[Mesa-dev] [PATCH] glsl/mesa: stop duplicating tess layout values

Timothy Arceri timothy.arceri at collabora.com
Tue Jun 21 23:54:54 UTC 2016


On Tue, 2016-06-21 at 17:45 +0200, Iago Toral wrote:
> On Tue, 2016-06-21 at 12:21 +1000, Timothy Arceri wrote:
> > 
> > We already store this in gl_shader and gl_program here we
> > remove it from gl_shader_program and just use the values
> > from gl_shader.
> > 
> > This will allow us to keep the shader cache restore code as
> > simple as it can be while making it somewhat clearer where these
> > values originate from.
> This sounds like a good idea, but the issue I see is that other
> stages
> seem to follow the same pattern and here you only change one stage...
> If
> we are not going to do this change for all stages to keep some
> consistency I am not so sure that this is actually such a good idea,
> it
> may actually bring more confusion.

Fair enough point. I only did this stage because its the only one which
actually use the values from gl_program after linking is done (at least
on i965).

I'll do some tidy ups for the other stages too.

> 
> I have a few minor comments below, with those fixed you can add my Rb
> to
> this patch,

I've commented below I don't think any changes are needed :)

>  but I think you should at least try to get someone else to
> give an explicit ok for changing this only for Tess before pushing.

I'll send cleanups for the other stage too.

> 
> > 
> > ---
> >  src/compiler/glsl/linker.cpp |  4 ----
> >  src/mesa/main/api_validate.c | 11 ++++++-----
> >  src/mesa/main/mtypes.h       |  7 -------
> >  src/mesa/main/shaderapi.c    | 35 +++++++++++++++++++++++---------
> > ---
> >  4 files changed, 29 insertions(+), 28 deletions(-)
> > 
> > diff --git a/src/compiler/glsl/linker.cpp
> > b/src/compiler/glsl/linker.cpp
> > index 9c6147b..ec71bfe 100644
> > --- a/src/compiler/glsl/linker.cpp
> > +++ b/src/compiler/glsl/linker.cpp
> > @@ -1890,19 +1890,15 @@ link_tes_in_layout_qualifiers(struct
> > gl_shader_program *prog,
> >  		   "primitive modes.\n");
> >        return;
> >     }
> > -   prog->TessEval.PrimitiveMode = linked_shader-
> > >TessEval.PrimitiveMode;
> >  
> >     if (linked_shader->TessEval.Spacing == 0)
> >        linked_shader->TessEval.Spacing = GL_EQUAL;
> > -   prog->TessEval.Spacing = linked_shader->TessEval.Spacing;
> >  
> >     if (linked_shader->TessEval.VertexOrder == 0)
> >        linked_shader->TessEval.VertexOrder = GL_CCW;
> > -   prog->TessEval.VertexOrder = linked_shader-
> > >TessEval.VertexOrder;
> >  
> >     if (linked_shader->TessEval.PointMode == -1)
> >        linked_shader->TessEval.PointMode = GL_FALSE;
> > -   prog->TessEval.PointMode = linked_shader->TessEval.PointMode;
> >  }
> >  
> > 
> > diff --git a/src/mesa/main/api_validate.c
> > b/src/mesa/main/api_validate.c
> > index c7625c3..634040f 100644
> > --- a/src/mesa/main/api_validate.c
> > +++ b/src/mesa/main/api_validate.c
> > @@ -206,9 +206,10 @@ _mesa_valid_prim_mode(struct gl_context *ctx,
> > GLenum mode, const char *name)
> >        GLenum mode_before_gs = mode;
> >  
> >        if (tes) {
> Shouldn't we also do:
> 
> if (tes->_LinkedShaders[MESA_SHADER_TESS_EVAL]) instead of the line
> above
>  and remove the 'tes' variable? It looks like we only use it here
> after this change.

No I don't think so. We need to null check tes aka ctx->_Shader-
>CurrentProgram[MESA_SHADER_TESS_EVAL] as the existing code does. We
then get the shader from the gl_shader_program struct.

ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]-
>_LinkedShaders[MESA_SHADER_TESS_EVAL]

_LinkedShaders[MESA_SHADER_TESS_EVAL] should never be null in this case
unless something has gone wrong elsewhere.

> 
> > 
> > -         if (tes->TessEval.PointMode)
> > +         struct gl_shader *tes_sh = tes-
> > >_LinkedShaders[MESA_SHADER_TESS_EVAL];
> > +         if (tes_sh->TessEval.PointMode)
> >              mode_before_gs = GL_POINTS;
> > -         else if (tes->TessEval.PrimitiveMode == GL_ISOLINES)
> > +         else if (tes_sh->TessEval.PrimitiveMode == GL_ISOLINES)
> >              mode_before_gs = GL_LINES;
> >           else
> >              /* the GL_QUADS mode generates triangles too */
> > @@ -321,10 +322,10 @@ _mesa_valid_prim_mode(struct gl_context *ctx,
> > GLenum mode, const char *name)
> >        else if (ctx->_Shader-
> > >CurrentProgram[MESA_SHADER_TESS_EVAL]) {
> >           struct gl_shader_program *tes =
> >              ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
> If I am not wrong, 'tes' is also unused here after these changes, so
> just remove it too.

Again its used below:

tes->_LinkedShaders[MESA_SHADER_TESS_EVAL];

> 
> > 
> > -
> > -         if (tes->TessEval.PointMode)
> > +         struct gl_shader *tes_sh = tes-
> > >_LinkedShaders[MESA_SHADER_TESS_EVAL];
> > +         if (tes_sh->TessEval.PointMode)
> >              pass = ctx->TransformFeedback.Mode == GL_POINTS;
> > -         else if (tes->TessEval.PrimitiveMode == GL_ISOLINES)
> > +         else if (tes_sh->TessEval.PrimitiveMode == GL_ISOLINES)
> >              pass = ctx->TransformFeedback.Mode == GL_LINES;
> >           else
> >              pass = ctx->TransformFeedback.Mode == GL_TRIANGLES;
> > diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
> > index e7ed509..dad0ac1 100644
> > --- a/src/mesa/main/mtypes.h
> > +++ b/src/mesa/main/mtypes.h
> > @@ -2729,13 +2729,6 @@ struct gl_shader_program
> >      * Tessellation Evaluation shader state from layout qualifiers.
> >      */
> >     struct {
> > -      /** GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
> > -      GLenum PrimitiveMode;
> > -      /** GL_EQUAL, GL_FRACTIONAL_ODD or GL_FRACTIONAL_EVEN */
> > -      GLenum Spacing;
> > -      /** GL_CW or GL_CCW */
> > -      GLenum VertexOrder;
> > -      bool PointMode;
> >        /**
> >         * True if gl_ClipDistance is written to.  Copied into
> >         * gl_tess_eval_program by _mesa_copy_linked_program_data().
> > diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c
> > index fed8b6d..605c83c 100644
> > --- a/src/mesa/main/shaderapi.c
> > +++ b/src/mesa/main/shaderapi.c
> > @@ -831,26 +831,34 @@ get_programiv(struct gl_context *ctx, GLuint
> > program, GLenum pname,
> >     case GL_TESS_GEN_MODE:
> >        if (!has_tess)
> >           break;
> > -      if (check_tes_query(ctx, shProg))
> > -         *params = shProg->TessEval.PrimitiveMode;
> > +      if (check_tes_query(ctx, shProg)) {
> > +         *params = shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->
> > +            TessEval.PrimitiveMode;
> > +      }
> >        return;
> >     case GL_TESS_GEN_SPACING:
> >        if (!has_tess)
> >           break;
> > -      if (check_tes_query(ctx, shProg))
> > -         *params = shProg->TessEval.Spacing;
> > +      if (check_tes_query(ctx, shProg)) {
> > +         *params = shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->
> > +            TessEval.Spacing;
> > +      }
> >        return;
> >     case GL_TESS_GEN_VERTEX_ORDER:
> >        if (!has_tess)
> >           break;
> > -      if (check_tes_query(ctx, shProg))
> > -         *params = shProg->TessEval.VertexOrder;
> > +      if (check_tes_query(ctx, shProg)) {
> > +         *params = shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->
> > +            TessEval.VertexOrder;
> > +         }
> >        return;
> >     case GL_TESS_GEN_POINT_MODE:
> >        if (!has_tess)
> >           break;
> > -      if (check_tes_query(ctx, shProg))
> > -         *params = shProg->TessEval.PointMode;
> > +      if (check_tes_query(ctx, shProg)) {
> > +         *params = shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->
> > +            TessEval.PointMode;
> > +      }
> >        return;
> >     default:
> >        break;
> > @@ -2161,10 +2169,13 @@
> > _mesa_copy_linked_program_data(gl_shader_stage type,
> >     case MESA_SHADER_TESS_EVAL: {
> >        struct gl_tess_eval_program *dst_tep =
> >           (struct gl_tess_eval_program *) dst;
> Remove dst_tep, it is unused with these changes.

Its still used :)

> 
> > 
> > -      dst_tep->PrimitiveMode = src->TessEval.PrimitiveMode;
> > -      dst_tep->Spacing = src->TessEval.Spacing;
> > -      dst_tep->VertexOrder = src->TessEval.VertexOrder;
> > -      dst_tep->PointMode = src->TessEval.PointMode;
> > +      struct gl_shader *tes_sh = src-
> > >_LinkedShaders[MESA_SHADER_TESS_EVAL];
> > +      if (tes_sh) {
> > +         dst_tep->PrimitiveMode = tes_sh->TessEval.PrimitiveMode;
> > +         dst_tep->Spacing = tes_sh->TessEval.Spacing;
> > +         dst_tep->VertexOrder = tes_sh->TessEval.VertexOrder;
> > +         dst_tep->PointMode = tes_sh->TessEval.PointMode;
> > +      }
> >        dst->ClipDistanceArraySize = src-
> > >TessEval.ClipDistanceArraySize;
> >        dst->CullDistanceArraySize = src-
> > >TessEval.CullDistanceArraySize;
> >        break;
> 
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