d4a06d77f5
The problem is the sampler units are allocated from the same pool for all
shader stages, so if a vertex shader uses 12 samplers (0..11), the fragment
shader samplers start at index 12, leaving only 4 sampler units
for the fragment shader. The main cause is probably the fact that samplers
(texture unit -> sampler unit mapping, etc.) are tracked globally
for an entire program object.
This commit adapts the GLSL linker and core Mesa such that the sampler units
are assigned to sampler uniforms for each shader stage separately
(if a sampler uniform is used in all shader stages, it may occupy a different
sampler unit in each, and vice versa, an i-th sampler unit may refer to
a different sampler uniform in each shader stage), and the sampler-specific
variables are moved from gl_shader_program to gl_shader.
This doesn't require any driver changes, and it fixes piglit/max-samplers
for gallium and classic swrast. It also works with any number of shader
stages.
v2: - converted tabs to spaces
- added an assertion to _mesa_get_sampler_uniform_value
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
203 lines
5.9 KiB
C++
203 lines
5.9 KiB
C++
/*
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* Copyright © 2012 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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#include "main/core.h"
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#include "ir.h"
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#include "linker.h"
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#include "ir_uniform.h"
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#include "glsl_symbol_table.h"
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#include "program/hash_table.h"
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/* These functions are put in a "private" namespace instead of being marked
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* static so that the unit tests can access them. See
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* http://code.google.com/p/googletest/wiki/AdvancedGuide#Testing_Private_Code
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*/
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namespace linker {
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gl_uniform_storage *
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get_storage(gl_uniform_storage *storage, unsigned num_storage,
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const char *name)
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{
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for (unsigned int i = 0; i < num_storage; i++) {
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if (strcmp(name, storage[i].name) == 0)
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return &storage[i];
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}
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return NULL;
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}
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void
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copy_constant_to_storage(union gl_constant_value *storage,
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const ir_constant *val,
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const enum glsl_base_type base_type,
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const unsigned int elements)
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{
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for (unsigned int i = 0; i < elements; i++) {
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switch (base_type) {
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case GLSL_TYPE_UINT:
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storage[i].u = val->value.u[i];
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break;
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case GLSL_TYPE_INT:
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case GLSL_TYPE_SAMPLER:
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storage[i].i = val->value.i[i];
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break;
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case GLSL_TYPE_FLOAT:
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storage[i].f = val->value.f[i];
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break;
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case GLSL_TYPE_BOOL:
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storage[i].b = int(val->value.b[i]);
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break;
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case GLSL_TYPE_ARRAY:
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case GLSL_TYPE_STRUCT:
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case GLSL_TYPE_INTERFACE:
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case GLSL_TYPE_VOID:
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case GLSL_TYPE_ERROR:
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/* All other types should have already been filtered by other
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* paths in the caller.
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*/
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assert(!"Should not get here.");
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break;
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}
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}
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}
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void
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set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
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const char *name, const glsl_type *type,
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ir_constant *val)
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{
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if (type->is_record()) {
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ir_constant *field_constant;
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field_constant = (ir_constant *)val->components.get_head();
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for (unsigned int i = 0; i < type->length; i++) {
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const glsl_type *field_type = type->fields.structure[i].type;
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const char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
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type->fields.structure[i].name);
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set_uniform_initializer(mem_ctx, prog, field_name,
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field_type, field_constant);
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field_constant = (ir_constant *)field_constant->next;
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}
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return;
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} else if (type->is_array() && type->fields.array->is_record()) {
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const glsl_type *const element_type = type->fields.array;
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for (unsigned int i = 0; i < type->length; i++) {
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const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
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set_uniform_initializer(mem_ctx, prog, element_name,
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element_type, val->array_elements[i]);
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}
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return;
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}
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struct gl_uniform_storage *const storage =
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get_storage(prog->UniformStorage,
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prog->NumUserUniformStorage,
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name);
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if (storage == NULL) {
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assert(storage != NULL);
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return;
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}
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if (val->type->is_array()) {
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const enum glsl_base_type base_type =
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val->array_elements[0]->type->base_type;
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const unsigned int elements = val->array_elements[0]->type->components();
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unsigned int idx = 0;
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assert(val->type->length >= storage->array_elements);
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for (unsigned int i = 0; i < storage->array_elements; i++) {
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copy_constant_to_storage(& storage->storage[idx],
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val->array_elements[i],
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base_type,
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elements);
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idx += elements;
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}
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if (base_type == GLSL_TYPE_SAMPLER) {
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for (int sh = 0; sh < MESA_SHADER_TYPES; sh++) {
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gl_shader *shader = prog->_LinkedShaders[sh];
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if (shader && storage->sampler[sh].active) {
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for (unsigned i = 0; i < storage->array_elements; i++) {
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unsigned index = storage->sampler[sh].index + i;
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shader->SamplerUnits[index] = storage->storage[i].i;
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}
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}
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}
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}
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} else {
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copy_constant_to_storage(storage->storage,
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val,
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val->type->base_type,
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val->type->components());
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if (storage->type->is_sampler()) {
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for (int sh = 0; sh < MESA_SHADER_TYPES; sh++) {
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gl_shader *shader = prog->_LinkedShaders[sh];
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if (shader && storage->sampler[sh].active) {
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unsigned index = storage->sampler[sh].index;
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shader->SamplerUnits[index] = storage->storage[0].i;
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}
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}
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}
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}
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storage->initialized = true;
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}
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}
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void
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link_set_uniform_initializers(struct gl_shader_program *prog)
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{
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void *mem_ctx = NULL;
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for (unsigned int i = 0; i < MESA_SHADER_TYPES; i++) {
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struct gl_shader *shader = prog->_LinkedShaders[i];
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if (shader == NULL)
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continue;
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foreach_list(node, shader->ir) {
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ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if (!var || var->mode != ir_var_uniform || !var->constant_value)
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continue;
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if (!mem_ctx)
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mem_ctx = ralloc_context(NULL);
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linker::set_uniform_initializer(mem_ctx, prog, var->name,
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var->type, var->constant_value);
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}
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}
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ralloc_free(mem_ctx);
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}
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