[Mesa-dev] [PATCH 02/27] glsl/mesa: make a copy of attribute bindings in case of cache fallback
Jordan Justen
jordan.l.justen at intel.com
Sat Aug 19 07:44:18 UTC 2017
From: Timothy Arceri <timothy.arceri at collabora.com>
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.
[jordan.l.justen at intel.com: Use string_to_uint_map::iterate method]
Signed-off-by: Jordan Justen <jordan.l.justen at intel.com>
---
src/compiler/glsl/shader_cache.cpp | 10 ++++++++++
src/mesa/main/mtypes.h | 7 +++++++
src/mesa/main/shaderobj.c | 6 ++++++
3 files changed, 23 insertions(+)
diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp
index cc4d24482d..6b45813cee 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++ b/src/compiler/glsl/shader_cache.cpp
@@ -835,10 +835,18 @@ read_hash_table(struct blob_reader *metadata, struct string_to_uint_map *hash)
}
}
+static void
+copy_hash_entry(const char *key, unsigned data, void *closure)
+{
+ ((struct string_to_uint_map *) closure)->put(data, key);
+}
+
static void
write_hash_tables(struct blob *metadata, struct gl_shader_program *prog)
{
write_hash_table(metadata, prog->AttributeBindings);
+ prog->AttributeBindings->iterate(copy_hash_entry,
+ prog->data->FallbackAttributeBindings);
write_hash_table(metadata, prog->FragDataBindings);
write_hash_table(metadata, prog->FragDataIndexBindings);
}
@@ -847,6 +855,8 @@ static void
read_hash_tables(struct blob_reader *metadata, struct gl_shader_program *prog)
{
read_hash_table(metadata, prog->AttributeBindings);
+ prog->AttributeBindings->iterate(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 49eb7d54bd..e2c95d48e9 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2873,6 +2873,13 @@ struct gl_shader_program_data
*/
bool skip_cache;
+ /**
+ * 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 8a5fa5e2df..185093b117 100644
--- a/src/mesa/main/shaderobj.c
+++ b/src/mesa/main/shaderobj.c
@@ -277,6 +277,7 @@ 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();
@@ -394,6 +395,11 @@ _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;
--
2.14.0
More information about the mesa-dev
mailing list