glsl: split out varying and uniform linking code

Here a new function link_varyings_and_uniforms() is created this
should help make it easier to follow the code in link_shader()
which was getting very large.

Note the end of the new function contains a for loop with some
lowering calls that currently don't seem related to varyings or
uniforms but they are a dependancy for converting to NIR ealier
so we move things here now to keep things easy to follow.

Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Timothy Arceri
2016-07-27 15:20:42 +10:00
parent 4c3a6b07e2
commit 588702cc41
+222 -207
View File
@@ -4477,6 +4477,226 @@ disable_varying_optimizations_for_sso(struct gl_shader_program *prog)
}
}
static bool
link_varyings_and_uniforms(unsigned first, unsigned last,
unsigned num_explicit_uniform_locs,
struct gl_context *ctx,
struct gl_shader_program *prog, void *mem_ctx)
{
bool has_xfb_qualifiers = false;
unsigned num_tfeedback_decls = 0;
char **varying_names = NULL;
tfeedback_decl *tfeedback_decls = NULL;
/* Mark all generic shader inputs and outputs as unpaired. */
for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
if (prog->_LinkedShaders[i] != NULL) {
link_invalidate_variable_locations(prog->_LinkedShaders[i]->ir);
}
}
unsigned prev = first;
for (unsigned i = prev + 1; i <= MESA_SHADER_FRAGMENT; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
match_explicit_outputs_to_inputs(prog->_LinkedShaders[prev],
prog->_LinkedShaders[i]);
prev = i;
}
if (!assign_attribute_or_color_locations(prog, &ctx->Const,
MESA_SHADER_VERTEX)) {
return false;
}
if (!assign_attribute_or_color_locations(prog, &ctx->Const,
MESA_SHADER_FRAGMENT)) {
return false;
}
/* From the ARB_enhanced_layouts spec:
*
* "If the shader used to record output variables for transform feedback
* varyings uses the "xfb_buffer", "xfb_offset", or "xfb_stride" layout
* qualifiers, the values specified by TransformFeedbackVaryings are
* ignored, and the set of variables captured for transform feedback is
* instead derived from the specified layout qualifiers."
*/
for (int i = MESA_SHADER_FRAGMENT - 1; i >= 0; i--) {
/* Find last stage before fragment shader */
if (prog->_LinkedShaders[i]) {
has_xfb_qualifiers =
process_xfb_layout_qualifiers(mem_ctx, prog->_LinkedShaders[i],
&num_tfeedback_decls,
&varying_names);
break;
}
}
if (!has_xfb_qualifiers) {
num_tfeedback_decls = prog->TransformFeedback.NumVarying;
varying_names = prog->TransformFeedback.VaryingNames;
}
if (num_tfeedback_decls != 0) {
/* From GL_EXT_transform_feedback:
* A program will fail to link if:
*
* * the <count> specified by TransformFeedbackVaryingsEXT is
* non-zero, but the program object has no vertex or geometry
* shader;
*/
if (first >= MESA_SHADER_FRAGMENT) {
linker_error(prog, "Transform feedback varyings specified, but "
"no vertex, tessellation, or geometry shader is "
"present.\n");
return false;
}
tfeedback_decls = ralloc_array(mem_ctx, tfeedback_decl,
num_tfeedback_decls);
if (!parse_tfeedback_decls(ctx, prog, mem_ctx, num_tfeedback_decls,
varying_names, tfeedback_decls))
return false;
}
/* If there is no fragment shader we need to set transform feedback.
*
* For SSO we also need to assign output locations. We assign them here
* because we need to do it for both single stage programs and multi stage
* programs.
*/
if (last < MESA_SHADER_FRAGMENT &&
(num_tfeedback_decls != 0 || prog->SeparateShader)) {
const uint64_t reserved_out_slots =
reserved_varying_slot(prog->_LinkedShaders[last], ir_var_shader_out);
if (!assign_varying_locations(ctx, mem_ctx, prog,
prog->_LinkedShaders[last], NULL,
num_tfeedback_decls, tfeedback_decls,
reserved_out_slots))
return false;
}
if (last <= MESA_SHADER_FRAGMENT) {
/* Remove unused varyings from the first/last stage unless SSO */
remove_unused_shader_inputs_and_outputs(prog->SeparateShader,
prog->_LinkedShaders[first],
ir_var_shader_in);
remove_unused_shader_inputs_and_outputs(prog->SeparateShader,
prog->_LinkedShaders[last],
ir_var_shader_out);
/* If the program is made up of only a single stage */
if (first == last) {
gl_linked_shader *const sh = prog->_LinkedShaders[last];
if (prog->SeparateShader) {
const uint64_t reserved_slots =
reserved_varying_slot(sh, ir_var_shader_in);
/* Assign input locations for SSO, output locations are already
* assigned.
*/
if (!assign_varying_locations(ctx, mem_ctx, prog,
NULL /* producer */,
sh /* consumer */,
0 /* num_tfeedback_decls */,
NULL /* tfeedback_decls */,
reserved_slots))
return false;
}
do_dead_builtin_varyings(ctx, NULL, sh, 0, NULL);
do_dead_builtin_varyings(ctx, sh, NULL, num_tfeedback_decls,
tfeedback_decls);
} else {
/* Linking the stages in the opposite order (from fragment to vertex)
* ensures that inter-shader outputs written to in an earlier stage
* are eliminated if they are (transitively) not used in a later
* stage.
*/
int next = last;
for (int i = next - 1; i >= 0; i--) {
if (prog->_LinkedShaders[i] == NULL && i != 0)
continue;
gl_linked_shader *const sh_i = prog->_LinkedShaders[i];
gl_linked_shader *const sh_next = prog->_LinkedShaders[next];
const uint64_t reserved_out_slots =
reserved_varying_slot(sh_i, ir_var_shader_out);
const uint64_t reserved_in_slots =
reserved_varying_slot(sh_next, ir_var_shader_in);
if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next,
next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
tfeedback_decls,
reserved_out_slots | reserved_in_slots))
return false;
do_dead_builtin_varyings(ctx, sh_i, sh_next,
next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
tfeedback_decls);
/* This must be done after all dead varyings are eliminated. */
if (sh_i != NULL) {
unsigned slots_used = _mesa_bitcount_64(reserved_out_slots);
if (!check_against_output_limit(ctx, prog, sh_i, slots_used)) {
return false;
}
}
unsigned slots_used = _mesa_bitcount_64(reserved_in_slots);
if (!check_against_input_limit(ctx, prog, sh_next, slots_used))
return false;
next = i;
}
}
}
if (!store_tfeedback_info(ctx, prog, num_tfeedback_decls, tfeedback_decls,
has_xfb_qualifiers))
return false;
update_array_sizes(prog);
link_assign_uniform_locations(prog, ctx->Const.UniformBooleanTrue,
num_explicit_uniform_locs,
ctx->Const.MaxUserAssignableUniformLocations);
link_assign_atomic_counter_resources(ctx, prog);
link_calculate_subroutine_compat(prog);
check_resources(ctx, prog);
check_subroutine_resources(prog);
check_image_resources(ctx, prog);
link_check_atomic_counter_resources(ctx, prog);
if (!prog->LinkStatus)
return false;
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
const struct gl_shader_compiler_options *options =
&ctx->Const.ShaderCompilerOptions[i];
if (options->LowerBufferInterfaceBlocks)
lower_ubo_reference(prog->_LinkedShaders[i],
options->ClampBlockIndicesToArrayBounds);
if (options->LowerShaderSharedVariables)
lower_shared_reference(prog->_LinkedShaders[i],
&prog->Comp.SharedSize);
lower_vector_derefs(prog->_LinkedShaders[i]);
do_vec_index_to_swizzle(prog->_LinkedShaders[i]->ir);
}
return true;
}
void
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
{
@@ -4503,11 +4723,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
return;
}
unsigned num_tfeedback_decls = 0;
unsigned int num_explicit_uniform_locs = 0;
bool has_xfb_qualifiers = false;
char **varying_names = NULL;
tfeedback_decl *tfeedback_decls = NULL;
void *mem_ctx = ralloc_context(NULL); // temporary linker context
@@ -4801,192 +5017,10 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
/* Check and validate stream emissions in geometry shaders */
validate_geometry_shader_emissions(ctx, prog);
/* Mark all generic shader inputs and outputs as unpaired. */
for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
if (prog->_LinkedShaders[i] != NULL) {
link_invalidate_variable_locations(prog->_LinkedShaders[i]->ir);
}
}
prev = first;
for (unsigned i = prev + 1; i <= MESA_SHADER_FRAGMENT; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
match_explicit_outputs_to_inputs(prog->_LinkedShaders[prev],
prog->_LinkedShaders[i]);
prev = i;
}
if (!assign_attribute_or_color_locations(prog, &ctx->Const,
MESA_SHADER_VERTEX)) {
goto done;
}
if (!assign_attribute_or_color_locations(prog, &ctx->Const,
MESA_SHADER_FRAGMENT)) {
goto done;
}
/* From the ARB_enhanced_layouts spec:
*
* "If the shader used to record output variables for transform feedback
* varyings uses the "xfb_buffer", "xfb_offset", or "xfb_stride" layout
* qualifiers, the values specified by TransformFeedbackVaryings are
* ignored, and the set of variables captured for transform feedback is
* instead derived from the specified layout qualifiers."
*/
for (int i = MESA_SHADER_FRAGMENT - 1; i >= 0; i--) {
/* Find last stage before fragment shader */
if (prog->_LinkedShaders[i]) {
has_xfb_qualifiers =
process_xfb_layout_qualifiers(mem_ctx, prog->_LinkedShaders[i],
&num_tfeedback_decls,
&varying_names);
break;
}
}
if (!has_xfb_qualifiers) {
num_tfeedback_decls = prog->TransformFeedback.NumVarying;
varying_names = prog->TransformFeedback.VaryingNames;
}
if (num_tfeedback_decls != 0) {
/* From GL_EXT_transform_feedback:
* A program will fail to link if:
*
* * the <count> specified by TransformFeedbackVaryingsEXT is
* non-zero, but the program object has no vertex or geometry
* shader;
*/
if (first >= MESA_SHADER_FRAGMENT) {
linker_error(prog, "Transform feedback varyings specified, but "
"no vertex, tessellation, or geometry shader is "
"present.\n");
goto done;
}
tfeedback_decls = ralloc_array(mem_ctx, tfeedback_decl,
num_tfeedback_decls);
if (!parse_tfeedback_decls(ctx, prog, mem_ctx, num_tfeedback_decls,
varying_names, tfeedback_decls))
goto done;
}
/* If there is no fragment shader we need to set transform feedback.
*
* For SSO we also need to assign output locations. We assign them here
* because we need to do it for both single stage programs and multi stage
* programs.
*/
if (last < MESA_SHADER_FRAGMENT &&
(num_tfeedback_decls != 0 || prog->SeparateShader)) {
const uint64_t reserved_out_slots =
reserved_varying_slot(prog->_LinkedShaders[last], ir_var_shader_out);
if (!assign_varying_locations(ctx, mem_ctx, prog,
prog->_LinkedShaders[last], NULL,
num_tfeedback_decls, tfeedback_decls,
reserved_out_slots))
goto done;
}
if (last <= MESA_SHADER_FRAGMENT) {
/* Remove unused varyings from the first/last stage unless SSO */
remove_unused_shader_inputs_and_outputs(prog->SeparateShader,
prog->_LinkedShaders[first],
ir_var_shader_in);
remove_unused_shader_inputs_and_outputs(prog->SeparateShader,
prog->_LinkedShaders[last],
ir_var_shader_out);
/* If the program is made up of only a single stage */
if (first == last) {
gl_linked_shader *const sh = prog->_LinkedShaders[last];
if (prog->SeparateShader) {
const uint64_t reserved_slots =
reserved_varying_slot(sh, ir_var_shader_in);
/* Assign input locations for SSO, output locations are already
* assigned.
*/
if (!assign_varying_locations(ctx, mem_ctx, prog,
NULL /* producer */,
sh /* consumer */,
0 /* num_tfeedback_decls */,
NULL /* tfeedback_decls */,
reserved_slots))
goto done;
}
do_dead_builtin_varyings(ctx, NULL, sh, 0, NULL);
do_dead_builtin_varyings(ctx, sh, NULL, num_tfeedback_decls,
tfeedback_decls);
} else {
/* Linking the stages in the opposite order (from fragment to vertex)
* ensures that inter-shader outputs written to in an earlier stage
* are eliminated if they are (transitively) not used in a later
* stage.
*/
int next = last;
for (int i = next - 1; i >= 0; i--) {
if (prog->_LinkedShaders[i] == NULL && i != 0)
continue;
gl_linked_shader *const sh_i = prog->_LinkedShaders[i];
gl_linked_shader *const sh_next = prog->_LinkedShaders[next];
const uint64_t reserved_out_slots =
reserved_varying_slot(sh_i, ir_var_shader_out);
const uint64_t reserved_in_slots =
reserved_varying_slot(sh_next, ir_var_shader_in);
if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next,
next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
tfeedback_decls,
reserved_out_slots | reserved_in_slots))
goto done;
do_dead_builtin_varyings(ctx, sh_i, sh_next,
next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
tfeedback_decls);
/* This must be done after all dead varyings are eliminated. */
if (sh_i != NULL) {
unsigned slots_used = _mesa_bitcount_64(reserved_out_slots);
if (!check_against_output_limit(ctx, prog, sh_i, slots_used)) {
goto done;
}
}
unsigned slots_used = _mesa_bitcount_64(reserved_in_slots);
if (!check_against_input_limit(ctx, prog, sh_next, slots_used))
goto done;
next = i;
}
}
}
if (!store_tfeedback_info(ctx, prog, num_tfeedback_decls, tfeedback_decls,
has_xfb_qualifiers))
goto done;
update_array_sizes(prog);
link_assign_uniform_locations(prog, ctx->Const.UniformBooleanTrue,
num_explicit_uniform_locs,
ctx->Const.MaxUserAssignableUniformLocations);
link_assign_atomic_counter_resources(ctx, prog);
store_fragdepth_layout(prog);
link_calculate_subroutine_compat(prog);
check_resources(ctx, prog);
check_subroutine_resources(prog);
check_image_resources(ctx, prog);
link_check_atomic_counter_resources(ctx, prog);
if (!prog->LinkStatus)
if(!link_varyings_and_uniforms(first, last, num_explicit_uniform_locs, ctx,
prog, mem_ctx))
goto done;
/* OpenGL ES < 3.1 requires that a vertex shader and a fragment shader both
@@ -5024,25 +5058,6 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
}
}
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
const struct gl_shader_compiler_options *options =
&ctx->Const.ShaderCompilerOptions[i];
if (options->LowerBufferInterfaceBlocks)
lower_ubo_reference(prog->_LinkedShaders[i],
options->ClampBlockIndicesToArrayBounds);
if (options->LowerShaderSharedVariables)
lower_shared_reference(prog->_LinkedShaders[i],
&prog->Comp.SharedSize);
lower_vector_derefs(prog->_LinkedShaders[i]);
do_vec_index_to_swizzle(prog->_LinkedShaders[i]->ir);
}
done:
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
free(shader_list[i]);