semantic requirements * @@ -434,7 +469,39 @@ assign_uniform_locations(struct glsl_program *prog) } -void +/** + * Find a contiguous set of available bits in a bitmask + * + * \param used_mask Bits representing used (1) and unused (0) locations + * \param needed_count Number of contiguous bits needed. + * + * \return + * Base location of the available bits on success or -1 on failure. + */ +int +find_available_slots(unsigned used_mask, unsigned needed_count) +{ + unsigned needed_mask = (1 << needed_count) - 1; + const int max_bit_to_test = (8 * sizeof(used_mask)) - needed_count; + + /* The comparison to 32 is redundant, but without it GCC emits "warning: + * cannot optimize possibly infinite loops" for the loop below. + */ + if ((needed_count == 0) || (max_bit_to_test < 0) || (max_bit_to_test > 32)) + return -1; + + for (int i = 0; i <= max_bit_to_test; i++) { + if ((needed_mask & ~used_mask) == needed_mask) + return i; + + needed_mask <<= 1; + } + + return -1; +} + + +bool assign_attribute_locations(glsl_shader *sh, struct gl_program_parameter_list *attrib) { @@ -442,14 +509,19 @@ assign_attribute_locations(glsl_shader *sh, assert(sh->Type == GL_VERTEX_SHADER); - /* Operate in a total of three passes. + /* Operate in a total of four passes. * * 1. Invalidate the location assignments for all vertex shader inputs. * * 2. Assign locations for inputs that have user-defined (via * glBindVertexAttribLocation) locatoins. * - * 3. Assign locations to any inputs without assigned locations. + * 3. Sort the attributes without assigned locations by number of slots + * required in decreasing order. Fragmentation caused by attribute + * locations assigned by the application may prevent large attributes + * from having enough contiguous space. + * + * 4. Assign locations to any inputs without assigned locations. */ invalidate_variable_locations(sh, ir_var_in, VERT_ATTRIB_GENERIC0); @@ -459,16 +531,84 @@ assign_attribute_locations(glsl_shader *sh, ir_variable *const var = sh->symbols->get_variable(attrib->Parameters[i].Name); - if (var == NULL) + /* Note: attributes that occupy multiple slots, such as arrays or + * matrices, may appear in the attrib array multiple times. + */ + if ((var == NULL) || (var->location != -1)) continue; + /* From page 61 of the OpenGL 4.0 spec: + * + * "LinkProgram will fail if the attribute bindings assigned by + * BindAttribLocation do not leave not enough space to assign a + * location for an active matrix attribute or an active attribute + * array, both of which require multiple contiguous generic + * attributes." + * + * Previous versions of the spec contain similar language but omit the + * bit about attribute arrays. + * + * Page 61 of the OpenGL 4.0 spec also says: + * + * "It is possible for an application to bind more than one + * attribute name to the same location. This is referred to as + * aliasing. This will only work if only one of the aliased + * attributes is active in the executable program, or if no path + * through the shader consumes more than one attribute of a set + * of attributes aliased to the same location. A link error can + * occur if the linker determines that every path through the + * shader consumes multiple aliased attributes, but + * implementations are not required to generate an error in this + * case." + * + * These two paragraphs are either somewhat contradictory, or I don't + * fully understand one or both of them. + */ + /* FINISHME: The code as currently written does not support attribute + * FINISHME: location aliasing (see comment above). + */ const int attr = attrib->Parameters[i].StateIndexes[0]; + const unsigned slots = count_attribute_slots(var->type); + + /* Mask representing the contiguous slots that will be used by this + * attribute. + */ + const unsigned use_mask = (1 << slots) - 1; + + /* Generate a link error if the set of bits requested for this + * attribute overlaps any previously allocated bits. + */ + if ((~(use_mask << attr) & used_locations) != used_locations) { + printf("error: insufficient contiguous attribute locations " + "available for vertex shader input `%s'", + var->name); + return false; + } var->location = VERT_ATTRIB_GENERIC0 + attr; - used_locations |= (1 << attr); + used_locations |= (use_mask << attr); } } + /* Temporary storage for the set of attributes that need locations assigned. + */ + struct temp_attr { + unsigned slots; + ir_variable *var; + + /* Used below in the call to qsort. */ + static int compare(const void *a, const void *b) + { + const temp_attr *const l = (const temp_attr *) a; + const temp_attr *const r = (const temp_attr *) b; + + /* Reversed because we want a descending order sort below. */ + return r->slots - l->slots; + } + } to_assign[16]; + + unsigned num_attr = 0; + foreach_list(node, &sh->ir) { ir_variable *const var = ((ir_instruction *) node)->as_variable(); @@ -480,17 +620,40 @@ assign_attribute_locations(glsl_shader *sh, if (var->location != -1) continue; - /* Find an unused bit in used_locations and assign that as the - * attribute location. + to_assign[num_attr].slots = count_attribute_slots(var->type); + to_assign[num_attr].var = var; + num_attr++; + } + + /* If all of the attributes were assigned locations by the application (or + * are built-in attributes with fixed locations), return early. This should + * be the common case. + */ + if (num_attr == 0) + return true; + + qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare); + + for (unsigned i = 0; i < num_attr; i++) { + /* Mask representing the contiguous slots that will be used by this + * attribute. */ - for (unsigned i = 0; i < (8 * sizeof(used_locations)); i++) { - if ((used_locations & (1 << i)) == 0) { - var->location = VERT_ATTRIB_GENERIC0 + i; - used_locations |= (1 << i); - break; - } + const unsigned use_mask = (1 << to_assign[i].slots) - 1; + + int location = find_available_slots(used_locations, to_assign[i].slots); + + if (location < 0) { + printf("error: insufficient contiguous attribute locations " + "available for vertex shader input `%s'", + to_assign[i].var->name); + return false; } + + to_assign[i].var->location = VERT_ATTRIB_GENERIC0 + location; + used_locations |= (use_mask << location); } + + return true; } @@ -573,8 +736,9 @@ link_shaders(struct glsl_program *prog) assign_uniform_locations(prog); if (prog->_LinkedShaders[0]->Type == GL_VERTEX_SHADER) - assign_attribute_locations(prog->_LinkedShaders[0], - prog->Attributes); + if (!assign_attribute_locations(prog->_LinkedShaders[0], + prog->Attributes)) + goto done; /* FINISHME: Assign vertex shader output / fragment shader input * FINISHME: locations.