On 05/19/2014 07:51 PM, Ian Romanick wrote:
On 04/09/2014 02:56 AM, Tapani Pälli wrote:
Patch initializes the UniformRemapTable for explicit locations. This
needs to happen before optimizations to make sure all inactive uniforms
get their explicit locations correctly.

Signed-off-by: Tapani Pälli <tapani.pa...@intel.com>
---
  src/glsl/linker.cpp | 99 +++++++++++++++++++++++++++++++++++++++++++++++++++++
  1 file changed, 99 insertions(+)

diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 7c194a2..1b4cb63 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"
@@ -2089,6 +2090,100 @@ 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 point to -1 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 max_loc = var->data.location + var->type->component_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);
+      prog->NumUniformRemapTable = max_loc + 1;
+   }
+
+   for (unsigned i = 0; i < var->type->component_slots(); i++) {
You should check the code that gets generated for this.  I suspect this
will translate to a call to component_slots per iteration of the loop.
Maybe just call it once above (since it is also used to calculate max_loc).

OK, will change.

+      unsigned loc = var->data.location + i;
+
+      /* Check if location is already used. */
+      if (prog->UniformRemapTable[loc] == (gl_uniform_storage *) -1) {
So... -1 means that an inactive uniform has that location explicitly
assigned?  I'm inferring that from comments in the next patch. Maybe we
should have a descriptive #define

#define INACTIVE_UNIFORM_EXPLICIT_LOCATION ((gl_uniform_storage *) -1)

Yep, makes it more easier to read.

+
+         /* 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);
Minor nit (which you can take or leave).  I usually like to have fewer
breaks in strings.  I would have split this up as:

          linker_error(prog,
                       "location qualifier for uniform %s overlaps "
                       "previously used location",
                       var->name);

ok


+         return false;
+      }
+
+      prog->UniformRemapTable[loc] = (gl_uniform_storage *) -1;
+   }
+
+   /* 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;
+
+   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;
+
+            /* Initialize locations that were allocated but left unused. */
+            for (unsigned i = 0; i < prog->NumUniformRemapTable; i++)
+               if (prog->UniformRemapTable[i] != (gl_uniform_storage *) -1)
+                  prog->UniformRemapTable[i] = NULL;
I'm confused by this... what's in UniformRemapTable on entry to this
function?  Random garbage (this might happen to be ~0)?

You are right, this needs fixing. I will move initialization of unused slots in where allocation is made.
+         }
+      }
+   }
+
+   delete uniform_map;
+}
+
  void
  link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
  {
@@ -2232,6 +2327,10 @@ 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.
      */


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