glsl: Merge the lists of uniform blocks into the linked shader program.
This attempts error-checking, but the layout isn't done yet. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
+78
-4
@@ -581,6 +581,48 @@ cross_validate_uniforms(struct gl_shader_program *prog)
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MESA_SHADER_TYPES, true);
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}
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/**
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* Accumulates the array of prog->UniformBlocks and checks that all
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* definitons of blocks agree on their contents.
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*/
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static bool
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interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog)
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{
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unsigned max_num_uniform_blocks = 0;
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for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
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if (prog->_LinkedShaders[i])
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max_num_uniform_blocks += prog->_LinkedShaders[i]->NumUniformBlocks;
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}
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for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
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struct gl_shader *sh = prog->_LinkedShaders[i];
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prog->UniformBlockStageIndex[i] = ralloc_array(prog, int,
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max_num_uniform_blocks);
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for (unsigned int j = 0; j < max_num_uniform_blocks; j++)
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prog->UniformBlockStageIndex[i][j] = -1;
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if (sh == NULL)
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continue;
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for (unsigned int j = 0; j < sh->NumUniformBlocks; j++) {
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int index = link_cross_validate_uniform_block(prog,
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&prog->UniformBlocks,
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&prog->NumUniformBlocks,
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&sh->UniformBlocks[j]);
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if (index == -1) {
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linker_error(prog, "uniform block `%s' has mismatching definitions",
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sh->UniformBlocks[j].Name);
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return false;
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}
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prog->UniformBlockStageIndex[i][index] = j;
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}
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}
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return true;
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}
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/**
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* Validate that outputs from one stage match inputs of another
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@@ -910,7 +952,6 @@ public:
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}
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};
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/**
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* Combine a group of shaders for a single stage to generate a linked shader
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*
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@@ -925,11 +966,31 @@ link_intrastage_shaders(void *mem_ctx,
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struct gl_shader **shader_list,
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unsigned num_shaders)
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{
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struct gl_uniform_block *uniform_blocks = NULL;
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unsigned num_uniform_blocks = 0;
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/* Check that global variables defined in multiple shaders are consistent.
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*/
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if (!cross_validate_globals(prog, shader_list, num_shaders, false))
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return NULL;
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/* Check that uniform blocks between shaders for a stage agree. */
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for (unsigned i = 0; i < num_shaders; i++) {
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struct gl_shader *sh = shader_list[i];
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for (unsigned j = 0; j < shader_list[i]->NumUniformBlocks; j++) {
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int index = link_cross_validate_uniform_block(mem_ctx,
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&uniform_blocks,
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&num_uniform_blocks,
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&sh->UniformBlocks[j]);
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if (index == -1) {
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linker_error(prog, "uniform block `%s' has mismatching definitions",
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sh->UniformBlocks[j].Name);
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return NULL;
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}
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}
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}
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/* Check that there is only a single definition of each function signature
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* across all shaders.
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*/
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@@ -997,6 +1058,10 @@ link_intrastage_shaders(void *mem_ctx,
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linked->ir = new(linked) exec_list;
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clone_ir_list(mem_ctx, linked->ir, main->ir);
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linked->UniformBlocks = uniform_blocks;
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linked->NumUniformBlocks = num_uniform_blocks;
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ralloc_steal(linked, linked->UniformBlocks);
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populate_symbol_table(linked);
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/* The a pointer to the main function in the final linked shader (i.e., the
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@@ -2289,11 +2354,17 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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prog->Validated = false;
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prog->_Used = false;
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if (prog->InfoLog != NULL)
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ralloc_free(prog->InfoLog);
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ralloc_free(prog->InfoLog);
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prog->InfoLog = ralloc_strdup(NULL, "");
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ralloc_free(prog->UniformBlocks);
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prog->UniformBlocks = NULL;
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prog->NumUniformBlocks = 0;
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for (int i = 0; i < MESA_SHADER_TYPES; i++) {
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ralloc_free(prog->UniformBlockStageIndex[i]);
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prog->UniformBlockStageIndex[i] = NULL;
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}
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/* Separate the shaders into groups based on their type.
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*/
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struct gl_shader **vert_shader_list;
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@@ -2422,6 +2493,9 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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}
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}
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if (!interstage_cross_validate_uniform_blocks(prog))
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goto done;
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/* Do common optimization before assigning storage for attributes,
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* uniforms, and varyings. Later optimization could possibly make
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* some of that unused.
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