From eca9d160483fa04caa8c8aeb527d7e42016dfeb2 Mon Sep 17 00:00:00 2001 From: =?utf8?q?Tapani=20P=C3=A4lli?= Date: Tue, 8 Apr 2014 08:45:36 +0300 Subject: [PATCH] glsl/linker: initialize explicit uniform locations MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit Patch initializes the UniformRemapTable for explicit locations. This needs to happen before optimizations to make sure all inactive uniforms get their explicit locations correctly. v2: fix initialization bug, introduce define for inactive uniforms (Ian) Signed-off-by: Tapani Pälli Reviewed-by: Ian Romanick --- src/glsl/ir_uniform.h | 5 ++ src/glsl/linker.cpp | 114 ++++++++++++++++++++++++++++++++++++++++++ 2 files changed, 119 insertions(+) diff --git a/src/glsl/ir_uniform.h b/src/glsl/ir_uniform.h index 4829eb70292..2f73528257e 100644 --- a/src/glsl/ir_uniform.h +++ b/src/glsl/ir_uniform.h @@ -32,6 +32,11 @@ #include "program/prog_parameter.h" /* For union gl_constant_value. */ +/** + * Used by GL_ARB_explicit_uniform_location extension code in the linker + * and glUniform* functions to identify inactive explicit uniform locations. + */ +#define INACTIVE_UNIFORM_EXPLICIT_LOCATION ((gl_uniform_storage *) -1) #ifdef __cplusplus extern "C" { diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index a43d23082d1..0b6a71679a7 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -74,6 +74,7 @@ #include "link_varyings.h" #include "ir_optimization.h" #include "ir_rvalue_visitor.h" +#include "ir_uniform.h" extern "C" { #include "main/shaderobj.h" @@ -2224,6 +2225,115 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog) linker_error(prog, "Too many combined image uniforms and fragment outputs"); } + +/** + * Initializes explicit location slots to INACTIVE_UNIFORM_EXPLICIT_LOCATION + * for a variable, checks for overlaps between other uniforms using explicit + * locations. + */ +static bool +reserve_explicit_locations(struct gl_shader_program *prog, + string_to_uint_map *map, ir_variable *var) +{ + unsigned slots = var->type->uniform_locations(); + unsigned max_loc = var->data.location + slots - 1; + + /* Resize remap table if locations do not fit in the current one. */ + if (max_loc + 1 > prog->NumUniformRemapTable) { + prog->UniformRemapTable = + reralloc(prog, prog->UniformRemapTable, + gl_uniform_storage *, + max_loc + 1); + + if (!prog->UniformRemapTable) { + linker_error(prog, "Out of memory during linking."); + return false; + } + + /* Initialize allocated space. */ + for (unsigned i = prog->NumUniformRemapTable; i < max_loc + 1; i++) + prog->UniformRemapTable[i] = NULL; + + prog->NumUniformRemapTable = max_loc + 1; + } + + for (unsigned i = 0; i < slots; i++) { + unsigned loc = var->data.location + i; + + /* Check if location is already used. */ + if (prog->UniformRemapTable[loc] == INACTIVE_UNIFORM_EXPLICIT_LOCATION) { + + /* Possibly same uniform from a different stage, this is ok. */ + unsigned hash_loc; + if (map->get(hash_loc, var->name) && hash_loc == loc - i) + continue; + + /* ARB_explicit_uniform_location specification states: + * + * "No two default-block uniform variables in the program can have + * the same location, even if they are unused, otherwise a compiler + * or linker error will be generated." + */ + linker_error(prog, + "location qualifier for uniform %s overlaps" + "previously used location", + var->name); + return false; + } + + /* Initialize location as inactive before optimization + * rounds and location assignment. + */ + prog->UniformRemapTable[loc] = INACTIVE_UNIFORM_EXPLICIT_LOCATION; + } + + /* Note, base location used for arrays. */ + map->put(var->data.location, var->name); + + return true; +} + +/** + * Check and reserve all explicit uniform locations, called before + * any optimizations happen to handle also inactive uniforms and + * inactive array elements that may get trimmed away. + */ +static void +check_explicit_uniform_locations(struct gl_context *ctx, + struct gl_shader_program *prog) +{ + if (!ctx->Extensions.ARB_explicit_uniform_location) + return; + + /* This map is used to detect if overlapping explicit locations + * occur with the same uniform (from different stage) or a different one. + */ + string_to_uint_map *uniform_map = new string_to_uint_map; + + if (!uniform_map) { + linker_error(prog, "Out of memory during linking."); + return; + } + + for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { + struct gl_shader *sh = prog->_LinkedShaders[i]; + + if (!sh) + continue; + + foreach_list(node, sh->ir) { + ir_variable *var = ((ir_instruction *)node)->as_variable(); + if ((var && var->data.mode == ir_var_uniform) && + var->data.explicit_location) { + if (!reserve_explicit_locations(prog, uniform_map, var)) + return; + } + } + } + + delete uniform_map; +} + void link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) { @@ -2372,6 +2482,10 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) break; } + check_explicit_uniform_locations(ctx, prog); + if (!prog->LinkStatus) + goto done; + /* Validate the inputs of each stage with the output of the preceding * stage. */ -- 2.30.2