mesa: avoid generating constant vertex attributes in fixedfunc programs

Keep track of enabled/active vertex attributes.
Keep track of potential vertex program outputs.

When generating fragment program, replace references to fragment attributes
which are effectively non-varying and non-computed passthrough attributes with
references to the new CURRENT_ATTRIB tracked state value.

Only downside is slight ugliness in VBO code where we need to validate state
twice in succession.
This commit is contained in:
Keith Whitwell
2008-10-03 17:30:59 +01:00
parent d63a36ef3a
commit 1680ef8696
7 changed files with 177 additions and 13 deletions

View File

@@ -3073,6 +3073,8 @@ struct __GLcontextRec
GLenum RenderMode; /**< either GL_RENDER, GL_SELECT, GL_FEEDBACK */
GLbitfield NewState; /**< bitwise-or of _NEW_* flags */
GLuint varying_vp_inputs;
/** \name Derived state */
/*@{*/
GLbitfield _TriangleCaps; /**< bitwise-or of DD_* flags */

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@@ -465,7 +465,8 @@ _mesa_update_state_locked( GLcontext *ctx )
_mesa_update_tnl_spaces( ctx, new_state );
if (ctx->FragmentProgram._MaintainTexEnvProgram) {
prog_flags |= (_NEW_TEXTURE | _NEW_FOG | _DD_NEW_SEPARATE_SPECULAR);
prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE_MATRIX | _NEW_LIGHT |
_NEW_TEXTURE | _NEW_FOG | _DD_NEW_SEPARATE_SPECULAR);
}
if (ctx->VertexProgram._MaintainTnlProgram) {
prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX |
@@ -504,3 +505,38 @@ _mesa_update_state( GLcontext *ctx )
_mesa_update_state_locked(ctx);
_mesa_unlock_context_textures(ctx);
}
/* Want to figure out which fragment program inputs are actually
* constant/current values from ctx->Current. These should be
* referenced as a tracked state variable rather than a fragment
* program input, to save the overhead of putting a constant value in
* every submitted vertex, transferring it to hardware, interpolating
* it across the triangle, etc...
*
* When there is a VP bound, just use vp->outputs. But when we're
* generating vp from fixed function state, basically want to
* calculate:
*
* vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) |
* potential_vp_outputs )
*
* Where potential_vp_outputs is calculated by looking at enabled
* texgen, etc.
*
* The generated fragment program should then only declare inputs that
* may vary or otherwise differ from the ctx->Current values.
* Otherwise, the fp should track them as state values instead.
*/
void
_mesa_set_varying_vp_inputs( GLcontext *ctx,
unsigned varying_inputs )
{
if (ctx->varying_vp_inputs != varying_inputs) {
ctx->varying_vp_inputs = varying_inputs;
ctx->NewState |= _NEW_ARRAY;
//_mesa_printf("%s %x\n", __FUNCTION__, varying_inputs);
}
}

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@@ -37,5 +37,8 @@ _mesa_update_state( GLcontext *ctx );
extern void
_mesa_update_state_locked( GLcontext *ctx );
void
_mesa_set_varying_vp_inputs( GLcontext *ctx,
unsigned varying_inputs );
#endif

View File

@@ -189,6 +189,63 @@ static GLuint translate_tex_src_bit( GLbitfield bit )
}
}
#define VERT_BIT_TEX_ANY (0xff << VERT_ATTRIB_TEX0)
#define VERT_RESULT_TEX_ANY (0xff << VERT_RESULT_TEX0)
/* Identify all possible varying inputs. The fragment program will
* never reference non-varying inputs, but will track them via state
* constants instead.
*
* This function figures out all the inputs that the fragment program
* has access to. The bitmask is later reduced to just those which
* are actually referenced.
*/
static GLuint get_fp_input_mask( GLcontext *ctx )
{
GLuint fp_inputs = 0;
if (1) {
GLuint varying_inputs = ctx->varying_vp_inputs;
/* First look at what values may be computed by the generated
* vertex program:
*/
if (ctx->Light.Enabled) {
fp_inputs |= FRAG_BIT_COL0;
if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR)
fp_inputs |= FRAG_BIT_COL1;
}
fp_inputs |= (ctx->Texture._TexGenEnabled |
ctx->Texture._TexMatEnabled) << FRAG_ATTRIB_TEX0;
/* Then look at what might be varying as a result of enabled
* arrays, etc:
*/
if (varying_inputs & VERT_BIT_COLOR0) fp_inputs |= FRAG_BIT_COL0;
if (varying_inputs & VERT_BIT_COLOR1) fp_inputs |= FRAG_BIT_COL1;
fp_inputs |= (((varying_inputs & VERT_BIT_TEX_ANY) >> VERT_ATTRIB_TEX0)
<< FRAG_ATTRIB_TEX0);
}
else {
/* calculate from vp->outputs */
GLuint vp_outputs = 0;
if (vp_outputs & (1 << VERT_RESULT_COL0)) fp_inputs |= FRAG_BIT_COL0;
if (vp_outputs & (1 << VERT_RESULT_COL1)) fp_inputs |= FRAG_BIT_COL1;
fp_inputs |= (((vp_outputs & VERT_RESULT_TEX_ANY)
<< VERT_RESULT_TEX0)
>> FRAG_ATTRIB_TEX0);
}
return fp_inputs;
}
/**
* Examine current texture environment state and generate a unique
* key to identify it.
@@ -196,17 +253,21 @@ static GLuint translate_tex_src_bit( GLbitfield bit )
static void make_state_key( GLcontext *ctx, struct state_key *key )
{
GLuint i, j;
GLuint inputs_referenced = FRAG_BIT_COL0;
GLuint inputs_available = get_fp_input_mask( ctx );
memset(key, 0, sizeof(*key));
for (i=0;i<MAX_TEXTURE_UNITS;i++) {
const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
if (!texUnit->_ReallyEnabled)
if (!texUnit->_ReallyEnabled)
continue;
key->unit[i].enabled = 1;
key->enabled_units |= (1<<i);
key->nr_enabled_units = i+1;
inputs_referenced |= FRAG_BIT_TEX(i);
key->unit[i].source_index =
translate_tex_src_bit(texUnit->_ReallyEnabled);
@@ -234,13 +295,18 @@ static void make_state_key( GLcontext *ctx, struct state_key *key )
}
}
if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR)
if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) {
key->separate_specular = 1;
inputs_referenced |= FRAG_BIT_COL1;
}
if (ctx->Fog.Enabled) {
key->fog_enabled = 1;
key->fog_mode = translate_fog_mode(ctx->Fog.Mode);
inputs_referenced |= FRAG_BIT_FOGC; /* maybe */
}
key->inputs_available = (inputs_available & inputs_referenced);
}
/* Use uregs to represent registers internally, translate to Mesa's
@@ -446,11 +512,29 @@ static struct ureg register_param5( struct texenv_fragment_program *p,
#define register_param3(p,s0,s1,s2) register_param5(p,s0,s1,s2,0,0)
#define register_param4(p,s0,s1,s2,s3) register_param5(p,s0,s1,s2,s3,0)
static GLuint frag_to_vert_attrib( GLuint attrib )
{
switch (attrib) {
case FRAG_ATTRIB_COL0: return VERT_ATTRIB_COLOR0;
case FRAG_ATTRIB_COL1: return VERT_ATTRIB_COLOR1;
default:
assert(attrib >= FRAG_ATTRIB_TEX0);
assert(attrib <= FRAG_ATTRIB_TEX7);
return attrib - FRAG_ATTRIB_TEX0 + VERT_ATTRIB_TEX0;
}
}
static struct ureg register_input( struct texenv_fragment_program *p, GLuint input )
{
p->program->Base.InputsRead |= (1 << input);
return make_ureg(PROGRAM_INPUT, input);
if (p->state->inputs_available & (1<<input)) {
p->program->Base.InputsRead |= (1 << input);
return make_ureg(PROGRAM_INPUT, input);
}
else {
GLuint idx = frag_to_vert_attrib( input );
return register_param3( p, STATE_INTERNAL, STATE_CURRENT_ATTRIB, idx );
}
}

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@@ -127,6 +127,7 @@ static void recalculate_input_bindings( GLcontext *ctx )
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
const struct gl_client_array **inputs = &exec->array.inputs[0];
GLuint const_inputs = 0;
GLuint i;
exec->array.program_mode = get_program_mode(ctx);
@@ -141,19 +142,24 @@ static void recalculate_input_bindings( GLcontext *ctx )
for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
if (exec->array.legacy_array[i]->Enabled)
inputs[i] = exec->array.legacy_array[i];
else
else {
inputs[i] = &vbo->legacy_currval[i];
const_inputs |= 1 << i;
}
}
for (i = 0; i < MAT_ATTRIB_MAX; i++) {
inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->mat_currval[i];
const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
}
/* Could use just about anything, just to fill in the empty
* slots:
*/
for (i = MAT_ATTRIB_MAX; i < VERT_ATTRIB_MAX - VERT_ATTRIB_GENERIC0; i++)
for (i = MAT_ATTRIB_MAX; i < VERT_ATTRIB_MAX - VERT_ATTRIB_GENERIC0; i++) {
inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];
const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
}
break;
case VP_NV:
@@ -166,15 +172,19 @@ static void recalculate_input_bindings( GLcontext *ctx )
inputs[i] = exec->array.generic_array[i];
else if (exec->array.legacy_array[i]->Enabled)
inputs[i] = exec->array.legacy_array[i];
else
else {
inputs[i] = &vbo->legacy_currval[i];
const_inputs |= 1 << i;
}
}
/* Could use just about anything, just to fill in the empty
* slots:
*/
for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++)
for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) {
inputs[i] = &vbo->generic_currval[i - VERT_ATTRIB_GENERIC0];
const_inputs |= 1 << i;
}
break;
case VP_ARB:
@@ -189,25 +199,34 @@ static void recalculate_input_bindings( GLcontext *ctx )
inputs[0] = exec->array.generic_array[0];
else if (exec->array.legacy_array[0]->Enabled)
inputs[0] = exec->array.legacy_array[0];
else
else {
inputs[0] = &vbo->legacy_currval[0];
const_inputs |= 1 << 0;
}
for (i = 1; i <= VERT_ATTRIB_TEX7; i++) {
if (exec->array.legacy_array[i]->Enabled)
inputs[i] = exec->array.legacy_array[i];
else
else {
inputs[i] = &vbo->legacy_currval[i];
const_inputs |= 1 << i;
}
}
for (i = 0; i < 16; i++) {
if (exec->array.generic_array[i]->Enabled)
inputs[VERT_ATTRIB_GENERIC0 + i] = exec->array.generic_array[i];
else
else {
inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];
const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
}
}
break;
}
_mesa_set_varying_vp_inputs( ctx, ~const_inputs );
}
static void bind_arrays( GLcontext *ctx )
@@ -257,6 +276,11 @@ vbo_exec_DrawArrays(GLenum mode, GLint start, GLsizei count)
bind_arrays( ctx );
/* Again...
*/
if (ctx->NewState)
_mesa_update_state( ctx );
prim[0].begin = 1;
prim[0].end = 1;
prim[0].weak = 0;
@@ -297,6 +321,9 @@ vbo_exec_DrawRangeElements(GLenum mode,
bind_arrays( ctx );
if (ctx->NewState)
_mesa_update_state( ctx );
ib.count = count;
ib.type = type;
ib.obj = ctx->Array.ElementArrayBufferObj;

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@@ -150,6 +150,7 @@ static void vbo_exec_bind_arrays( GLcontext *ctx )
GLubyte *data = exec->vtx.buffer_map;
const GLuint *map;
GLuint attr;
GLuint varying_inputs = 0;
/* Install the default (ie Current) attributes first, then overlay
* all active ones.
@@ -211,8 +212,11 @@ static void vbo_exec_bind_arrays( GLcontext *ctx )
arrays[attr]._MaxElement = count; /* ??? */
data += exec->vtx.attrsz[src] * sizeof(GLfloat);
varying_inputs |= 1<<attr;
}
}
_mesa_set_varying_vp_inputs( ctx, varying_inputs );
}
@@ -242,6 +246,10 @@ void vbo_exec_vtx_flush( struct vbo_exec_context *exec )
*/
vbo_exec_bind_arrays( ctx );
if (ctx->NewState)
_mesa_update_state( ctx );
ctx->Driver.UnmapBuffer(ctx, target, exec->vtx.bufferobj);
exec->vtx.buffer_map = NULL;

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@@ -118,6 +118,7 @@ static void vbo_bind_vertex_list( GLcontext *ctx,
GLuint data = node->buffer_offset;
const GLuint *map;
GLuint attr;
GLuint varying_inputs = 0;
/* Install the default (ie Current) attributes first, then overlay
* all active ones.
@@ -167,8 +168,11 @@ static void vbo_bind_vertex_list( GLcontext *ctx,
assert(arrays[attr].BufferObj->Name);
data += node->attrsz[src] * sizeof(GLfloat);
varying_inputs |= 1<<attr;
}
}
_mesa_set_varying_vp_inputs( ctx, varying_inputs );
}
static void vbo_save_loopback_vertex_list( GLcontext *ctx,