[Mesa-dev] [PATCH 20/32] glsl: skip more uniform initialisation when doing fallback linking

Timothy Arceri tarceri at itsqueeze.com
Tue Feb 14 00:52:33 UTC 2017


From: Timothy Arceri <timothy.arceri at collabora.com>

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 d8b8a18..c875e41 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -4500,12 +4500,14 @@ link_and_validate_uniforms(struct gl_context *ctx,
    update_array_sizes(prog);
    link_assign_uniform_locations(prog, ctx);
 
-   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);
+   }
 }
 
 static bool
@@ -4810,8 +4812,10 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
       last = i;
    }
 
-   check_explicit_uniform_locations(ctx, prog);
-   link_assign_subroutine_types(prog);
+   if (!prog->data->cache_fallback) {
+      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 8cc9073..1ed19a6 100644
--- a/src/mesa/main/shaderobj.c
+++ b/src/mesa/main/shaderobj.c
@@ -359,9 +359,11 @@ _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);
-- 
2.9.3



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