[Mesa-dev] [PATCH] glsl/mesa: stop duplicating tess layout values
Timothy Arceri
timothy.arceri at collabora.com
Wed Jun 22 10:48:31 UTC 2016
On Wed, 2016-06-22 at 09:30 +0200, Iago Toral wrote:
> On Wed, 2016-06-22 at 09:54 +1000, Timothy Arceri wrote:
> >
> > 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.
> Aha, ok, then it is a bit special after all. In that case maybe the it
> is fine as it is, dunno. If you think doing something similar for other
> stages helps something then go ahead, otherwise I guess we can keep it
> as is.
I already did it :) https://patchwork.freedesktop.org/patch/94481/
>
> >
> > >
> > >
> > > 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 :)
> I see, ok!
>
> >
> > >
> > > 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;
> > > _______________________________________________
> > > mesa-dev mailing list
> > > mesa-dev at lists.freedesktop.org
> > > https://lists.freedesktop.org/mailman/listinfo/mesa-dev
>
> _______________________________________________
> mesa-dev mailing list
> mesa-dev at lists.freedesktop.org
> https://lists.freedesktop.org/mailman/listinfo/mesa-dev
More information about the mesa-dev
mailing list