[Mesa-dev] [PATCH 21/22] i965: Setup glsl uniforms by index rather than name matching
Neil Roberts
nroberts at igalia.com
Thu May 3 12:50:58 UTC 2018
Thanks for the feedback.
I’ve implemented your suggestion as the top two patches on a branch
here:
https://github.com/Igalia/mesa/tree/nroberts/count-uniform-storage
It also fixes a slight bug that it wasn’t passing down the
uniform_storage_locs argument into the recursion.
However I think my preference would be for keeping this as a separate
function because it seems a little confusing to make the function count two
different things depending on a bool argument. Perhaps for the sake of
maintainability it would be good to move it to glsl_types though.
If there is a strong preference to merge it into one function then of
course I don’t mind.
Regards,
- Neil
Timothy Arceri <tarceri at itsqueeze.com> writes:
> On 18/04/18 00:36, Alejandro Piñeiro wrote:
>> From: Neil Roberts <nroberts at igalia.com>
>>
>> Previously when setting up a uniform it would try to walk the uniform
>> storage slots and find one that matches the name of the given
>> variable. However, each variable already has a location which is an
>> index into the UniformStorage array so we can just directly jump to
>> the right slot. Some of the variables take up more than one slot so we
>> still need to calculate how many it uses.
>>
>> The main reason to do this is to support ARB_gl_spirv because in that
>> case the uniforms don’t have names so the previous approach won’t
>> work.
>
> This is a nice improvement away :)
>
> However it might be nicer to just update the existing
> glsl_type::uniform_locations() helper
> rather than create the custom count_uniform_storage_slots() helper.
>
> e.g
>
> unsigned
> glsl_type::uniform_locations(bool uniform_storage_locs) const
> {
> unsigned size = 0;
>
> switch (this->base_type) {
> case GLSL_TYPE_UINT:
> case GLSL_TYPE_INT:
> case GLSL_TYPE_FLOAT:
> case GLSL_TYPE_FLOAT16:
> case GLSL_TYPE_DOUBLE:
> case GLSL_TYPE_UINT16:
> case GLSL_TYPE_UINT8:
> case GLSL_TYPE_INT16:
> case GLSL_TYPE_INT8:
> case GLSL_TYPE_UINT64:
> case GLSL_TYPE_INT64:
> case GLSL_TYPE_BOOL:
> case GLSL_TYPE_SAMPLER:
> case GLSL_TYPE_IMAGE:
> case GLSL_TYPE_SUBROUTINE:
> return 1;
>
> case GLSL_TYPE_STRUCT:
> case GLSL_TYPE_INTERFACE:
> for (unsigned i = 0; i < this->length; i++)
> size += this->fields.structure[i].type->uniform_locations();
> return size;
> case GLSL_TYPE_ARRAY:
> if (!uniform_storage_locs ||
> this->fields.array->is_array() ||
> this->fields.array->is_interface() ||
> this->fields.array->is_record()) {
> /* For uniform locations passed to the user via the API we
> * count all array elements.
> */
> return this->length * this->fields.array->uniform_locations();
> } else {
> /* For uniform storage the innermost array only uses a
> * single slot.
> */
> return 1;
> }
> default:
> return 0;
> }
> }
>
> If you agree this patch is:
>
> Reviewed-by: Timothy Arceri <tarceri at itsqueeze.com>
>
>> ---
>> src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp | 50 +++++++++++++++++++-------
>> 1 file changed, 37 insertions(+), 13 deletions(-)
>>
>> diff --git a/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp b/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp
>> index 62b2951432a..cb5e07f74ba 100644
>> --- a/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp
>> +++ b/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp
>> @@ -118,35 +118,59 @@ brw_setup_image_uniform_values(gl_shader_stage stage,
>> }
>> }
>>
>> +static unsigned
>> +count_uniform_storage_slots(const struct glsl_type *type)
>> +{
>> + /* gl_uniform_storage can cope with one level of array, so if the
>> + * type is a composite type or an array where each element occupies
>> + * more than one slot than we need to recursively process it.
>> + */
>> + if (glsl_type_is_struct(type)) {
>> + unsigned location_count = 0;
>> +
>> + for (unsigned i = 0; i < glsl_get_length(type); i++) {
>> + const struct glsl_type *field_type = glsl_get_struct_field(type, i);
>> +
>> + location_count += count_uniform_storage_slots(field_type);
>> + }
>> +
>> + return location_count;
>> + }
>> +
>> + if (glsl_type_is_array(type)) {
>> + const struct glsl_type *element_type = glsl_get_array_element(type);
>> +
>> + if (glsl_type_is_array(element_type) ||
>> + glsl_type_is_struct(element_type)) {
>> + unsigned element_count = count_uniform_storage_slots(element_type);
>> + return element_count * glsl_get_length(type);
>> + }
>> + }
>> +
>> + return 1;
>> +}
>> +
>> static void
>> brw_nir_setup_glsl_uniform(gl_shader_stage stage, nir_variable *var,
>> const struct gl_program *prog,
>> struct brw_stage_prog_data *stage_prog_data,
>> bool is_scalar)
>> {
>> - int namelen = strlen(var->name);
>> -
>> /* The data for our (non-builtin) uniforms is stored in a series of
>> * gl_uniform_storage structs for each subcomponent that
>> * glGetUniformLocation() could name. We know it's been set up in the same
>> - * order we'd walk the type, so walk the list of storage and find anything
>> - * with our name, or the prefix of a component that starts with our name.
>> + * order we'd walk the type, so walk the list of storage that matches the
>> + * range of slots covered by this variable.
>> */
>> unsigned uniform_index = var->data.driver_location / 4;
>> - for (unsigned u = 0; u < prog->sh.data->NumUniformStorage; u++) {
>> + unsigned num_slots = count_uniform_storage_slots(var->type);
>> + for (unsigned u = 0; u < num_slots; u++) {
>> struct gl_uniform_storage *storage =
>> - &prog->sh.data->UniformStorage[u];
>> + &prog->sh.data->UniformStorage[var->data.location + u];
>>
>> if (storage->builtin || storage->type->is_sampler())
>> continue;
>>
>> - if (strncmp(var->name, storage->name, namelen) != 0 ||
>> - (storage->name[namelen] != 0 &&
>> - storage->name[namelen] != '.' &&
>> - storage->name[namelen] != '[')) {
>> - continue;
>> - }
>> -
>> if (storage->type->is_image()) {
>> brw_setup_image_uniform_values(stage, stage_prog_data,
>> uniform_index, storage);
>>
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