On 01/17/2016 04:56 AM, Timothy Arceri wrote:
On Sat, 2016-01-16 at 07:40 +0200, Tapani Pälli wrote:
Patch moves uniform calculation to happen during link_uniforms,
Hi Tapani,

I like that you are moving the check here as it allows arrays without
an explicit location to be resized before the max check is done.
However I'm not too excited about looping over the remap table once
again to calculate counts, how about doing something like this.

Change both:

reserve_explicit_locations() and maybe
reserve_subroutine_explicit_locations() (see below)

to return -1 on failure and the value of slots on pass, use this rather
than the existing:

entries_total += var->type->uniform_locations();

to build the count in check_explicit_uniform_locations(), this is
important because subroutines and regular uniforms have a separate
count/limit.

Then edit check_explicit_uniform_locations() to return the explicit
locations count then pass this to link_assign_uniform_locations()

IMO it is cleaner to have it in one place, much easier to handle issues when the whole calculation is done here.

I wonder if the max subroutine check check_subroutine_resources() has
the same problem with counting explicit locations? Maybe we need to use
a new value with that check too? Guess we need a test.

This is quite likely, there is bug 93731 that hints there is something wrong with them. I'd like to handle that as separate issue.

unsigned explicit_subroutine_count = 0;
unsigned explicit_uniform_count = 0;
check_explicit_uniform_locations(prog, &explicit_uniform_count,
&explicit_subroutine_count);




  this
is possible with help of UniformRemapTable that has all the reserved
locations.

Location assignment for implicit locations is changed so that we
utilize also the 'holes' that explicit uniform location assignment
might have left in UniformRemapTable, this makes it possible to fit
more uniforms as previously we were lazy here and wasting space.

Fixes following CTS tests:
    ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit
-max
    ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit
-max-array

Signed-off-by: Tapani Pälli <tapani.pa...@intel.com>
---
  src/glsl/link_uniforms.cpp | 78
++++++++++++++++++++++++++++++++++++++++------
  src/glsl/linker.cpp        | 19 ++++-------
  src/glsl/linker.h          |  3 +-
  3 files changed, 77 insertions(+), 23 deletions(-)

diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index 33b2d4c..91e973a 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -1057,9 +1057,31 @@ assign_hidden_uniform_slot_id(const char
*name, unsigned hidden_id,
     uniform_size->map->put(hidden_uniform_start + hidden_id, name);
  }
+/**
+ * Search UniformRemapTable for empty block big enough to hold given
uniform.
+ * TODO Optimize this algorithm later if it turns out to be a major
bottleneck.
+ */
+static int
+seek_empty_block(struct gl_shader_program *prog,
+                 struct gl_uniform_storage *uniform)
+{
+   const unsigned entries = MAX2(1, uniform->array_elements);
+   for (unsigned i = 0, j; i < prog->NumUniformRemapTable; i++)
+      if (prog->UniformRemapTable[i] == NULL) {
+         for (j = i; j < entries && j < prog->NumUniformRemapTable;
j++)
+            if (prog->UniformRemapTable[j] != NULL) {
+               i = j;
+               break;
+            }
+         return i;
+      }
+   return -1;
+}
+
  void
  link_assign_uniform_locations(struct gl_shader_program *prog,
-                              unsigned int boolean_true)
+                              unsigned int boolean_true,
+                              unsigned int max_locations)
  {
     ralloc_free(prog->UniformStorage);
     prog->UniformStorage = NULL;
@@ -1150,6 +1172,20 @@ link_assign_uniform_locations(struct
gl_shader_program *prog,
parcel_out_uniform_storage parcel(prog->UniformHash, uniforms,
data);
+ unsigned total_entries = 0;
+
+   /* Calculate amount of 'holes' left after explicit locations were
+    * reserved from UniformRemapTable.
+    */
+   unsigned empty_locs = 0;
+   for (unsigned i = 0; i < prog->NumUniformRemapTable; i++)
+      if (prog->UniformRemapTable[i] == NULL)
+         empty_locs++;
+
+   /* Add all the reserved explicit locations - empty locations in
remap table. */
+   if (prog->NumUniformRemapTable)
+      total_entries += (prog->NumUniformRemapTable - 1) -
empty_locs;
No need for the += just =

Although if you follow my above suggestion you shouldn't even need most
of the above code it would just be:

unsigned total_entries = explicit_uniform_count;

Or just use the variable directly.

My vote is to keep all calculation here. Most of the time we are dealing with 'tens' of uniforms, not thousands like crazy conformance tests do, this is fast loop.

+
     for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
        if (prog->_LinkedShaders[i] == NULL)
         continue;
@@ -1213,23 +1249,47 @@ link_assign_uniform_locations(struct
gl_shader_program *prog,
        /* how many new entries for this uniform? */
        const unsigned entries = MAX2(1, uniforms[i].array_elements);
- /* resize remap table to fit new entries */
-      prog->UniformRemapTable =
-         reralloc(prog,
-                  prog->UniformRemapTable,
-                  gl_uniform_storage *,
-                  prog->NumUniformRemapTable + entries);
+      /* Find UniformRemapTable for empty blocks where we can fit
this uniform. */
+      int chosen_location = -1;
+
+      if (empty_locs)
+         chosen_location = seek_empty_block(prog, &uniforms[i]);
+
+      if (chosen_location != -1) {
+         empty_locs -= entries;
+      } else {
+         chosen_location = prog->NumUniformRemapTable;
+
+         /* Add new entries to the total amount of entries. */
+         total_entries += entries;
+
+         /* resize remap table to fit new entries */
+         prog->UniformRemapTable =
+            reralloc(prog,
+                     prog->UniformRemapTable,
+                     gl_uniform_storage *,
+                     prog->NumUniformRemapTable + entries);
+      }
/* set pointers for this uniform */
        for (unsigned j = 0; j < entries; j++)
-         prog->UniformRemapTable[prog->NumUniformRemapTable+j] =
&uniforms[i];
+         prog->UniformRemapTable[chosen_location + j] =
&uniforms[i];
/* set the base location in remap table for the uniform */
-      uniforms[i].remap_location = prog->NumUniformRemapTable;
+      uniforms[i].remap_location = chosen_location;
prog->NumUniformRemapTable += entries;
Now that you are doing a seek you need to move the above line into the
else block along with the resize of the prog->UniformRemapTable right?

Good catch, thanks! Will fix.

     }
+ /* Verify that total amount of entries for explicit and implicit
locations
+     * is less than MAX_UNIFORM_LOCATIONS.
+     */
+   if (total_entries >= max_locations) {
+      linker_error(prog, "count of uniform locations >=
MAX_UNIFORM_LOCATIONS"
+                   "(%u >= %u)", total_entries, max_locations);
+   }
+
+
     /* Reserve all the explicit locations of the active subroutine
uniforms. */
     for (unsigned i = 0; i < num_uniforms; i++) {
        if (!uniforms[i].type->is_subroutine())
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 3f40c0b..ff33fa1 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -3146,7 +3146,6 @@ check_explicit_uniform_locations(struct
gl_context *ctx,
        return;
     }
- unsigned entries_total = 0;
     for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
        struct gl_shader *sh = prog->_LinkedShaders[i];
@@ -3158,8 +3157,6 @@ check_explicit_uniform_locations(struct
gl_context *ctx,
           if (!var || var->data.mode != ir_var_uniform)
              continue;
- entries_total += var->type->uniform_locations();
-
           if (var->data.explicit_location) {
              bool ret;
              if (var->type->is_subroutine())
@@ -3173,15 +3170,6 @@ check_explicit_uniform_locations(struct
gl_context *ctx,
           }
        }
     }
-
-   /* Verify that total amount of entries for explicit and implicit
locations
-    * is less than MAX_UNIFORM_LOCATIONS.
-    */
-   if (entries_total >= ctx
->Const.MaxUserAssignableUniformLocations) {
-      linker_error(prog, "count of uniform locations >=
MAX_UNIFORM_LOCATIONS"
-                   "(%u >= %u)", entries_total,
-                   ctx->Const.MaxUserAssignableUniformLocations);
-   }
     delete uniform_map;
  }
@@ -4556,7 +4544,12 @@ link_shaders(struct gl_context *ctx, struct
gl_shader_program *prog)
        goto done;
update_array_sizes(prog);
-   link_assign_uniform_locations(prog, ctx
->Const.UniformBooleanTrue);
+   link_assign_uniform_locations(prog, ctx
->Const.UniformBooleanTrue,
+                                 ctx
->Const.MaxUserAssignableUniformLocations);
+
+   if (!prog->LinkStatus)
+      goto done;
+
     link_assign_atomic_counter_resources(ctx, prog);
     store_fragdepth_layout(prog);
diff --git a/src/glsl/linker.h b/src/glsl/linker.h
index c80be1c..76f95c0 100644
--- a/src/glsl/linker.h
+++ b/src/glsl/linker.h
@@ -35,7 +35,8 @@ link_invalidate_variable_locations(exec_list *ir);
extern void
  link_assign_uniform_locations(struct gl_shader_program *prog,
-                              unsigned int boolean_true);
+                              unsigned int boolean_true,
+                              unsigned int max_locations);
extern void
  link_set_uniform_initializers(struct gl_shader_program *prog,

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