[Mesa-dev] [PATCH 37/56] glsl/mesa: make a copy of attribute bindings in case of cache fallback
Timothy Arceri
timothy.arceri at collabora.com
Tue Nov 29 03:58:36 UTC 2016
If the shader cache falls back to doing a compile and link we need the
original attribute bindings as they could have changed after the program
was first linked.
---
src/compiler/glsl/shader_cache.cpp | 15 +++++++++++++++
src/mesa/main/mtypes.h | 7 +++++++
src/mesa/main/shaderobj.c | 6 ++++++
3 files changed, 28 insertions(+)
diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp
index c829f6b..34854fe 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++ b/src/compiler/glsl/shader_cache.cpp
@@ -793,9 +793,22 @@ read_hash_table(struct blob_reader *metadata, struct string_to_uint_map *hash)
}
static void
+copy_hash_entry(const void *key, void *data, void *closure)
+{
+ struct string_to_uint_map *ht = (struct string_to_uint_map *) closure;
+
+ /* string_to_uint_map increases everything by 1 so we need to allow for
+ * this when copying the data directly.
+ */
+ ht->put(((intptr_t) data) - 1, (const char *) key);
+}
+
+static void
write_hash_tables(struct blob *metadata, struct gl_shader_program *prog)
{
write_hash_table(metadata, prog->AttributeBindings);
+ hash_table_call_foreach(prog->AttributeBindings->ht, copy_hash_entry,
+ prog->data->FallbackAttributeBindings);
write_hash_table(metadata, prog->FragDataBindings);
write_hash_table(metadata, prog->FragDataIndexBindings);
}
@@ -804,6 +817,8 @@ static void
read_hash_tables(struct blob_reader *metadata, struct gl_shader_program *prog)
{
read_hash_table(metadata, prog->AttributeBindings);
+ hash_table_call_foreach(prog->AttributeBindings->ht, copy_hash_entry,
+ prog->data->FallbackAttributeBindings);
read_hash_table(metadata, prog->FragDataBindings);
read_hash_table(metadata, prog->FragDataIndexBindings);
}
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index dd234e7..a9064aa 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2660,6 +2660,13 @@ struct gl_shader_program_data
GLuint NumFallbackShaders;
struct gl_shader **FallbackShaders; /**< Shaders used for cache fallback */
+ /**
+ * If the shader cache falls back to doing a compile and link we need the
+ * original attribute bindings as they could have changed after the program
+ * was first linked.
+ */
+ struct string_to_uint_map *FallbackAttributeBindings;
+
/** List of all active resources after linking. */
struct gl_program_resource *ProgramResourceList;
unsigned NumProgramResourceList;
diff --git a/src/mesa/main/shaderobj.c b/src/mesa/main/shaderobj.c
index 8c58562..0a0af27 100644
--- a/src/mesa/main/shaderobj.c
+++ b/src/mesa/main/shaderobj.c
@@ -282,6 +282,7 @@ init_shader_program(struct gl_shader_program *prog)
prog->RefCount = 1;
prog->AttributeBindings = string_to_uint_map_ctor();
+ prog->data->FallbackAttributeBindings = string_to_uint_map_ctor();
prog->FragDataBindings = string_to_uint_map_ctor();
prog->FragDataIndexBindings = string_to_uint_map_ctor();
@@ -397,6 +398,11 @@ _mesa_free_shader_program_data(struct gl_context *ctx,
shProg->AttributeBindings = NULL;
}
+ if (shProg->data->FallbackAttributeBindings) {
+ string_to_uint_map_dtor(shProg->data->FallbackAttributeBindings);
+ shProg->data->FallbackAttributeBindings = NULL;
+ }
+
if (shProg->FragDataBindings) {
string_to_uint_map_dtor(shProg->FragDataBindings);
shProg->FragDataBindings = NULL;
--
2.7.4
More information about the mesa-dev
mailing list