[Mesa-dev] [PATCH] glsl: stop allocating memory for SSBOs and builtins
Timothy Arceri
timothy.arceri at collabora.com
Wed Jun 8 00:04:35 UTC 2016
Ping. This just stops counting and assigning a storage location for
these uniforms, the count is only used to create the Uniform storage
[1].
These uniform types don't use this storage.
[1] https://cgit.freedesktop.org/mesa/mesa/tree/src/compiler/glsl/link_
uniforms.cpp#n1080
On Thu, 2016-06-02 at 15:32 +1000, Timothy Arceri wrote:
> ---
> src/compiler/glsl/link_uniforms.cpp | 20 +++++++++++++-------
> 1 file changed, 13 insertions(+), 7 deletions(-)
>
> diff --git a/src/compiler/glsl/link_uniforms.cpp
> b/src/compiler/glsl/link_uniforms.cpp
> index a7f136c..571c49f 100644
> --- a/src/compiler/glsl/link_uniforms.cpp
> +++ b/src/compiler/glsl/link_uniforms.cpp
> @@ -402,7 +402,9 @@ private:
> * uniforms.
> */
> this->num_active_uniforms++;
> - this->num_values += values;
> +
> + if(!is_gl_identifier(name) && !is_shader_storage)
> + this->num_values += values;
> }
>
> struct string_to_uint_map *hidden_map;
> @@ -762,13 +764,14 @@ private:
> current_var->data.how_declared == ir_var_hidden;
> this->uniforms[id].builtin = is_gl_identifier(name);
>
> - /* Do not assign storage if the uniform is builtin */
> - if (!this->uniforms[id].builtin)
> - this->uniforms[id].storage = this->values;
> -
> this->uniforms[id].is_shader_storage =
> current_var->is_in_shader_storage_block();
>
> + /* Do not assign storage if the uniform is builtin */
> + if (!this->uniforms[id].builtin &&
> + !this->uniforms[id].is_shader_storage)
> + this->uniforms[id].storage = this->values;
> +
> if (this->buffer_block_index != -1) {
> this->uniforms[id].block_index = this->buffer_block_index;
>
> @@ -819,7 +822,9 @@ private:
> this->uniforms[id].row_major = false;
> }
>
> - this->values += values_for_type(type);
> + if (!this->uniforms[id].builtin &&
> + !this->uniforms[id].is_shader_storage)
> + this->values += values_for_type(type);
> }
>
> /**
> @@ -1270,7 +1275,8 @@ link_assign_uniform_locations(struct
> gl_shader_program *prog,
>
> #ifndef NDEBUG
> for (unsigned i = 0; i < num_uniforms; i++) {
> - assert(uniforms[i].storage != NULL || uniforms[i].builtin);
> + assert(uniforms[i].storage != NULL || uniforms[i].builtin ||
> + uniforms[i].is_shader_storage);
> }
>
> assert(parcel.values == data_end);
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