[Mesa-dev] [PATCH] mesa: faster validation of sampler unit mapping for SSO
Timothy Arceri
timothy.arceri at collabora.com
Tue Jul 5 06:46:10 UTC 2016
On Sat, 2016-06-25 at 10:32 +0200, Gregory Hainaut wrote:
> Hello Timothy,
>
> On my use case: high FS frequency switches. Few sampler.
> Perf event (relative to nouveau_dri.so) goes from 5.01% to 1.68% for
> the _mesa_sampler_uniforms_pipeline_are_valid function.
>
I added this to the commit log and pushed. Thanks.
> Unfortunately it didn't translate into measurable speed change. I
> have
> too much FPS variation (cache? temperature, GPU turbo?).
>
> Honestly I was reluctant to send the patch, but the code isn't more
> complex. I let's you judge.
>
> Gregory
>
> On 6/25/16, Timothy Arceri <timothy.arceri at collabora.com> wrote:
> > On Fri, 2016-06-24 at 10:07 +0200, Gregory Hainaut wrote:
> > > Code was inspired from _mesa_update_shader_textures_used
> > >
> > > However unlike _mesa_update_shader_textures_used that only check
> > > for
> > > a single
> > > stage, it will check all stages.
> > >
> > > It avoids to loop on all uniforms, only active samplers are
> > > checked.
> >
> > Hi Gregory,
> >
> > Is there any measurable change as a result of this? Normally
> > performance changes should come with some results in the commit
> > message.
> >
> > Tim
> >
> > >
> > > Signed-off-by: Gregory Hainaut <gregory.hainaut at gmail.com>
> > > ---
> > > src/mesa/main/uniform_query.cpp | 69 ++++++++++++++++++---------
> > > ----
> > > ----------
> > > 1 file changed, 31 insertions(+), 38 deletions(-)
> > >
> > > diff --git a/src/mesa/main/uniform_query.cpp
> > > b/src/mesa/main/uniform_query.cpp
> > > index 127f097..4fa4e6e 100644
> > > --- a/src/mesa/main/uniform_query.cpp
> > > +++ b/src/mesa/main/uniform_query.cpp
> > > @@ -1068,58 +1068,51 @@
> > > _mesa_sampler_uniforms_pipeline_are_valid(struct
> > > gl_pipeline_object
> > > *pipeline)
> > > * - The number of active samplers in the program
> > > exceeds
> > > the
> > > * maximum number of texture image units allowed."
> > > */
> > > +
> > > + GLbitfield mask;
> > > + GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
> > > + struct gl_shader *shader;
> > > unsigned active_samplers = 0;
> > > const struct gl_shader_program **shProg =
> > > (const struct gl_shader_program **) pipeline-
> > > >CurrentProgram;
> > >
> > > - const glsl_type
> > > *unit_types[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
> > > - memset(unit_types, 0, sizeof(unit_types));
> > > +
> > > + memset(TexturesUsed, 0, sizeof(TexturesUsed));
> > >
> > > for (unsigned idx = 0; idx < ARRAY_SIZE(pipeline-
> > > > CurrentProgram); idx++) {
> > > if (!shProg[idx])
> > > continue;
> > >
> > > - for (unsigned i = 0; i < shProg[idx]->NumUniformStorage;
> > > i++)
> > > {
> > > - const struct gl_uniform_storage *const storage =
> > > - &shProg[idx]->UniformStorage[i];
> > > + shader = shProg[idx]->_LinkedShaders[idx];
> > > + if (!shader || !shader->Program)
> > > + continue;
> > >
> > > - if (!storage->type->is_sampler())
> > > + mask = shader->Program->SamplersUsed;
> > > + while (mask) {
> > > + const int s = u_bit_scan(&mask);
> > > + GLuint unit = shader->SamplerUnits[s];
> > > + GLuint tgt = shader->SamplerTargets[s];
> > > +
> > > + /* FIXME: Samplers are initialized to 0 and Mesa
> > > doesn't do
> > > a
> > > + * great job of eliminating unused uniforms currently
> > > so
> > > for now
> > > + * don't throw an error if two sampler types both point
> > > to
> > > 0.
> > > + */
> > > + if (unit == 0)
> > > continue;
> > >
> > > - active_samplers++;
> > > -
> > > - const unsigned count = MAX2(1, storage-
> > > >array_elements);
> > > - for (unsigned j = 0; j < count; j++) {
> > > - const unsigned unit = storage->storage[j].i;
> > > -
> > > - /* FIXME: Samplers are initialized to 0 and Mesa
> > > doesn't
> > > do a
> > > - * great job of eliminating unused uniforms
> > > currently so
> > > for now
> > > - * don't throw an error if two sampler types both
> > > point
> > > to 0.
> > > - */
> > > - if (unit == 0)
> > > - continue;
> > > -
> > > - /* The types of the samplers associated with a
> > > particular texture
> > > - * unit must be an exact match. Page 74 (page 89 of
> > > the
> > > PDF) of
> > > - * the OpenGL 3.3 core spec says:
> > > - *
> > > - * "It is not allowed to have variables of
> > > different
> > > sampler
> > > - * types pointing to the same texture image unit
> > > within a
> > > - * program object."
> > > - */
> > > - if (unit_types[unit] == NULL) {
> > > - unit_types[unit] = storage->type;
> > > - } else if (unit_types[unit] != storage->type) {
> > > - pipeline->InfoLog =
> > > - ralloc_asprintf(pipeline,
> > > - "Texture unit %d is accessed
> > > both
> > > as %s "
> > > - "and %s",
> > > - unit, unit_types[unit]->name,
> > > - storage->type->name);
> > > - return false;
> > > - }
> > > + if (TexturesUsed[unit] & ~(1 << tgt)) {
> > > + pipeline->InfoLog =
> > > + ralloc_asprintf(pipeline,
> > > + "Program %d: "
> > > + "Texture unit %d is accessed with 2
> > > different
> > > types",
> > > + shProg[idx]->Name, unit);
> > > + return false;
> > > }
> > > +
> > > + TexturesUsed[unit] |= (1 << tgt);
> > > }
> > > +
> > > + active_samplers += shader->num_samplers;
> > > }
> > >
> > > if (active_samplers > MAX_COMBINED_TEXTURE_IMAGE_UNITS) {
> >
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