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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