[Mesa-dev] [PATCH 44/65] glsl: cache uniform values
Timothy Arceri
timothy.arceri at collabora.com
Fri Apr 29 13:33:43 UTC 2016
These may be lowered constant arrays or uniform values that we set before linking
so we need to cache the actual uniform values.
---
src/compiler/glsl/shader_cache.cpp | 31 +++++++++++++++++++++++++++++++
1 file changed, 31 insertions(+)
diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp
index f8c56ce..6fe89a7 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++ b/src/compiler/glsl/shader_cache.cpp
@@ -419,12 +419,14 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
blob_write_string(metadata, prog->UniformStorage[i].name);
blob_write_uint32(metadata, prog->UniformStorage[i].storage -
prog->UniformDataSlots);
+ blob_write_uint32(metadata, prog->UniformStorage[i].builtin);
blob_write_uint32(metadata, prog->UniformStorage[i].remap_location);
blob_write_uint32(metadata, prog->UniformStorage[i].block_index);
blob_write_uint32(metadata, prog->UniformStorage[i].atomic_buffer_index);
blob_write_uint32(metadata, prog->UniformStorage[i].offset);
blob_write_uint32(metadata, prog->UniformStorage[i].array_stride);
+ blob_write_uint32(metadata, prog->UniformStorage[i].hidden);
blob_write_uint32(metadata, prog->UniformStorage[i].matrix_stride);
blob_write_uint32(metadata, prog->UniformStorage[i].row_major);
blob_write_uint32(metadata,
@@ -437,6 +439,21 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
blob_write_bytes(metadata, prog->UniformStorage[i].opaque,
sizeof(prog->UniformStorage[i].opaque));
}
+
+ /* Here we cache all uniform values. We do this to retain values for
+ * uniforms with initialisers and also hidden uniforms that may be lowered
+ * constant arrays. We could possibly just store the values we need but for
+ * now we just store everything.
+ */
+ blob_write_uint32(metadata, prog->NumHiddenUniforms);
+ for (i = 0; i < prog->NumUniformStorage; i++) {
+ if (!prog->UniformStorage[i].builtin) {
+ unsigned vec_size = values_for_type(prog->UniformStorage[i].type) *
+ MAX2(prog->UniformStorage[i].array_elements, 1);
+ blob_write_bytes(metadata, prog->UniformStorage[i].storage,
+ sizeof(union gl_constant_value) * vec_size);
+ }
+ }
}
static void
@@ -465,11 +482,13 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
uniforms[i].array_elements = blob_read_uint32(metadata);
uniforms[i].name = ralloc_strdup(prog, blob_read_string (metadata));
uniforms[i].storage = data + blob_read_uint32(metadata);
+ uniforms[i].builtin = blob_read_uint32(metadata);
uniforms[i].remap_location = blob_read_uint32(metadata);
uniforms[i].block_index = blob_read_uint32(metadata);
uniforms[i].atomic_buffer_index = blob_read_uint32(metadata);
uniforms[i].offset = blob_read_uint32(metadata);
uniforms[i].array_stride = blob_read_uint32(metadata);
+ uniforms[i].hidden = blob_read_uint32(metadata);
uniforms[i].matrix_stride = blob_read_uint32(metadata);
uniforms[i].row_major = blob_read_uint32(metadata);
uniforms[i].num_compatible_subroutines = blob_read_uint32(metadata);
@@ -485,6 +504,18 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
printf("uniform %d: %s %s\n",
i, uniforms[i].type->name, uniforms[i].name);
}
+
+ /* Restore uniform values. */
+ prog->NumHiddenUniforms = blob_read_uint32(metadata);
+ for (i = 0; i < prog->NumUniformStorage; i++) {
+ if (!prog->UniformStorage[i].builtin) {
+ unsigned vec_size = values_for_type(prog->UniformStorage[i].type) *
+ MAX2(prog->UniformStorage[i].array_elements, 1);
+ blob_copy_bytes(metadata,
+ (uint8_t *) prog->UniformStorage[i].storage,
+ sizeof(union gl_constant_value) * vec_size);
+ }
+ }
}
--
2.5.5
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