[Mesa-dev] [PATCH 02/58] mesa: optimise interleaved sso validation
Ian Romanick
idr at freedesktop.org
Tue Nov 29 02:59:48 UTC 2016
On 11/20/2016 05:28 AM, Timothy Arceri wrote:
> Now that we have a linked_stages bitfield we can use this
> to check if the program is used at a later stage.
>
> This change is also required to be able to use gl_program
> rather than gl_shader_program in the CurrentProgram array.
> ---
> src/mesa/main/pipelineobj.c | 17 +++++++----------
> 1 file changed, 7 insertions(+), 10 deletions(-)
>
> diff --git a/src/mesa/main/pipelineobj.c b/src/mesa/main/pipelineobj.c
> index 35d416d..45131d2 100644
> --- a/src/mesa/main/pipelineobj.c
> +++ b/src/mesa/main/pipelineobj.c
> @@ -730,30 +730,27 @@ program_stages_all_active(struct gl_pipeline_object *pipe,
> static bool
> program_stages_interleaved_illegally(const struct gl_pipeline_object *pipe)
> {
> - struct gl_shader_program *prev = NULL;
> - unsigned i, j;
> + unsigned prev_linked_stages = 0;
>
> /* Look for programs bound to stages: A -> B -> A, with any intervening
> * sequence of unrelated programs or empty stages.
> */
> - for (i = 0; i < MESA_SHADER_STAGES; i++) {
> + for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
> struct gl_shader_program *cur = pipe->CurrentProgram[i];
>
> /* Empty stages anywhere in the pipe are OK */
> - if (!cur || cur == prev)
> + if (!cur || cur->data->linked_stages == prev_linked_stages)
The previous 'cur == prev' check would prevent validation when, say, a
program with a linked vertex shader and geometry shader were attached to
a pipeline. Just looking at this line of code, it's not immediately
obvious why the new check is equivalent. I'm guessing that code
elsewhere generates an error if the application binds a programs with
the same set of stages to a pipeline
glGenProgramPipelines(1, &pipe);
glGenPrograms(2, prog);
// compile and link two programs that have a vertex & fragment
// shader.
// ...
glBindProgramPipeline(pipe);
glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, prog[0]);
glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, prog[1]);
In the existing code, this pipeline will get validated here (and fail).
With the new code, it will not get validated here.
> continue;
>
> - if (prev) {
> + if (prev_linked_stages) {
> /* We've seen an A -> B transition; look at the rest of the pipe
> * to see if we ever see A again.
> */
> - for (j = i + 1; j < MESA_SHADER_STAGES; j++) {
> - if (pipe->CurrentProgram[j] == prev)
> - return true;
> - }
> + if (prev_linked_stages >> (i + 1))
> + return true;
> }
>
> - prev = cur;
> + prev_linked_stages = cur->data->linked_stages;
> }
>
> return false;
>
More information about the mesa-dev
mailing list