[Mesa-dev] [PATCH 2/2] st/glsl_to_nir: delay adding built-in uniforms to Parameters list
Timothy Arceri
tarceri at itsqueeze.com
Wed Nov 1 05:20:37 UTC 2017
Delaying adding built-in uniforms until after we convert to NIR
gives us a better chance to optimise them away. Also NIR allows
us to iterate over the uniforms directly so should be faster.
---
src/mesa/state_tracker/st_glsl_to_nir.cpp | 68 +++++++++++++++---------------
src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 2 +-
2 files changed, 34 insertions(+), 36 deletions(-)
diff --git a/src/mesa/state_tracker/st_glsl_to_nir.cpp b/src/mesa/state_tracker/st_glsl_to_nir.cpp
index 5b37d2cd63..bbef830a2e 100644
--- a/src/mesa/state_tracker/st_glsl_to_nir.cpp
+++ b/src/mesa/state_tracker/st_glsl_to_nir.cpp
@@ -235,20 +235,53 @@ st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
options = (const nir_shader_compiler_options *)
pscreen->get_compiler_options(pscreen, PIPE_SHADER_IR_NIR, ptarget);
assert(options);
if (prog->nir)
return prog->nir;
nir = glsl_to_nir(shader_program, stage, options);
+ /* Make a pass over the IR to add state references for any built-in
+ * uniforms that are used. This has to be done now (during linking).
+ * Code generation doesn't happen until the first time this shader is
+ * used for rendering. Waiting until then to generate the parameters is
+ * too late. At that point, the values for the built-in uniforms won't
+ * get sent to the shader.
+ */
+ nir_foreach_variable(var, &nir->uniforms) {
+ if (strncmp(var->name, "gl_", 3) == 0) {
+ const nir_state_slot *const slots = var->state_slots;
+ assert(var->state_slots != NULL);
+
+ for (unsigned int i = 0; i < var->num_state_slots; i++) {
+ _mesa_add_state_reference(prog->Parameters,
+ (gl_state_index *)slots[i].tokens);
+ }
+ }
+ }
+
+ /* Avoid reallocation of the program parameter list, because the uniform
+ * storage is only associated with the original parameter list.
+ * This should be enough for Bitmap and DrawPixels constants.
+ */
+ _mesa_reserve_parameter_storage(prog->Parameters, 8);
+
+ /* This has to be done last. Any operation the can cause
+ * prog->ParameterValues to get reallocated (e.g., anything that adds a
+ * program constant) has to happen before creating this linkage.
+ */
+ _mesa_associate_uniform_storage(st->ctx, shader_program, prog, true);
+
+ st_set_prog_affected_state_flags(prog);
+
NIR_PASS_V(nir, nir_lower_io_to_temporaries,
nir_shader_get_entrypoint(nir),
true, true);
NIR_PASS_V(nir, nir_lower_global_vars_to_local);
NIR_PASS_V(nir, nir_split_var_copies);
NIR_PASS_V(nir, nir_lower_var_copies);
NIR_PASS_V(nir, st_nir_lower_builtin);
NIR_PASS_V(nir, nir_lower_atomics, shader_program);
/* fragment shaders may need : */
@@ -381,67 +414,32 @@ st_nir_get_mesa_program(struct gl_context *ctx,
prog = shader->Program;
prog->Parameters = _mesa_new_parameter_list();
do_set_program_inouts(shader->ir, prog, shader->Stage);
_mesa_copy_linked_program_data(shader_program, shader);
_mesa_generate_parameters_list_for_uniforms(ctx, shader_program, shader,
prog->Parameters);
- /* Make a pass over the IR to add state references for any built-in
- * uniforms that are used. This has to be done now (during linking).
- * Code generation doesn't happen until the first time this shader is
- * used for rendering. Waiting until then to generate the parameters is
- * too late. At that point, the values for the built-in uniforms won't
- * get sent to the shader.
- */
- foreach_in_list(ir_instruction, node, shader->ir) {
- ir_variable *var = node->as_variable();
-
- if ((var == NULL) || (var->data.mode != ir_var_uniform) ||
- (strncmp(var->name, "gl_", 3) != 0))
- continue;
-
- const ir_state_slot *const slots = var->get_state_slots();
- assert(slots != NULL);
-
- for (unsigned int i = 0; i < var->get_num_state_slots(); i++) {
- _mesa_add_state_reference(prog->Parameters,
- (gl_state_index *) slots[i].tokens);
- }
- }
-
if (ctx->_Shader->Flags & GLSL_DUMP) {
_mesa_log("\n");
_mesa_log("GLSL IR for linked %s program %d:\n",
_mesa_shader_stage_to_string(shader->Stage),
shader_program->Name);
_mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL);
_mesa_log("\n\n");
}
prog->ExternalSamplersUsed = gl_external_samplers(prog);
_mesa_update_shader_textures_used(shader_program, prog);
- /* Avoid reallocation of the program parameter list, because the uniform
- * storage is only associated with the original parameter list.
- * This should be enough for Bitmap and DrawPixels constants.
- */
- _mesa_reserve_parameter_storage(prog->Parameters, 8);
-
- /* This has to be done last. Any operation the can cause
- * prog->ParameterValues to get reallocated (e.g., anything that adds a
- * program constant) has to happen before creating this linkage.
- */
- _mesa_associate_uniform_storage(ctx, shader_program, prog, true);
-
struct st_vertex_program *stvp;
struct st_common_program *stp;
struct st_fragment_program *stfp;
struct st_compute_program *stcp;
switch (shader->Stage) {
case MESA_SHADER_VERTEX:
stvp = (struct st_vertex_program *)prog;
stvp->shader_program = shader_program;
break;
diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
index eaed052a17..419183d5c9 100644
--- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
+++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
@@ -6969,24 +6969,24 @@ st_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
pipe_shader_type_from_mesa(shader->Stage);
enum pipe_shader_ir preferred_ir = (enum pipe_shader_ir)
pscreen->get_shader_param(pscreen, ptarget,
PIPE_SHADER_CAP_PREFERRED_IR);
struct gl_program *linked_prog = NULL;
if (preferred_ir == PIPE_SHADER_IR_NIR) {
linked_prog = st_nir_get_mesa_program(ctx, prog, shader);
} else {
linked_prog = get_mesa_program_tgsi(ctx, prog, shader);
+ st_set_prog_affected_state_flags(linked_prog);
}
if (linked_prog) {
- st_set_prog_affected_state_flags(linked_prog);
if (!ctx->Driver.ProgramStringNotify(ctx,
_mesa_shader_stage_to_program(i),
linked_prog)) {
_mesa_reference_program(ctx, &shader->Program, NULL);
return GL_FALSE;
}
}
}
return GL_TRUE;
--
2.14.3
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