linker: Count the number of uniform components used by a shader during linking
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@@ -114,7 +114,7 @@ class count_uniform_size : public uniform_field_visitor {
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public:
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count_uniform_size(struct string_to_uint_map *map)
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: num_active_uniforms(0), num_values(0), num_shader_samplers(0),
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map(map)
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num_shader_uniforms(0), map(map)
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{
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/* empty */
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}
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@@ -122,6 +122,7 @@ public:
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void start_shader()
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{
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this->num_shader_samplers = 0;
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this->num_shader_uniforms = 0;
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}
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/**
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@@ -139,6 +140,11 @@ public:
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*/
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unsigned num_shader_samplers;
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/**
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* Number of uniforms used in the current shader
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*/
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unsigned num_shader_uniforms;
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private:
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virtual void visit_field(const glsl_type *type, const char *name)
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{
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@@ -150,9 +156,16 @@ private:
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* uniform for multiple shader targets, but in this case we want to
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* count it for each shader target.
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*/
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const unsigned values = values_for_type(type);
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if (type->contains_sampler()) {
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this->num_shader_samplers +=
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type->is_array() ? type->array_size() : 1;
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} else {
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/* Accumulate the total number of uniform slots used by this shader.
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* Note that samplers do not count against this limit because they
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* don't use any storage on current hardware.
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*/
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this->num_shader_uniforms += values;
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}
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/* If the uniform is already in the map, there's nothing more to do.
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@@ -168,7 +181,7 @@ private:
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* uniforms.
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*/
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this->num_active_uniforms++;
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this->num_values += values_for_type(type);
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this->num_values += values;
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}
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struct string_to_uint_map *map;
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@@ -307,6 +320,8 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
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}
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prog->_LinkedShaders[i]->num_samplers = uniform_size.num_shader_samplers;
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prog->_LinkedShaders[i]->num_uniform_components =
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uniform_size.num_shader_uniforms * 4;
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}
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const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
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@@ -2161,6 +2161,13 @@ struct gl_shader
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unsigned num_samplers; /**< Number of samplers used by this shader.
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* This field is only set post-linking.
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*/
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/**
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* Number of uniform components used by this shader.
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*
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* This field is only set post-linking.
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*/
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unsigned num_uniform_components;
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struct exec_list *ir;
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struct glsl_symbol_table *symbols;
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