From: Tapani Pälli Date: Thu, 13 Mar 2014 10:48:27 +0000 (+0200) Subject: glsl/linker: assign explicit uniform locations X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=dd2a6519b919395cfb57e0a18be1d7ca858808e2;p=mesa.git glsl/linker: assign explicit uniform locations Patch refactors the existing uniform processing so explicit locations are taken in to account during variable processing. These locations are temporarily stored in gl_uniform_storage before actual locations are set. UNMAPPED_UNIFORM_LOC marks unset location so that we can use 0 as a valid explicit location. When locations are set, UniformRemapTable is first populated with uniforms that have explicit location set (inactive and active ones), rest are put after explicit location slots. v2: introduce define for locations that have not been set yet (Ian) Signed-off-by: Tapani Pälli Reviewed-by: Ian Romanick --- diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp index ba66053ed2a..66f6d4db3a5 100644 --- a/src/glsl/link_uniforms.cpp +++ b/src/glsl/link_uniforms.cpp @@ -36,6 +36,11 @@ * \author Ian Romanick */ +/** + * Used by linker to indicate uniforms that have no location set. + */ +#define UNMAPPED_UNIFORM_LOC ~0u + /** * Count the backing storage requirements for a type */ @@ -386,6 +391,9 @@ public: void set_and_process(struct gl_shader_program *prog, ir_variable *var) { + current_var = var; + field_counter = 0; + ubo_block_index = -1; if (var->is_in_uniform_block()) { if (var->is_interface_instance() && var->type->is_array()) { @@ -542,6 +550,22 @@ private: return; } + /* Assign explicit locations. */ + if (current_var->data.explicit_location) { + /* Set sequential locations for struct fields. */ + if (record_type != NULL) { + const unsigned entries = MAX2(1, this->uniforms[id].array_elements); + this->uniforms[id].remap_location = + current_var->data.location + field_counter; + field_counter += entries; + } else { + this->uniforms[id].remap_location = current_var->data.location; + } + } else { + /* Initialize to to indicate that no location is set */ + this->uniforms[id].remap_location = UNMAPPED_UNIFORM_LOC; + } + this->uniforms[id].name = ralloc_strdup(this->uniforms, name); this->uniforms[id].type = base_type; this->uniforms[id].initialized = 0; @@ -596,6 +620,17 @@ public: gl_texture_index targets[MAX_SAMPLERS]; + /** + * Current variable being processed. + */ + ir_variable *current_var; + + /** + * Field counter is used to take care that uniform structures + * with explicit locations get sequential locations. + */ + unsigned field_counter; + /** * Mask of samplers used by the current shader stage. */ @@ -798,10 +833,6 @@ link_assign_uniform_locations(struct gl_shader_program *prog) prog->UniformStorage = NULL; prog->NumUserUniformStorage = 0; - ralloc_free(prog->UniformRemapTable); - prog->UniformRemapTable = NULL; - prog->NumUniformRemapTable = 0; - if (prog->UniformHash != NULL) { prog->UniformHash->clear(); } else { @@ -914,8 +945,28 @@ link_assign_uniform_locations(struct gl_shader_program *prog) sizeof(prog->_LinkedShaders[i]->SamplerTargets)); } - /* Build the uniform remap table that is used to set/get uniform locations */ + /* Reserve all the explicit locations of the active uniforms. */ for (unsigned i = 0; i < num_user_uniforms; i++) { + if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) { + /* How many new entries for this uniform? */ + const unsigned entries = MAX2(1, uniforms[i].array_elements); + + /* Set remap table entries point to correct gl_uniform_storage. */ + for (unsigned j = 0; j < entries; j++) { + unsigned element_loc = uniforms[i].remap_location + j; + assert(prog->UniformRemapTable[element_loc] == + INACTIVE_UNIFORM_EXPLICIT_LOCATION); + prog->UniformRemapTable[element_loc] = &uniforms[i]; + } + } + } + + /* Reserve locations for rest of the uniforms. */ + for (unsigned i = 0; i < num_user_uniforms; i++) { + + /* Explicit ones have been set already. */ + if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) + continue; /* how many new entries for this uniform? */ const unsigned entries = MAX2(1, uniforms[i].array_elements);