[Mesa-dev] [PATCH 04/24] st/mesa: don't search through shader variants if there is only one

Marek Olšák maraeo at gmail.com
Mon Jun 12 18:18:35 UTC 2017


From: Marek Olšák <marek.olsak at amd.com>

---
 src/mesa/state_tracker/st_atom_shader.c | 141 ++++++++++++++++++++------------
 1 file changed, 90 insertions(+), 51 deletions(-)

diff --git a/src/mesa/state_tracker/st_atom_shader.c b/src/mesa/state_tracker/st_atom_shader.c
index 37aee83..b6b3222 100644
--- a/src/mesa/state_tracker/st_atom_shader.c
+++ b/src/mesa/state_tracker/st_atom_shader.c
@@ -96,46 +96,55 @@ get_texture_target(struct gl_context *ctx, const unsigned unit)
 void
 st_update_fp( struct st_context *st )
 {
    struct st_fragment_program *stfp;
    struct st_fp_variant_key key;
 
    assert(st->ctx->FragmentProgram._Current);
    stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
    assert(stfp->Base.Target == GL_FRAGMENT_PROGRAM_ARB);
 
-   memset(&key, 0, sizeof(key));
-   key.st = st->has_shareable_shaders ? NULL : st;
-
-   /* _NEW_FRAG_CLAMP */
-   key.clamp_color = st->clamp_frag_color_in_shader &&
-                     st->ctx->Color._ClampFragmentColor;
-
-   /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
-   key.persample_shading =
-      st->force_persample_in_shader &&
-      _mesa_is_multisample_enabled(st->ctx) &&
-      st->ctx->Multisample.SampleShading &&
-      st->ctx->Multisample.MinSampleShadingValue *
-      _mesa_geometric_samples(st->ctx->DrawBuffer) > 1;
-
-   if (stfp->ati_fs) {
-      key.fog = st->ctx->Fog._PackedEnabledMode;
-
-      for (unsigned u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
-         key.texture_targets[u] = get_texture_target(st->ctx, u);
+   void *shader;
+
+   if (st->shader_has_one_variant[MESA_SHADER_FRAGMENT] &&
+       !stfp->ati_fs && /* ATI_fragment_shader always has multiple variants */
+       !stfp->Base.ExternalSamplersUsed && /* external samplers need variants */
+       stfp->variants) {
+      shader = stfp->variants->driver_shader;
+   } else {
+      memset(&key, 0, sizeof(key));
+      key.st = st->has_shareable_shaders ? NULL : st;
+
+      /* _NEW_FRAG_CLAMP */
+      key.clamp_color = st->clamp_frag_color_in_shader &&
+                        st->ctx->Color._ClampFragmentColor;
+
+      /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
+      key.persample_shading =
+         st->force_persample_in_shader &&
+         _mesa_is_multisample_enabled(st->ctx) &&
+         st->ctx->Multisample.SampleShading &&
+         st->ctx->Multisample.MinSampleShadingValue *
+         _mesa_geometric_samples(st->ctx->DrawBuffer) > 1;
+
+      if (stfp->ati_fs) {
+         key.fog = st->ctx->Fog._PackedEnabledMode;
+
+         for (unsigned u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
+            key.texture_targets[u] = get_texture_target(st->ctx, u);
+         }
       }
-   }
 
-   key.external = st_get_external_sampler_key(st, &stfp->Base);
+      key.external = st_get_external_sampler_key(st, &stfp->Base);
 
-   void *shader = st_get_fp_variant(st, stfp, &key)->driver_shader;
+      shader = st_get_fp_variant(st, stfp, &key)->driver_shader;
+   }
 
    st_reference_fragprog(st, &st->fp, stfp);
 
    cso_set_fragment_shader_handle(st->cso_context, shader);
 }
 
 
 /**
  * Update vertex program state/atom.  This involves translating the
  * Mesa vertex program into a gallium fragment program and binding it.
@@ -146,40 +155,46 @@ st_update_vp( struct st_context *st )
    struct st_vertex_program *stvp;
    struct st_vp_variant_key key;
 
    /* find active shader and params -- Should be covered by
     * ST_NEW_VERTEX_PROGRAM
     */
    assert(st->ctx->VertexProgram._Current);
    stvp = st_vertex_program(st->ctx->VertexProgram._Current);
    assert(stvp->Base.Target == GL_VERTEX_PROGRAM_ARB);
 
-   memset(&key, 0, sizeof key);
-   key.st = st->has_shareable_shaders ? NULL : st;
-
-   /* When this is true, we will add an extra input to the vertex
-    * shader translation (for edgeflags), an extra output with
-    * edgeflag semantics, and extend the vertex shader to pass through
-    * the input to the output.  We'll need to use similar logic to set
-    * up the extra vertex_element input for edgeflags.
-    */
-   key.passthrough_edgeflags = st->vertdata_edgeflags;
-
-   key.clamp_color = st->clamp_vert_color_in_shader &&
-                     st->ctx->Light._ClampVertexColor &&
-                     (stvp->Base.info.outputs_written &
-                      (VARYING_SLOT_COL0 |
-                       VARYING_SLOT_COL1 |
-                       VARYING_SLOT_BFC0 |
-                       VARYING_SLOT_BFC1));
-
-   st->vp_variant = st_get_vp_variant(st, stvp, &key);
+   if (st->shader_has_one_variant[MESA_SHADER_VERTEX] &&
+       stvp->variants &&
+       stvp->variants->key.passthrough_edgeflags == st->vertdata_edgeflags) {
+      st->vp_variant = stvp->variants;
+   } else {
+      memset(&key, 0, sizeof key);
+      key.st = st->has_shareable_shaders ? NULL : st;
+
+      /* When this is true, we will add an extra input to the vertex
+       * shader translation (for edgeflags), an extra output with
+       * edgeflag semantics, and extend the vertex shader to pass through
+       * the input to the output.  We'll need to use similar logic to set
+       * up the extra vertex_element input for edgeflags.
+       */
+      key.passthrough_edgeflags = st->vertdata_edgeflags;
+
+      key.clamp_color = st->clamp_vert_color_in_shader &&
+                        st->ctx->Light._ClampVertexColor &&
+                        (stvp->Base.info.outputs_written &
+                         (VARYING_SLOT_COL0 |
+                          VARYING_SLOT_COL1 |
+                          VARYING_SLOT_BFC0 |
+                          VARYING_SLOT_BFC1));
+
+      st->vp_variant = st_get_vp_variant(st, stvp, &key);
+   }
 
    st_reference_vertprog(st, &st->vp, stvp);
 
    cso_set_vertex_shader_handle(st->cso_context, 
                                 st->vp_variant->driver_shader);
 }
 
 
 void
 st_update_gp( struct st_context *st )
@@ -188,22 +203,28 @@ st_update_gp( struct st_context *st )
 
    if (!st->ctx->GeometryProgram._Current) {
       cso_set_geometry_shader_handle(st->cso_context, NULL);
       st_reference_prog(st, &st->gp, NULL);
       return;
    }
 
    stgp = st_common_program(st->ctx->GeometryProgram._Current);
    assert(stgp->Base.Target == GL_GEOMETRY_PROGRAM_NV);
 
-   void *shader = st_get_basic_variant(st, PIPE_SHADER_GEOMETRY, &stgp->tgsi,
-                                       &stgp->variants)->driver_shader;
+   void *shader;
+
+   if (st->shader_has_one_variant[MESA_SHADER_GEOMETRY] && stgp->variants) {
+      shader = stgp->variants->driver_shader;
+   } else {
+      shader = st_get_basic_variant(st, PIPE_SHADER_GEOMETRY, &stgp->tgsi,
+                                    &stgp->variants)->driver_shader;
+   }
 
    st_reference_prog(st, &st->gp, stgp);
 
    cso_set_geometry_shader_handle(st->cso_context, shader);
 }
 
 
 void
 st_update_tcp( struct st_context *st )
 {
@@ -211,22 +232,28 @@ st_update_tcp( struct st_context *st )
 
    if (!st->ctx->TessCtrlProgram._Current) {
       cso_set_tessctrl_shader_handle(st->cso_context, NULL);
       st_reference_prog(st, &st->tcp, NULL);
       return;
    }
 
    sttcp = st_common_program(st->ctx->TessCtrlProgram._Current);
    assert(sttcp->Base.Target == GL_TESS_CONTROL_PROGRAM_NV);
 
-   void *shader = st_get_basic_variant(st, PIPE_SHADER_TESS_CTRL, &sttcp->tgsi,
-                                       &sttcp->variants)->driver_shader;
+   void *shader;
+
+   if (st->shader_has_one_variant[MESA_SHADER_TESS_CTRL] && sttcp->variants) {
+      shader = sttcp->variants->driver_shader;
+   } else {
+      shader = st_get_basic_variant(st, PIPE_SHADER_TESS_CTRL, &sttcp->tgsi,
+                                    &sttcp->variants)->driver_shader;
+   }
 
    st_reference_prog(st, &st->tcp, sttcp);
 
    cso_set_tessctrl_shader_handle(st->cso_context, shader);
 }
 
 
 void
 st_update_tep( struct st_context *st )
 {
@@ -234,22 +261,28 @@ st_update_tep( struct st_context *st )
 
    if (!st->ctx->TessEvalProgram._Current) {
       cso_set_tesseval_shader_handle(st->cso_context, NULL);
       st_reference_prog(st, &st->tep, NULL);
       return;
    }
 
    sttep = st_common_program(st->ctx->TessEvalProgram._Current);
    assert(sttep->Base.Target == GL_TESS_EVALUATION_PROGRAM_NV);
 
-   void *shader = st_get_basic_variant(st, PIPE_SHADER_TESS_EVAL, &sttep->tgsi,
-                                       &sttep->variants)->driver_shader;
+   void *shader;
+
+   if (st->shader_has_one_variant[MESA_SHADER_TESS_EVAL] && sttep->variants) {
+      shader = sttep->variants->driver_shader;
+   } else {
+      shader = st_get_basic_variant(st, PIPE_SHADER_TESS_EVAL, &sttep->tgsi,
+                                    &sttep->variants)->driver_shader;
+   }
 
    st_reference_prog(st, &st->tep, sttep);
 
    cso_set_tesseval_shader_handle(st->cso_context, shader);
 }
 
 
 void
 st_update_cp( struct st_context *st )
 {
@@ -257,17 +290,23 @@ st_update_cp( struct st_context *st )
 
    if (!st->ctx->ComputeProgram._Current) {
       cso_set_compute_shader_handle(st->cso_context, NULL);
       st_reference_compprog(st, &st->cp, NULL);
       return;
    }
 
    stcp = st_compute_program(st->ctx->ComputeProgram._Current);
    assert(stcp->Base.Target == GL_COMPUTE_PROGRAM_NV);
 
-   void *shader = st_get_cp_variant(st, &stcp->tgsi,
-                                    &stcp->variants)->driver_shader;
+   void *shader;
+
+   if (st->shader_has_one_variant[MESA_SHADER_COMPUTE] && stcp->variants) {
+      shader = stcp->variants->driver_shader;
+   } else {
+      shader = st_get_cp_variant(st, &stcp->tgsi,
+                                 &stcp->variants)->driver_shader;
+   }
 
    st_reference_compprog(st, &st->cp, stcp);
 
    cso_set_compute_shader_handle(st->cso_context, shader);
 }
-- 
2.7.4



More information about the mesa-dev mailing list