[Mesa-dev] [PATCH 28/40] glsl/mesa: make a copy of attribute bindings in case of cache fallback

Timothy Arceri tarceri at itsqueeze.com
Tue Feb 7 03:42:32 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.
---
 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 729dd09..ddcd530 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++ b/src/compiler/glsl/shader_cache.cpp
@@ -808,9 +808,22 @@ 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);
 }
@@ -819,6 +832,8 @@ 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 f65cd76..d1dde0c 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2688,6 +2688,13 @@ 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 ed19a72..245a0b9 100644
--- a/src/mesa/main/shaderobj.c
+++ b/src/mesa/main/shaderobj.c
@@ -276,6 +276,7 @@ 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();
 
@@ -393,6 +394,11 @@ _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;
-- 
2.9.3



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