[Mesa-dev] [PATCH 03/58] glsl: use linked_shaders bitmask to iterate stages for subroutine fields
Timothy Arceri
timothy.arceri at collabora.com
Sun Nov 20 13:28:42 UTC 2016
This should be faster than looping over every stage and null checking, but
will also make the code a bit cleaner when we switch to getting more fields
from gl_program rather than from gl_linked_shader as we can just copy the
pointer and not need to worry about null checking then copying.
---
src/compiler/glsl/link_uniforms.cpp | 12 ++++++------
src/compiler/glsl/linker.cpp | 34 +++++++++++++++++-----------------
2 files changed, 23 insertions(+), 23 deletions(-)
diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp
index f271093..1c16f64 100644
--- a/src/compiler/glsl/link_uniforms.cpp
+++ b/src/compiler/glsl/link_uniforms.cpp
@@ -1138,10 +1138,10 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
const unsigned entries =
MAX2(1, prog->data->UniformStorage[i].array_elements);
- for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
+ unsigned mask = prog->data->linked_stages;
+ while (mask) {
+ const int j = u_bit_scan(&mask);
struct gl_linked_shader *sh = prog->_LinkedShaders[j];
- if (!sh)
- continue;
if (!prog->data->UniformStorage[i].opaque[j].active)
continue;
@@ -1170,10 +1170,10 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
const unsigned entries =
MAX2(1, prog->data->UniformStorage[i].array_elements);
- for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
+ unsigned mask = prog->data->linked_stages;
+ while (mask) {
+ const int j = u_bit_scan(&mask);
struct gl_linked_shader *sh = prog->_LinkedShaders[j];
- if (!sh)
- continue;
if (!prog->data->UniformStorage[i].opaque[j].active)
continue;
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index ba9d97a..36616d8 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -3134,11 +3134,10 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
static void
link_calculate_subroutine_compat(struct gl_shader_program *prog)
{
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ unsigned mask = prog->data->linked_stages;
+ while (mask) {
+ const int i = u_bit_scan(&mask);
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
- int count;
- if (!sh)
- continue;
for (unsigned j = 0; j < sh->NumSubroutineUniformRemapTable; j++) {
if (sh->SubroutineUniformRemapTable[j] == INACTIVE_UNIFORM_EXPLICIT_LOCATION)
@@ -3150,7 +3149,7 @@ link_calculate_subroutine_compat(struct gl_shader_program *prog)
continue;
sh->NumSubroutineUniforms++;
- count = 0;
+ int count = 0;
if (sh->NumSubroutineFunctions == 0) {
linker_error(prog, "subroutine uniform %s defined but no valid functions found\n", uni->type->name);
continue;
@@ -3172,7 +3171,9 @@ link_calculate_subroutine_compat(struct gl_shader_program *prog)
static void
check_subroutine_resources(struct gl_shader_program *prog)
{
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ unsigned mask = prog->data->linked_stages;
+ while (mask) {
+ const int i = u_bit_scan(&mask);
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
if (sh) {
@@ -3374,7 +3375,9 @@ check_explicit_uniform_locations(struct gl_context *ctx,
}
unsigned entries_total = 0;
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ unsigned mask = prog->data->linked_stages;
+ while (mask) {
+ const int i = u_bit_scan(&mask);
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
if (!sh)
@@ -4308,14 +4311,12 @@ build_program_resource_list(struct gl_context *ctx,
}
}
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ unsigned mask = shProg->data->linked_stages;
+ while (mask) {
+ const int i = u_bit_scan(&mask);
struct gl_linked_shader *sh = shProg->_LinkedShaders[i];
- GLuint type;
- if (!sh)
- continue;
-
- type = _mesa_shader_stage_to_subroutine((gl_shader_stage)i);
+ GLuint type = _mesa_shader_stage_to_subroutine((gl_shader_stage)i);
for (unsigned j = 0; j < sh->NumSubroutineFunctions; j++) {
if (!add_program_resource(shProg, resource_set,
type, &sh->SubroutineFunctions[j], 0))
@@ -4363,12 +4364,11 @@ validate_sampler_array_indexing(struct gl_context *ctx,
static void
link_assign_subroutine_types(struct gl_shader_program *prog)
{
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ unsigned mask = prog->data->linked_stages;
+ while (mask) {
+ const int i = u_bit_scan(&mask);
gl_linked_shader *sh = prog->_LinkedShaders[i];
- if (sh == NULL)
- continue;
-
sh->MaxSubroutineFunctionIndex = 0;
foreach_in_list(ir_instruction, node, sh->ir) {
ir_function *fn = node->as_function();
--
2.7.4
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