st/mesa: don't search through shader variants if there is only one
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com> Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
@@ -103,33 +103,42 @@ st_update_fp( struct st_context *st )
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stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
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assert(stfp->Base.Target == GL_FRAGMENT_PROGRAM_ARB);
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memset(&key, 0, sizeof(key));
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key.st = st->has_shareable_shaders ? NULL : st;
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void *shader;
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/* _NEW_FRAG_CLAMP */
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key.clamp_color = st->clamp_frag_color_in_shader &&
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st->ctx->Color._ClampFragmentColor;
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if (st->shader_has_one_variant[MESA_SHADER_FRAGMENT] &&
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!stfp->ati_fs && /* ATI_fragment_shader always has multiple variants */
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!stfp->Base.ExternalSamplersUsed && /* external samplers need variants */
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stfp->variants) {
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shader = stfp->variants->driver_shader;
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} else {
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memset(&key, 0, sizeof(key));
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key.st = st->has_shareable_shaders ? NULL : st;
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/* _NEW_MULTISAMPLE | _NEW_BUFFERS */
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key.persample_shading =
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st->force_persample_in_shader &&
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_mesa_is_multisample_enabled(st->ctx) &&
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st->ctx->Multisample.SampleShading &&
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st->ctx->Multisample.MinSampleShadingValue *
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_mesa_geometric_samples(st->ctx->DrawBuffer) > 1;
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/* _NEW_FRAG_CLAMP */
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key.clamp_color = st->clamp_frag_color_in_shader &&
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st->ctx->Color._ClampFragmentColor;
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if (stfp->ati_fs) {
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key.fog = st->ctx->Fog._PackedEnabledMode;
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/* _NEW_MULTISAMPLE | _NEW_BUFFERS */
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key.persample_shading =
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st->force_persample_in_shader &&
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_mesa_is_multisample_enabled(st->ctx) &&
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st->ctx->Multisample.SampleShading &&
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st->ctx->Multisample.MinSampleShadingValue *
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_mesa_geometric_samples(st->ctx->DrawBuffer) > 1;
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for (unsigned u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
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key.texture_targets[u] = get_texture_target(st->ctx, u);
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if (stfp->ati_fs) {
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key.fog = st->ctx->Fog._PackedEnabledMode;
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for (unsigned u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
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key.texture_targets[u] = get_texture_target(st->ctx, u);
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}
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}
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key.external = st_get_external_sampler_key(st, &stfp->Base);
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shader = st_get_fp_variant(st, stfp, &key)->driver_shader;
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}
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key.external = st_get_external_sampler_key(st, &stfp->Base);
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void *shader = st_get_fp_variant(st, stfp, &key)->driver_shader;
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st_reference_fragprog(st, &st->fp, stfp);
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cso_set_fragment_shader_handle(st->cso_context, shader);
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@@ -153,26 +162,32 @@ st_update_vp( struct st_context *st )
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stvp = st_vertex_program(st->ctx->VertexProgram._Current);
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assert(stvp->Base.Target == GL_VERTEX_PROGRAM_ARB);
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memset(&key, 0, sizeof key);
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key.st = st->has_shareable_shaders ? NULL : st;
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if (st->shader_has_one_variant[MESA_SHADER_VERTEX] &&
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stvp->variants &&
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stvp->variants->key.passthrough_edgeflags == st->vertdata_edgeflags) {
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st->vp_variant = stvp->variants;
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} else {
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memset(&key, 0, sizeof key);
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key.st = st->has_shareable_shaders ? NULL : st;
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/* When this is true, we will add an extra input to the vertex
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* shader translation (for edgeflags), an extra output with
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* edgeflag semantics, and extend the vertex shader to pass through
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* the input to the output. We'll need to use similar logic to set
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* up the extra vertex_element input for edgeflags.
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*/
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key.passthrough_edgeflags = st->vertdata_edgeflags;
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/* When this is true, we will add an extra input to the vertex
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* shader translation (for edgeflags), an extra output with
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* edgeflag semantics, and extend the vertex shader to pass through
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* the input to the output. We'll need to use similar logic to set
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* up the extra vertex_element input for edgeflags.
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*/
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key.passthrough_edgeflags = st->vertdata_edgeflags;
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key.clamp_color = st->clamp_vert_color_in_shader &&
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st->ctx->Light._ClampVertexColor &&
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(stvp->Base.info.outputs_written &
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(VARYING_SLOT_COL0 |
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VARYING_SLOT_COL1 |
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VARYING_SLOT_BFC0 |
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VARYING_SLOT_BFC1));
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key.clamp_color = st->clamp_vert_color_in_shader &&
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st->ctx->Light._ClampVertexColor &&
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(stvp->Base.info.outputs_written &
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(VARYING_SLOT_COL0 |
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VARYING_SLOT_COL1 |
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VARYING_SLOT_BFC0 |
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VARYING_SLOT_BFC1));
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st->vp_variant = st_get_vp_variant(st, stvp, &key);
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st->vp_variant = st_get_vp_variant(st, stvp, &key);
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}
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st_reference_vertprog(st, &st->vp, stvp);
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@@ -195,8 +210,14 @@ st_update_gp( struct st_context *st )
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stgp = st_common_program(st->ctx->GeometryProgram._Current);
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assert(stgp->Base.Target == GL_GEOMETRY_PROGRAM_NV);
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void *shader = st_get_basic_variant(st, PIPE_SHADER_GEOMETRY, &stgp->tgsi,
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&stgp->variants)->driver_shader;
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void *shader;
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if (st->shader_has_one_variant[MESA_SHADER_GEOMETRY] && stgp->variants) {
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shader = stgp->variants->driver_shader;
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} else {
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shader = st_get_basic_variant(st, PIPE_SHADER_GEOMETRY, &stgp->tgsi,
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&stgp->variants)->driver_shader;
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}
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st_reference_prog(st, &st->gp, stgp);
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@@ -218,8 +239,14 @@ st_update_tcp( struct st_context *st )
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sttcp = st_common_program(st->ctx->TessCtrlProgram._Current);
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assert(sttcp->Base.Target == GL_TESS_CONTROL_PROGRAM_NV);
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void *shader = st_get_basic_variant(st, PIPE_SHADER_TESS_CTRL, &sttcp->tgsi,
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&sttcp->variants)->driver_shader;
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void *shader;
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if (st->shader_has_one_variant[MESA_SHADER_TESS_CTRL] && sttcp->variants) {
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shader = sttcp->variants->driver_shader;
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} else {
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shader = st_get_basic_variant(st, PIPE_SHADER_TESS_CTRL, &sttcp->tgsi,
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&sttcp->variants)->driver_shader;
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}
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st_reference_prog(st, &st->tcp, sttcp);
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@@ -241,8 +268,14 @@ st_update_tep( struct st_context *st )
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sttep = st_common_program(st->ctx->TessEvalProgram._Current);
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assert(sttep->Base.Target == GL_TESS_EVALUATION_PROGRAM_NV);
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void *shader = st_get_basic_variant(st, PIPE_SHADER_TESS_EVAL, &sttep->tgsi,
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&sttep->variants)->driver_shader;
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void *shader;
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if (st->shader_has_one_variant[MESA_SHADER_TESS_EVAL] && sttep->variants) {
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shader = sttep->variants->driver_shader;
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} else {
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shader = st_get_basic_variant(st, PIPE_SHADER_TESS_EVAL, &sttep->tgsi,
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&sttep->variants)->driver_shader;
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}
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st_reference_prog(st, &st->tep, sttep);
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@@ -264,8 +297,14 @@ st_update_cp( struct st_context *st )
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stcp = st_compute_program(st->ctx->ComputeProgram._Current);
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assert(stcp->Base.Target == GL_COMPUTE_PROGRAM_NV);
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void *shader = st_get_cp_variant(st, &stcp->tgsi,
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&stcp->variants)->driver_shader;
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void *shader;
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if (st->shader_has_one_variant[MESA_SHADER_COMPUTE] && stcp->variants) {
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shader = stcp->variants->driver_shader;
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} else {
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shader = st_get_cp_variant(st, &stcp->tgsi,
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&stcp->variants)->driver_shader;
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}
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st_reference_compprog(st, &st->cp, stcp);
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