[Mesa-dev] [PATCH 2/2] st/glsl_to_nir: delay adding built-in uniforms to Parameters list
Nicolai Hähnle
nhaehnle at gmail.com
Thu Nov 2 16:25:52 UTC 2017
On 01.11.2017 06:20, Timothy Arceri wrote:
> 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;
> }
> }
This hunk doesn't seem to fit with the rest of the patch.
> }
>
> return GL_TRUE;
>
--
Lerne, wie die Welt wirklich ist,
Aber vergiss niemals, wie sie sein sollte.
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