[Mesa-dev] [PATCH 33/56] glsl: don't lose uniform values when falling back to full compile
Timothy Arceri
timothy.arceri at collabora.com
Tue Nov 29 03:58:32 UTC 2016
Here we skip the recreation of uniform storage if we are relinking
after a cache miss. This is improtant because uniform values may
have already been set by the application and we don't want to reset
them.
---
src/compiler/glsl/link_uniforms.cpp | 31 +++++++++++++++++++++++--------
src/mesa/main/shaderobj.c | 4 ++--
2 files changed, 25 insertions(+), 10 deletions(-)
diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp
index 770fc3f..000b21b 100644
--- a/src/compiler/glsl/link_uniforms.cpp
+++ b/src/compiler/glsl/link_uniforms.cpp
@@ -1209,11 +1209,17 @@ link_assign_uniform_storage(struct gl_context *ctx,
unsigned int boolean_true = ctx->Const.UniformBooleanTrue;
- prog->data->UniformStorage = rzalloc_array(prog, struct gl_uniform_storage,
- prog->data->NumUniformStorage);
- union gl_constant_value *data = rzalloc_array(prog->data->UniformStorage,
- union gl_constant_value,
- num_data_slots);
+ union gl_constant_value *data;
+ if (prog->data->UniformStorage == NULL) {
+ prog->data->UniformStorage = rzalloc_array(prog,
+ struct gl_uniform_storage,
+ prog->data->NumUniformStorage);
+ data = rzalloc_array(prog->data->UniformStorage,
+ union gl_constant_value, num_data_slots);
+ } else {
+ data = prog->data->UniformDataSlots;
+ }
+
#ifndef NDEBUG
union gl_constant_value *data_end = &data[num_data_slots];
#endif
@@ -1248,6 +1254,13 @@ link_assign_uniform_storage(struct gl_context *ctx,
sizeof(prog->_LinkedShaders[i]->Program->sh.SamplerTargets));
}
+ /* If this is a fallback compile for a cache miss we already have the
+ * correct uniform mappings and we don't want to reinitialise uniforms so
+ * just return now.
+ */
+ if (prog->data->cache_fallback)
+ return;
+
#ifndef NDEBUG
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
assert(prog->data->UniformStorage[i].storage != NULL ||
@@ -1273,9 +1286,11 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
struct gl_context *ctx,
unsigned int num_explicit_uniform_locs)
{
- ralloc_free(prog->data->UniformStorage);
- prog->data->UniformStorage = NULL;
- prog->data->NumUniformStorage = 0;
+ if (!prog->data->cache_fallback) {
+ ralloc_free(prog->data->UniformStorage);
+ prog->data->UniformStorage = NULL;
+ prog->data->NumUniformStorage = 0;
+ }
if (prog->UniformHash != NULL) {
prog->UniformHash->clear();
diff --git a/src/mesa/main/shaderobj.c b/src/mesa/main/shaderobj.c
index 61df247..b197144 100644
--- a/src/mesa/main/shaderobj.c
+++ b/src/mesa/main/shaderobj.c
@@ -330,7 +330,7 @@ _mesa_clear_shader_program_data(struct gl_context *ctx,
}
}
- if (shProg->data->UniformStorage) {
+ if (shProg->data->UniformStorage && !shProg->data->cache_fallback) {
for (unsigned i = 0; i < shProg->data->NumUniformStorage; ++i)
_mesa_uniform_detach_all_driver_storage(&shProg->data->
UniformStorage[i]);
@@ -339,7 +339,7 @@ _mesa_clear_shader_program_data(struct gl_context *ctx,
shProg->data->UniformStorage = NULL;
}
- if (shProg->UniformRemapTable) {
+ if (shProg->UniformRemapTable && !shProg->data->cache_fallback) {
ralloc_free(shProg->UniformRemapTable);
shProg->NumUniformRemapTable = 0;
shProg->UniformRemapTable = NULL;
--
2.7.4
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