On 01/19/2016 01:14 PM, Ilia Mirkin wrote:
The data structure is a (memory) heap... there appears to be one in
mesa/main/mm.h. There's also one in nouveau_heap.h which is quite
simple and totally unreliant on nouveau, just happens to be there. How
hard would it be to integrate something like that?

The trouble with adding slow things is that you forget about them, and
they're not _that_ slow, but this stuff adds up.

The solution I had in mind is to build a list of empty slots when allocating remaptable or while finding slots (keep pushing unused empty slots to list) ... but if possible I would prefer optimization later. First of all, this is quite exotic path to hit with a real program (last words ... yes yes). Secondly, and more importantly, we can apply for certification sooner, there are very few failures left.


   -ilia

On Tue, Jan 19, 2016 at 6:05 AM, Lofstedt, Marta
<marta.lofst...@intel.com> wrote:
This seem a bit suboptimal, since the same space is potentially searched 
multiple times. However, I believe that a better solution would be to use some 
other data structure which would probably require quite a big effort, so for 
now, this is:

Reviewed-by: Marta Lofstedt <marta.lofst...@intel.com>


-----Original Message-----
From: mesa-dev [mailto:mesa-dev-boun...@lists.freedesktop.org] On
Behalf Of Tapani Pälli
Sent: Tuesday, January 19, 2016 11:17 AM
To: mesa-dev@lists.freedesktop.org
Subject: [Mesa-dev] [PATCH v2] glsl: move uniform calculation to
link_uniforms

Patch moves uniform calculation to happen during link_uniforms, 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

v2: code cleanups (Matt), increment NumUniformRemapTable correctly
     (Timothy), fix find_empty_block to work like intended (sigh) and
     add some more comments.

Signed-off-by: Tapani Pälli <tapani.pa...@intel.com>
---
  src/glsl/link_uniforms.cpp | 87
++++++++++++++++++++++++++++++++++++++++------
  src/glsl/linker.cpp        | 19 ++++------
  src/glsl/linker.h          |  3 +-
  3 files changed, 85 insertions(+), 24 deletions(-)

diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp index
33b2d4c..76ee70d 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -1057,9 +1057,40 @@ 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
+find_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++) {
+      /* We found empty space in UniformRemapTable. */
+      if (prog->UniformRemapTable[i] == NULL) {
+         for (j = i; j < entries && j < prog->NumUniformRemapTable; j++) {
+            if (prog->UniformRemapTable[j] != NULL) {
+               /* Entries do not fit in this space, continue searching
+                * after this location.
+                */
+               i = j + 1;
+               break;
+            }
+         }
+         /* Entries fit, we can return this location. */
+         if (i != j + 1) {
+            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 +1181,20 @@ 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;
+
     for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
        if (prog->_LinkedShaders[i] == NULL)
        continue;
@@ -1213,21 +1258,43 @@ 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 = find_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);
+         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;
+    /* 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. */
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 6657777..5be8d9f
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->without_array()->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,
--
2.5.0

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