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:
Marek Olšák
2017-06-10 20:05:24 +02:00
parent dbf1413014
commit 56a28ace35

View File

@@ -103,33 +103,42 @@ st_update_fp( struct st_context *st )
stfp = st_fragment_program(st->ctx->FragmentProgram._Current); stfp = st_fragment_program(st->ctx->FragmentProgram._Current);
assert(stfp->Base.Target == GL_FRAGMENT_PROGRAM_ARB); assert(stfp->Base.Target == GL_FRAGMENT_PROGRAM_ARB);
memset(&key, 0, sizeof(key)); void *shader;
key.st = st->has_shareable_shaders ? NULL : st;
/* _NEW_FRAG_CLAMP */ if (st->shader_has_one_variant[MESA_SHADER_FRAGMENT] &&
key.clamp_color = st->clamp_frag_color_in_shader && !stfp->ati_fs && /* ATI_fragment_shader always has multiple variants */
st->ctx->Color._ClampFragmentColor; !stfp->Base.ExternalSamplersUsed && /* external samplers need variants */
stfp->variants) {
shader = stfp->variants->driver_shader;
} else {
memset(&key, 0, sizeof(key));
key.st = st->has_shareable_shaders ? NULL : st;
/* _NEW_MULTISAMPLE | _NEW_BUFFERS */ /* _NEW_FRAG_CLAMP */
key.persample_shading = key.clamp_color = st->clamp_frag_color_in_shader &&
st->force_persample_in_shader && st->ctx->Color._ClampFragmentColor;
_mesa_is_multisample_enabled(st->ctx) &&
st->ctx->Multisample.SampleShading &&
st->ctx->Multisample.MinSampleShadingValue *
_mesa_geometric_samples(st->ctx->DrawBuffer) > 1;
if (stfp->ati_fs) { /* _NEW_MULTISAMPLE | _NEW_BUFFERS */
key.fog = st->ctx->Fog._PackedEnabledMode; key.persample_shading =
st->force_persample_in_shader &&
_mesa_is_multisample_enabled(st->ctx) &&
st->ctx->Multisample.SampleShading &&
st->ctx->Multisample.MinSampleShadingValue *
_mesa_geometric_samples(st->ctx->DrawBuffer) > 1;
for (unsigned u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) { if (stfp->ati_fs) {
key.texture_targets[u] = get_texture_target(st->ctx, u); key.fog = st->ctx->Fog._PackedEnabledMode;
for (unsigned u = 0; u < MAX_NUM_FRAGMENT_REGISTERS_ATI; u++) {
key.texture_targets[u] = get_texture_target(st->ctx, u);
}
} }
key.external = st_get_external_sampler_key(st, &stfp->Base);
shader = st_get_fp_variant(st, stfp, &key)->driver_shader;
} }
key.external = st_get_external_sampler_key(st, &stfp->Base);
void *shader = st_get_fp_variant(st, stfp, &key)->driver_shader;
st_reference_fragprog(st, &st->fp, stfp); st_reference_fragprog(st, &st->fp, stfp);
cso_set_fragment_shader_handle(st->cso_context, shader); cso_set_fragment_shader_handle(st->cso_context, shader);
@@ -153,26 +162,32 @@ st_update_vp( struct st_context *st )
stvp = st_vertex_program(st->ctx->VertexProgram._Current); stvp = st_vertex_program(st->ctx->VertexProgram._Current);
assert(stvp->Base.Target == GL_VERTEX_PROGRAM_ARB); assert(stvp->Base.Target == GL_VERTEX_PROGRAM_ARB);
memset(&key, 0, sizeof key); if (st->shader_has_one_variant[MESA_SHADER_VERTEX] &&
key.st = st->has_shareable_shaders ? NULL : st; stvp->variants &&
stvp->variants->key.passthrough_edgeflags == st->vertdata_edgeflags) {
st->vp_variant = stvp->variants;
} else {
memset(&key, 0, sizeof key);
key.st = st->has_shareable_shaders ? NULL : st;
/* When this is true, we will add an extra input to the vertex /* When this is true, we will add an extra input to the vertex
* shader translation (for edgeflags), an extra output with * shader translation (for edgeflags), an extra output with
* edgeflag semantics, and extend the vertex shader to pass through * edgeflag semantics, and extend the vertex shader to pass through
* the input to the output. We'll need to use similar logic to set * the input to the output. We'll need to use similar logic to set
* up the extra vertex_element input for edgeflags. * up the extra vertex_element input for edgeflags.
*/ */
key.passthrough_edgeflags = st->vertdata_edgeflags; key.passthrough_edgeflags = st->vertdata_edgeflags;
key.clamp_color = st->clamp_vert_color_in_shader && key.clamp_color = st->clamp_vert_color_in_shader &&
st->ctx->Light._ClampVertexColor && st->ctx->Light._ClampVertexColor &&
(stvp->Base.info.outputs_written & (stvp->Base.info.outputs_written &
(VARYING_SLOT_COL0 | (VARYING_SLOT_COL0 |
VARYING_SLOT_COL1 | VARYING_SLOT_COL1 |
VARYING_SLOT_BFC0 | VARYING_SLOT_BFC0 |
VARYING_SLOT_BFC1)); VARYING_SLOT_BFC1));
st->vp_variant = st_get_vp_variant(st, stvp, &key); st->vp_variant = st_get_vp_variant(st, stvp, &key);
}
st_reference_vertprog(st, &st->vp, stvp); st_reference_vertprog(st, &st->vp, stvp);
@@ -195,8 +210,14 @@ st_update_gp( struct st_context *st )
stgp = st_common_program(st->ctx->GeometryProgram._Current); stgp = st_common_program(st->ctx->GeometryProgram._Current);
assert(stgp->Base.Target == GL_GEOMETRY_PROGRAM_NV); assert(stgp->Base.Target == GL_GEOMETRY_PROGRAM_NV);
void *shader = st_get_basic_variant(st, PIPE_SHADER_GEOMETRY, &stgp->tgsi, void *shader;
&stgp->variants)->driver_shader;
if (st->shader_has_one_variant[MESA_SHADER_GEOMETRY] && stgp->variants) {
shader = stgp->variants->driver_shader;
} else {
shader = st_get_basic_variant(st, PIPE_SHADER_GEOMETRY, &stgp->tgsi,
&stgp->variants)->driver_shader;
}
st_reference_prog(st, &st->gp, stgp); st_reference_prog(st, &st->gp, stgp);
@@ -218,8 +239,14 @@ st_update_tcp( struct st_context *st )
sttcp = st_common_program(st->ctx->TessCtrlProgram._Current); sttcp = st_common_program(st->ctx->TessCtrlProgram._Current);
assert(sttcp->Base.Target == GL_TESS_CONTROL_PROGRAM_NV); assert(sttcp->Base.Target == GL_TESS_CONTROL_PROGRAM_NV);
void *shader = st_get_basic_variant(st, PIPE_SHADER_TESS_CTRL, &sttcp->tgsi, void *shader;
&sttcp->variants)->driver_shader;
if (st->shader_has_one_variant[MESA_SHADER_TESS_CTRL] && sttcp->variants) {
shader = sttcp->variants->driver_shader;
} else {
shader = st_get_basic_variant(st, PIPE_SHADER_TESS_CTRL, &sttcp->tgsi,
&sttcp->variants)->driver_shader;
}
st_reference_prog(st, &st->tcp, sttcp); st_reference_prog(st, &st->tcp, sttcp);
@@ -241,8 +268,14 @@ st_update_tep( struct st_context *st )
sttep = st_common_program(st->ctx->TessEvalProgram._Current); sttep = st_common_program(st->ctx->TessEvalProgram._Current);
assert(sttep->Base.Target == GL_TESS_EVALUATION_PROGRAM_NV); assert(sttep->Base.Target == GL_TESS_EVALUATION_PROGRAM_NV);
void *shader = st_get_basic_variant(st, PIPE_SHADER_TESS_EVAL, &sttep->tgsi, void *shader;
&sttep->variants)->driver_shader;
if (st->shader_has_one_variant[MESA_SHADER_TESS_EVAL] && sttep->variants) {
shader = sttep->variants->driver_shader;
} else {
shader = st_get_basic_variant(st, PIPE_SHADER_TESS_EVAL, &sttep->tgsi,
&sttep->variants)->driver_shader;
}
st_reference_prog(st, &st->tep, sttep); st_reference_prog(st, &st->tep, sttep);
@@ -264,8 +297,14 @@ st_update_cp( struct st_context *st )
stcp = st_compute_program(st->ctx->ComputeProgram._Current); stcp = st_compute_program(st->ctx->ComputeProgram._Current);
assert(stcp->Base.Target == GL_COMPUTE_PROGRAM_NV); assert(stcp->Base.Target == GL_COMPUTE_PROGRAM_NV);
void *shader = st_get_cp_variant(st, &stcp->tgsi, void *shader;
&stcp->variants)->driver_shader;
if (st->shader_has_one_variant[MESA_SHADER_COMPUTE] && stcp->variants) {
shader = stcp->variants->driver_shader;
} else {
shader = st_get_cp_variant(st, &stcp->tgsi,
&stcp->variants)->driver_shader;
}
st_reference_compprog(st, &st->cp, stcp); st_reference_compprog(st, &st->cp, stcp);