[Mesa-dev] [PATCH 19/40] glsl: cache uniform values

Nicolai Hähnle nhaehnle at gmail.com
Fri Feb 10 11:58:47 UTC 2017


Patches #17 - #19:

Reviewed-by: Nicolai Hähnle <nicolai.haehnle at amd.com>

On 07.02.2017 04:42, Timothy Arceri wrote:
> From: Timothy Arceri <timothy.arceri at collabora.com>
>
> These may be lowered constant arrays or uniform values that we set before linking
> so we need to cache the actual uniform values.
> ---
>  src/compiler/glsl/shader_cache.cpp | 33 +++++++++++++++++++++++++++++++++
>  1 file changed, 33 insertions(+)
>
> diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp
> index 6225dea..a9d6987 100644
> --- a/src/compiler/glsl/shader_cache.cpp
> +++ b/src/compiler/glsl/shader_cache.cpp
> @@ -568,11 +568,13 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
>        blob_write_string(metadata, prog->data->UniformStorage[i].name);
>        blob_write_uint32(metadata, prog->data->UniformStorage[i].storage -
>                                    prog->data->UniformDataSlots);
> +      blob_write_uint32(metadata, prog->data->UniformStorage[i].builtin);
>        blob_write_uint32(metadata, prog->data->UniformStorage[i].remap_location);
>        blob_write_uint32(metadata, prog->data->UniformStorage[i].block_index);
>        blob_write_uint32(metadata, prog->data->UniformStorage[i].atomic_buffer_index);
>        blob_write_uint32(metadata, prog->data->UniformStorage[i].offset);
>        blob_write_uint32(metadata, prog->data->UniformStorage[i].array_stride);
> +      blob_write_uint32(metadata, prog->data->UniformStorage[i].hidden);
>        blob_write_uint32(metadata, prog->data->UniformStorage[i].matrix_stride);
>        blob_write_uint32(metadata, prog->data->UniformStorage[i].row_major);
>        blob_write_uint32(metadata,
> @@ -584,6 +586,22 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
>        blob_write_bytes(metadata, prog->data->UniformStorage[i].opaque,
>                         sizeof(prog->data->UniformStorage[i].opaque));
>     }
> +
> +   /* Here we cache all uniform values. We do this to retain values for
> +    * uniforms with initialisers and also hidden uniforms that may be lowered
> +    * constant arrays. We could possibly just store the values we need but for
> +    * now we just store everything.
> +    */
> +   blob_write_uint32(metadata, prog->data->NumHiddenUniforms);
> +   for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
> +      if (!prog->data->UniformStorage[i].builtin) {
> +         unsigned vec_size =
> +            values_for_type(prog->data->UniformStorage[i].type) *
> +            MAX2(prog->data->UniformStorage[i].array_elements, 1);
> +         blob_write_bytes(metadata, prog->data->UniformStorage[i].storage,
> +                          sizeof(union gl_constant_value) * vec_size);
> +      }
> +   }
>  }
>
>  static void
> @@ -611,11 +629,13 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
>        uniforms[i].array_elements = blob_read_uint32(metadata);
>        uniforms[i].name = ralloc_strdup(prog, blob_read_string (metadata));
>        uniforms[i].storage = data + blob_read_uint32(metadata);
> +      uniforms[i].builtin = blob_read_uint32(metadata);
>        uniforms[i].remap_location = blob_read_uint32(metadata);
>        uniforms[i].block_index = blob_read_uint32(metadata);
>        uniforms[i].atomic_buffer_index = blob_read_uint32(metadata);
>        uniforms[i].offset = blob_read_uint32(metadata);
>        uniforms[i].array_stride = blob_read_uint32(metadata);
> +      uniforms[i].hidden = blob_read_uint32(metadata);
>        uniforms[i].matrix_stride = blob_read_uint32(metadata);
>        uniforms[i].row_major = blob_read_uint32(metadata);
>        uniforms[i].num_compatible_subroutines = blob_read_uint32(metadata);
> @@ -627,6 +647,19 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
>               blob_read_bytes(metadata, sizeof(uniforms[i].opaque)),
>               sizeof(uniforms[i].opaque));
>     }
> +
> +   /* Restore uniform values. */
> +   prog->data->NumHiddenUniforms = blob_read_uint32(metadata);
> +   for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
> +      if (!prog->data->UniformStorage[i].builtin) {
> +         unsigned vec_size =
> +            values_for_type(prog->data->UniformStorage[i].type) *
> +            MAX2(prog->data->UniformStorage[i].array_elements, 1);
> +         blob_copy_bytes(metadata,
> +                         (uint8_t *) prog->data->UniformStorage[i].storage,
> +                         sizeof(union gl_constant_value) * vec_size);
> +      }
> +   }
>  }
>
>
>



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