On 1/28/19 8:15 AM, Timothy Arceri wrote:
This allows us to avoid expensive string compares since we already have
a map to the pointers.
These compares were taking ~30 seconds for a single shader compile
in Godot due to it using 64,000+ uniforms.
wow .. and I thought Borderlands was using too many (IIRC had something
like 12000)
Reviewed-by: Tapani Pälli <tapani.pa...@intel.com>
Fixes: c4cff5f40254 ("glsl: add basic support for resource list to shader
cache")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109229
---
src/compiler/glsl/serialize.cpp | 33 ++++++++++++++++++++++++++-------
1 file changed, 26 insertions(+), 7 deletions(-)
diff --git a/src/compiler/glsl/serialize.cpp b/src/compiler/glsl/serialize.cpp
index 26d8ec4b75b..fdd99ec59da 100644
--- a/src/compiler/glsl/serialize.cpp
+++ b/src/compiler/glsl/serialize.cpp
@@ -764,6 +764,12 @@ get_shader_var_and_pointer_sizes(size_t *s_var_size,
size_t *s_var_ptrs,
sizeof(var->name);
}
+enum uniform_type
+{
+ uniform_remapped,
+ uniform_not_remapped
+};
+
static void
write_program_resource_data(struct blob *metadata,
struct gl_shader_program *prog,
@@ -816,12 +822,19 @@ write_program_resource_data(struct blob *metadata,
case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
case GL_UNIFORM:
- for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
- if (strcmp(((gl_uniform_storage *)res->Data)->name,
- prog->data->UniformStorage[i].name) == 0) {
- blob_write_uint32(metadata, i);
- break;
+ if (((gl_uniform_storage *)res->Data)->builtin ||
+ res->Type != GL_UNIFORM) {
+ blob_write_uint32(metadata, uniform_not_remapped);
+ for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
+ if (strcmp(((gl_uniform_storage *)res->Data)->name,
+ prog->data->UniformStorage[i].name) == 0) {
+ blob_write_uint32(metadata, i);
+ break;
+ }
}
+ } else {
+ blob_write_uint32(metadata, uniform_remapped);
+ blob_write_uint32(metadata, ((gl_uniform_storage
*)res->Data)->remap_location);
}
break;
case GL_ATOMIC_COUNTER_BUFFER:
@@ -906,9 +919,15 @@ read_program_resource_data(struct blob_reader *metadata,
case GL_COMPUTE_SUBROUTINE_UNIFORM:
case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
- case GL_UNIFORM:
- res->Data = &prog->data->UniformStorage[blob_read_uint32(metadata)];
+ case GL_UNIFORM: {
+ enum uniform_type type = (enum uniform_type) blob_read_uint32(metadata);
+ if (type == uniform_not_remapped) {
+ res->Data = &prog->data->UniformStorage[blob_read_uint32(metadata)];
+ } else {
+ res->Data = prog->UniformRemapTable[blob_read_uint32(metadata)];
+ }
break;
+ }
case GL_ATOMIC_COUNTER_BUFFER:
res->Data = &prog->data->AtomicBuffers[blob_read_uint32(metadata)];
break;
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