We never did a single hash table lookup in the entire NIR code base that I
found so there was no real benifit to doing it that way. I suppose that
for linking, we'll probably want to be able to lookup by name but we can
leave building that hash table to the linker. In the mean time this was
causing problems with GLSL IR -> NIR because GLSL IR doesn't guarantee us
unique names of uniforms, etc. This was causing massive rendering isues in
the unreal4 Sun Temple demo.
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
break;
case nir_var_shader_in:
break;
case nir_var_shader_in:
- _mesa_hash_table_insert(shader->inputs, var->name, var);
+ exec_list_push_tail(&shader->inputs, &var->node);
break;
case nir_var_shader_out:
break;
case nir_var_shader_out:
- _mesa_hash_table_insert(shader->outputs, var->name, var);
+ exec_list_push_tail(&shader->outputs, &var->node);
break;
case nir_var_uniform:
break;
case nir_var_uniform:
- _mesa_hash_table_insert(shader->uniforms, var->name, var);
+ exec_list_push_tail(&shader->uniforms, &var->node);
break;
case nir_var_system_value:
break;
case nir_var_system_value:
{
nir_shader *shader = ralloc(mem_ctx, nir_shader);
{
nir_shader *shader = ralloc(mem_ctx, nir_shader);
- shader->uniforms = _mesa_hash_table_create(shader, _mesa_key_hash_string,
- _mesa_key_string_equal);
- shader->inputs = _mesa_hash_table_create(shader, _mesa_key_hash_string,
- _mesa_key_string_equal);
- shader->outputs = _mesa_hash_table_create(shader, _mesa_key_hash_string,
- _mesa_key_string_equal);
+ exec_list_make_empty(&shader->uniforms);
+ exec_list_make_empty(&shader->inputs);
+ exec_list_make_empty(&shader->outputs);
shader->options = options;
shader->options = options;
typedef struct nir_shader {
/** hash table of name -> uniform nir_variable */
typedef struct nir_shader {
/** hash table of name -> uniform nir_variable */
- struct hash_table *uniforms;
+ struct exec_list uniforms;
/** hash table of name -> input nir_variable */
/** hash table of name -> input nir_variable */
- struct hash_table *inputs;
+ struct exec_list inputs;
/** hash table of name -> output nir_variable */
/** hash table of name -> output nir_variable */
- struct hash_table *outputs;
+ struct exec_list outputs;
/** Set of driver-specific options for the shader.
*
/** Set of driver-specific options for the shader.
*
-assign_var_locations(struct hash_table *ht, unsigned *size)
+assign_var_locations(struct exec_list *var_list, unsigned *size)
- struct hash_entry *entry;
- hash_table_foreach(ht, entry) {
- nir_variable *var = (nir_variable *) entry->data;
-
+ foreach_list_typed(nir_variable, var, node, var_list) {
/*
* UBO's have their own address spaces, so don't count them towards the
* number of global uniforms
/*
* UBO's have their own address spaces, so don't count them towards the
* number of global uniforms
static void
assign_var_locations_shader(nir_shader *shader)
{
static void
assign_var_locations_shader(nir_shader *shader)
{
- assign_var_locations(shader->inputs, &shader->num_inputs);
- assign_var_locations(shader->outputs, &shader->num_outputs);
- assign_var_locations(shader->uniforms, &shader->num_uniforms);
+ assign_var_locations(&shader->inputs, &shader->num_inputs);
+ assign_var_locations(&shader->outputs, &shader->num_outputs);
+ assign_var_locations(&shader->uniforms, &shader->num_uniforms);
print_var_state state;
init_print_state(&state);
print_var_state state;
init_print_state(&state);
- struct hash_entry *entry;
-
- hash_table_foreach(shader->uniforms, entry) {
- print_var_decl((nir_variable *) entry->data, &state, fp);
+ foreach_list_typed(nir_variable, var, node, &shader->uniforms) {
+ print_var_decl(var, &state, fp);
- hash_table_foreach(shader->inputs, entry) {
- print_var_decl((nir_variable *) entry->data, &state, fp);
+ foreach_list_typed(nir_variable, var, node, &shader->inputs) {
+ print_var_decl(var, &state, fp);
- hash_table_foreach(shader->outputs, entry) {
- print_var_decl((nir_variable *) entry->data, &state, fp);
+ foreach_list_typed(nir_variable, var, node, &shader->outputs) {
+ print_var_decl(var, &state, fp);
}
foreach_list_typed(nir_variable, var, node, &shader->globals) {
}
foreach_list_typed(nir_variable, var, node, &shader->globals) {
- struct hash_entry *entry;
- hash_table_foreach(shader->uniforms, entry) {
- validate_var_decl((nir_variable *) entry->data, true, &state);
+ exec_list_validate(&shader->uniforms);
+ foreach_list_typed(nir_variable, var, node, &shader->uniforms) {
+ validate_var_decl(var, true, &state);
- hash_table_foreach(shader->inputs, entry) {
- validate_var_decl((nir_variable *) entry->data, true, &state);
+ exec_list_validate(&shader->inputs);
+ foreach_list_typed(nir_variable, var, node, &shader->inputs) {
+ validate_var_decl(var, true, &state);
- hash_table_foreach(shader->outputs, entry) {
- validate_var_decl((nir_variable *) entry->data, true, &state);
+ exec_list_validate(&shader->outputs);
+ foreach_list_typed(nir_variable, var, node, &shader->outputs) {
+ validate_var_decl(var, true, &state);
}
exec_list_validate(&shader->globals);
}
exec_list_validate(&shader->globals);
void
fs_visitor::nir_setup_inputs(nir_shader *shader)
{
void
fs_visitor::nir_setup_inputs(nir_shader *shader)
{
- struct hash_entry *entry;
- hash_table_foreach(shader->inputs, entry) {
- nir_variable *var = (nir_variable *) entry->data;
+ foreach_list_typed(nir_variable, var, node, &shader->inputs) {
enum brw_reg_type type = brw_type_for_base_type(var->type);
fs_reg input = offset(nir_inputs, var->data.driver_location);
enum brw_reg_type type = brw_type_for_base_type(var->type);
fs_reg input = offset(nir_inputs, var->data.driver_location);
{
brw_wm_prog_key *key = (brw_wm_prog_key*) this->key;
{
brw_wm_prog_key *key = (brw_wm_prog_key*) this->key;
- struct hash_entry *entry;
- hash_table_foreach(shader->outputs, entry) {
- nir_variable *var = (nir_variable *) entry->data;
+ foreach_list_typed(nir_variable, var, node, &shader->outputs) {
fs_reg reg = offset(nir_outputs, var->data.driver_location);
int vector_elements =
fs_reg reg = offset(nir_outputs, var->data.driver_location);
int vector_elements =
if (dispatch_width != 8)
return;
if (dispatch_width != 8)
return;
- struct hash_entry *entry;
- hash_table_foreach(shader->uniforms, entry) {
- nir_variable *var = (nir_variable *) entry->data;
-
+ foreach_list_typed(nir_variable, var, node, &shader->uniforms) {
/* UBO's and atomics don't take up space in the uniform file */
if (var->interface_type != NULL || var->type->contains_atomic())
/* UBO's and atomics don't take up space in the uniform file */
if (var->interface_type != NULL || var->type->contains_atomic())