[Mesa-dev] [PATCH 2/2] st/glsl_to_nir: delay adding built-in uniforms to Parameters list
Timothy Arceri
tarceri at itsqueeze.com
Thu Nov 2 19:45:36 UTC 2017
On 03/11/17 03:25, Nicolai Hähnle wrote:
> 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.
It checks if the paramlist is empty or not so we need to call it later
also. I can update the commit message if that would help.
>
>
>> }
>> return GL_TRUE;
>>
>
>
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