[Mesa-dev] [PATCH 34/56] glsl: skip more uniform initialisation when doing fallback linking

Timothy Arceri timothy.arceri at collabora.com
Tue Nov 29 03:58:33 UTC 2016


We already pull these values from the metadata cache so no need to
recreate them.
---
 src/compiler/glsl/linker.cpp | 20 ++++++++++++--------
 src/mesa/main/shaderobj.c    |  8 +++++---
 2 files changed, 17 insertions(+), 11 deletions(-)

diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 0dcf00d..b609c86 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -4698,13 +4698,15 @@ link_varyings_and_uniforms(unsigned first, unsigned last,
 
    update_array_sizes(prog);
    link_assign_uniform_locations(prog, ctx, num_explicit_uniform_locs);
-   link_assign_atomic_counter_resources(ctx, prog);
 
-   link_calculate_subroutine_compat(prog);
-   check_resources(ctx, prog);
-   check_subroutine_resources(prog);
-   check_image_resources(ctx, prog);
-   link_check_atomic_counter_resources(ctx, prog);
+   if (!prog->data->cache_fallback) {
+      link_assign_atomic_counter_resources(ctx, prog);
+      link_calculate_subroutine_compat(prog);
+      check_resources(ctx, prog);
+      check_subroutine_resources(prog);
+      check_image_resources(ctx, prog);
+      link_check_atomic_counter_resources(ctx, prog);
+   }
 
    if (!prog->data->LinkStatus)
       return false;
@@ -4940,8 +4942,10 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
       last = i;
    }
 
-   num_explicit_uniform_locs = check_explicit_uniform_locations(ctx, prog);
-   link_assign_subroutine_types(prog);
+   if (!prog->data->cache_fallback) {
+      num_explicit_uniform_locs = check_explicit_uniform_locations(ctx, prog);
+      link_assign_subroutine_types(prog);
+   }
 
    if (!prog->data->LinkStatus)
       goto done;
diff --git a/src/mesa/main/shaderobj.c b/src/mesa/main/shaderobj.c
index b197144..8dca7ec 100644
--- a/src/mesa/main/shaderobj.c
+++ b/src/mesa/main/shaderobj.c
@@ -362,9 +362,11 @@ _mesa_clear_shader_program_data(struct gl_context *ctx,
    shProg->data->ShaderStorageBlocks = NULL;
    shProg->data->NumShaderStorageBlocks = 0;
 
-   ralloc_free(shProg->data->AtomicBuffers);
-   shProg->data->AtomicBuffers = NULL;
-   shProg->data->NumAtomicBuffers = 0;
+   if (shProg->data->AtomicBuffers && !shProg->data->cache_fallback) {
+      ralloc_free(shProg->data->AtomicBuffers);
+      shProg->data->AtomicBuffers = NULL;
+      shProg->data->NumAtomicBuffers = 0;
+   }
 
    if (shProg->data->ProgramResourceList) {
       ralloc_free(shProg->data->ProgramResourceList);
-- 
2.7.4



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