[Mesa-dev] [PATCH] i965/nir: Use uniform index instead of lookup by name
Matt Turner
mattst88 at gmail.com
Thu Mar 10 18:58:39 UTC 2016
On Thu, Mar 10, 2016 at 10:13 AM, Topi Pohjolainen
<topi.pohjolainen at intel.com> wrote:
> Uniform linking in (see link_assign_uniform_locations()) already
> stores the index to the storage in ir_variable which is further
> stored into nir_variable (see nir_visitor::visit(ir_variable *)).
>
> Instead of doing uniform_num^2 string comparisons one can recur
> over the uniform type the same way uniform linking does.
>
> Unfortunately I didn't see any improvement in performance tests,
> at least on BDW. Only the the fps numbers in a few synthetic
> benchmarks started to vary more than before between two subsequent
> runs.
>
> CC: Kenneth Graunke <kenneth at whitecape.org>
> Signed-off-by: Topi Pohjolainen <topi.pohjolainen at intel.com>
> ---
> src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp | 113 +++++++++++++++----------
> 1 file changed, 67 insertions(+), 46 deletions(-)
>
> diff --git a/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp b/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp
> index f3361d6..f8ee0af 100644
> --- a/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp
> +++ b/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp
> @@ -67,62 +67,83 @@ brw_nir_setup_glsl_builtin_uniform(nir_variable *var,
> }
>
> static void
> -brw_nir_setup_glsl_uniform(gl_shader_stage stage, nir_variable *var,
> - struct gl_shader_program *shader_prog,
> +brw_nir_setup_glsl_uniform(gl_shader_stage stage, bool is_scalar,
> struct brw_stage_prog_data *stage_prog_data,
> - bool is_scalar)
> + const struct gl_uniform_storage *storage,
> + unsigned *uniform_index)
> {
> - int namelen = strlen(var->name);
> -
> - /* The data for our (non-builtin) uniforms is stored in a series of
> - * gl_uniform_driver_storage structs for each subcomponent that
> - * glGetUniformLocation() could name. We know it's been set up in the same
> - * order we'd walk the type, so walk the list of storage and find anything
> - * with our name, or the prefix of a component that starts with our name.
> - */
> - unsigned uniform_index = var->data.driver_location / 4;
> - for (unsigned u = 0; u < shader_prog->NumUniformStorage; u++) {
> - struct gl_uniform_storage *storage = &shader_prog->UniformStorage[u];
> -
> - if (storage->builtin)
> - continue;
> + if (storage->type->is_image()) {
> + brw_setup_image_uniform_values(stage, stage_prog_data,
> + *uniform_index, storage);
> + *uniform_index +=
> + BRW_IMAGE_PARAM_SIZE * MAX2(storage->array_elements, 1);
> + } else {
> + gl_constant_value *components = storage->storage;
> + unsigned vector_count = (MAX2(storage->array_elements, 1) *
> + storage->type->matrix_columns);
> + unsigned vector_size = storage->type->vector_elements;
> +
> + for (unsigned s = 0; s < vector_count; s++) {
> + unsigned i;
> + for (i = 0; i < vector_size; i++) {
> + stage_prog_data->param[(*uniform_index)++] = components++;
> + }
>
> - if (strncmp(var->name, storage->name, namelen) != 0 ||
> - (storage->name[namelen] != 0 &&
> - storage->name[namelen] != '.' &&
> - storage->name[namelen] != '[')) {
> - continue;
> + if (!is_scalar) {
> + /* Pad out with zeros if needed (only needed for vec4) */
> + for (; i < 4; i++) {
> + static const gl_constant_value zero = { 0.0 };
> + stage_prog_data->param[(*uniform_index)++] = &zero;
> + }
> + }
> }
> + }
> +}
>
> - if (storage->type->is_image()) {
> - brw_setup_image_uniform_values(stage, stage_prog_data,
> - uniform_index, storage);
> - uniform_index +=
> - BRW_IMAGE_PARAM_SIZE * MAX2(storage->array_elements, 1);
> - } else {
> - gl_constant_value *components = storage->storage;
> - unsigned vector_count = (MAX2(storage->array_elements, 1) *
> - storage->type->matrix_columns);
> - unsigned vector_size = storage->type->vector_elements;
> -
> - for (unsigned s = 0; s < vector_count; s++) {
> - unsigned i;
> - for (i = 0; i < vector_size; i++) {
> - stage_prog_data->param[uniform_index++] = components++;
> - }
> +/* This mirrors the breakdown of complex uniforms in link_uniforms.cpp */
> +static void
> +brw_nir_recur_to_glsl_uniform(gl_shader_stage stage, bool is_scalar,
> + struct brw_stage_prog_data *stage_prog_data,
> + const struct gl_uniform_storage **storage,
> + unsigned *uniform_index, const glsl_type *t)
> +{
> + assert(!t->is_interface() && !t->without_array()->is_interface());
>
> - if (!is_scalar) {
> - /* Pad out with zeros if needed (only needed for vec4) */
> - for (; i < 4; i++) {
> - static const gl_constant_value zero = { 0.0 };
> - stage_prog_data->param[uniform_index++] = &zero;
> - }
> - }
> - }
> + if (t->is_record()) {
> + for (unsigned i = 0; i < t->length; i++) {
> + brw_nir_recur_to_glsl_uniform(stage, is_scalar, stage_prog_data,
> + storage, uniform_index,
> + t->fields.structure[i].type);
> + }
> + } else if (t->without_array()->is_record() ||
> + (t->is_array() && t->fields.array->is_array())) {
> + for (unsigned i = 0; i < t->length; i++) {
> + brw_nir_recur_to_glsl_uniform(stage, is_scalar, stage_prog_data,
> + storage, uniform_index,
> + t->fields.array);
> }
> + } else {
> + brw_nir_setup_glsl_uniform(stage, is_scalar, stage_prog_data,
> + *storage, uniform_index);
> + ++(*storage);
> }
> }
>
> +static void
> +brw_nir_setup_glsl_uniform(gl_shader_stage stage, nir_variable *var,
> + struct gl_shader_program *shader_prog,
> + struct brw_stage_prog_data *stage_prog_data,
> + bool is_scalar)
> +{
> + const unsigned location = var->data.location;
> + const struct gl_uniform_storage * storage =
No space between * and variable name.
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