On 03/13/2015 06:16 PM, Ilia Mirkin wrote:
On Fri, Mar 13, 2015 at 4:37 AM, Tapani Pälli <tapani.pa...@intel.com> wrote:
Patch adds ProgramResourceList to gl_shader_program structure.
List contains references to active program resources and is
constructed during linking phase.

This list will be used by follow-up patches to implement hooks
for GL_ARB_program_interface_query. It can be also used to
implement any of the older shader program query APIs.

Signed-off-by: Tapani Pälli <tapani.pa...@intel.com>
---
  src/glsl/linker.cpp       | 175 ++++++++++++++++++++++++++++++++++++++++++++++
  src/mesa/main/mtypes.h    |  14 ++++
  src/mesa/main/shaderobj.c |   6 ++
  3 files changed, 195 insertions(+)

diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 0c44677..2396848 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -2503,6 +2503,177 @@ check_explicit_uniform_locations(struct gl_context *ctx,
     delete uniform_map;
  }

+static bool
+add_program_resource(struct gl_shader_program *prog, GLenum type,
+                     const void *data, uint8_t stages)
+{
+   assert(data);
+
+   /* If resource already exists, do not add it again. */
+   for (unsigned i = 0; i < prog->NumProgramResourceList; i++) {
+      struct gl_program_resource *res =
+         &prog->ProgramResourceList[i];

This should fit on the previous line...

yep, it is also a bit unnecessary .. will remove and just use table directly, I think this used to do a bit more checking but checking just for the Data is enough

+      if (res->Data == data)
+         return true;
+   }
+
+   prog->ProgramResourceList =
+      reralloc(prog,
+               prog->ProgramResourceList,
+               gl_program_resource,
+               prog->NumProgramResourceList + 1);
+
+   if (!prog->ProgramResourceList) {
+      linker_error(prog, "Out of memory during linking.\n");
+      return false;
+   }
+
+   struct gl_program_resource *res =
+      &prog->ProgramResourceList[prog->NumProgramResourceList];
+
+   res->Type = type;
+   res->Data = data;
+   res->StageReferences = stages;
+
+   prog->NumProgramResourceList++;
+
+   return true;
+}
+
+/**
+ * Function builds a stage reference bitmask from variable name.
+ */
+static uint8_t
+build_stageref(struct gl_shader_program *shProg, const char *name)
+{
+   uint8_t stages = 0;
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      struct gl_shader *sh = shProg->_LinkedShaders[i];
+      if (!sh)
+         continue;
+      ir_variable *var =
+         sh->symbols->get_variable(name);

and this...

yep, will fix

+      if (var)
+         stages |= (1 << i);
+   }
+   return stages;
+}
+
+/**
+ * Builds up a list of program resources that point to existing
+ * resource data.
+ */
+static void
+build_program_resource_list(struct gl_context *ctx,
+                            struct gl_shader_program *shProg)
+{
+   /* Rebuild resource list. */
+   if (shProg->ProgramResourceList) {
+      ralloc_free(shProg->ProgramResourceList);
+      shProg->ProgramResourceList = NULL;
+      shProg->NumProgramResourceList = 0;
+   }
+
+   int input_stage = MESA_SHADER_STAGES, output_stage = 0;
+
+   /* Determine first input and final output stage. These are used to
+    * detect which variables should be enumerated in the resource list
+    * for GL_PROGRAM_INPUT and GL_PROGRAM_OUTPUT.
+    */
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      struct gl_shader *sh = shProg->_LinkedShaders[i];
+      if (!sh)
+         continue;
+      if (input_stage == MESA_SHADER_STAGES)
+         input_stage = i;
+      output_stage = i;
+   }
+
+   for (int i = 0; i < MESA_SHADER_STAGES; i++) {
+      struct gl_shader *sh = shProg->_LinkedShaders[i];
+
+      if (!sh)
+         continue;

Would you ever want to do this for stages that are not the input or
output stage? I think it'd be nice to avoid the iteration in those
cases...

That is true and will be faster, I'll change this.

+
+      /* Add inputs and outputs to the resource list. */
+      foreach_in_list(ir_instruction, node, sh->ir) {
+         ir_variable *var = node->as_variable();
+         GLenum iface;
+
+         if (!var ||
+             (var->data.mode == ir_var_shader_in && i != input_stage) ||
+             (var->data.mode == ir_var_shader_out && i != output_stage))
+            continue;

IMO it'd be more readable to integrate these into the switch below. i.e.

if (!var)
   continue

and then

switch (...)

case in:
   if (i != input_stage)
      continue;
   iface = input
   break;

Heh, just like I used to have before for some reason I moved them there on top. I agree, I'll put them back like this.

+
+         switch (var->data.mode) {
+         /* From GL 4.3 core spec, section 11.1.1 (Vertex Attributes):
+          * "For GetActiveAttrib, all active vertex shader input variables
+          * are enumerated, including the special built-in inputs gl_VertexID
+          * and gl_InstanceID."
+          */
+         case ir_var_system_value:
+            if (var->data.location != SYSTEM_VALUE_VERTEX_ID &&
+                var->data.location != SYSTEM_VALUE_VERTEX_ID_ZERO_BASE &&
+                var->data.location != SYSTEM_VALUE_INSTANCE_ID)
+            continue;
+         case ir_var_shader_in:
+            iface = GL_PROGRAM_INPUT;
+            break;
+         case ir_var_shader_out:
+            iface = GL_PROGRAM_OUTPUT;
+            break;
+         default:
+            continue;
+         };
+
+         if (!add_program_resource(shProg, iface, var,
+                                   build_stageref(shProg, var->name)))
+            return;
+      }
+   }
+
+   /* Add transform feedback varyings. */
+   if (shProg->LinkedTransformFeedback.NumVarying > 0) {
+      for (int i = 0; i < shProg->LinkedTransformFeedback.NumVarying; i++) {
+         uint8_t stageref =
+            build_stageref(shProg,
+                           shProg->LinkedTransformFeedback.Varyings[i].Name);
+         if (!add_program_resource(shProg, GL_TRANSFORM_FEEDBACK_VARYING,
+                                   
&shProg->LinkedTransformFeedback.Varyings[i],
+                                   stageref))
+         return;
+      }
+   }
+
+   /* Add uniforms from uniform storage. */
+   for (unsigned i =0; i < shProg->NumUserUniformStorage; i++) {

i = 0

+      /* Do not add uniforms internally used by Mesa. */
+      if (shProg->UniformStorage[i].hidden)
+         continue;
+
+      uint8_t stageref =
+         build_stageref(shProg, shProg->UniformStorage[i].name);
+      if (!add_program_resource(shProg, GL_UNIFORM,
+                                &shProg->UniformStorage[i], stageref))
+         return;
+   }
+
+   /* Add program uniform blocks. */
+   for (unsigned i = 0; i < shProg->NumUniformBlocks; i++) {
+      if (!add_program_resource(shProg, GL_UNIFORM_BLOCK,
+          &shProg->UniformBlocks[i], 0))
+         return;
+   }
+
+   /* Add atomic counter buffers. */
+   for (unsigned i = 0; i < shProg->NumAtomicBuffers; i++) {
+      if (!add_program_resource(shProg, GL_ATOMIC_COUNTER_BUFFER,
+                                &shProg->AtomicBuffers[i], 0))
+         return;
+   }

And I guess SSBO blocks, but those aren't a thing in mesa yet...
Perhaps add a TODO?

OK, will add, SSBO and subroutines will have to be added in the future. Thanks!

+}
+
+
  void
  link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
  {
@@ -2904,6 +3075,10 @@ link_shaders(struct gl_context *ctx, struct 
gl_shader_program *prog)
        }
     }

+   build_program_resource_list(ctx, prog);
+   if (!prog->LinkStatus)
+      goto done;
+
     /* FINISHME: Assign fragment shader output locations. */

  done:
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index c43c6ac..4f18044 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2749,6 +2749,16 @@ struct gl_active_atomic_buffer
  };

  /**
+ * Active resource in a gl_shader_program
+ */
+struct gl_program_resource
+{
+   GLenum Type; /** Program interface type. */
+   const void *Data; /** Pointer to resource associated data structure. */
+   uint8_t StageReferences; /** Bitmask of shader stage references. */
+};
+
+/**
   * A GLSL program object.
   * Basically a linked collection of vertex and fragment shaders.
   */
@@ -2922,6 +2932,10 @@ struct gl_shader_program
      */
     struct gl_shader *_LinkedShaders[MESA_SHADER_STAGES];

+   /** List of all active resources after linking. */
+   struct gl_program_resource *ProgramResourceList;
+   unsigned NumProgramResourceList;
+
     /* True if any of the fragment shaders attached to this program use:
      * #extension ARB_fragment_coord_conventions: enable
      */
diff --git a/src/mesa/main/shaderobj.c b/src/mesa/main/shaderobj.c
index d7620c8..e428960 100644
--- a/src/mesa/main/shaderobj.c
+++ b/src/mesa/main/shaderobj.c
@@ -315,6 +315,12 @@ _mesa_clear_shader_program_data(struct gl_shader_program 
*shProg)
     ralloc_free(shProg->AtomicBuffers);
     shProg->AtomicBuffers = NULL;
     shProg->NumAtomicBuffers = 0;
+
+   if (shProg->ProgramResourceList) {
+      ralloc_free(shProg->ProgramResourceList);
+      shProg->ProgramResourceList = NULL;
+      shProg->NumProgramResourceList = 0;
+   }
  }


--
2.1.0

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