From: Marek Olšák Date: Sat, 10 Jun 2017 18:05:24 +0000 (+0200) Subject: st/mesa: don't search through shader variants if there is only one X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=56a28ace35c513ba22d754192127c359c28ed7e5;p=mesa.git st/mesa: don't search through shader variants if there is only one Reviewed-by: Timothy Arceri Reviewed-by: Nicolai Hähnle --- diff --git a/src/mesa/state_tracker/st_atom_shader.c b/src/mesa/state_tracker/st_atom_shader.c index 37aee8366de..b6b32222126 100644 --- a/src/mesa/state_tracker/st_atom_shader.c +++ b/src/mesa/state_tracker/st_atom_shader.c @@ -103,32 +103,41 @@ st_update_fp( struct st_context *st ) stfp = st_fragment_program(st->ctx->FragmentProgram._Current); assert(stfp->Base.Target == GL_FRAGMENT_PROGRAM_ARB); - memset(&key, 0, sizeof(key)); - key.st = st->has_shareable_shaders ? NULL : st; - - /* _NEW_FRAG_CLAMP */ - key.clamp_color = st->clamp_frag_color_in_shader && - st->ctx->Color._ClampFragmentColor; - - /* _NEW_MULTISAMPLE | _NEW_BUFFERS */ - 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; - - if (stfp->ati_fs) { - 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); + void *shader; + + if (st->shader_has_one_variant[MESA_SHADER_FRAGMENT] && + !stfp->ati_fs && /* ATI_fragment_shader always has multiple variants */ + !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_FRAG_CLAMP */ + key.clamp_color = st->clamp_frag_color_in_shader && + st->ctx->Color._ClampFragmentColor; + + /* _NEW_MULTISAMPLE | _NEW_BUFFERS */ + 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; + + if (stfp->ati_fs) { + 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); + key.external = st_get_external_sampler_key(st, &stfp->Base); - void *shader = st_get_fp_variant(st, stfp, &key)->driver_shader; + shader = st_get_fp_variant(st, stfp, &key)->driver_shader; + } st_reference_fragprog(st, &st->fp, stfp); @@ -153,26 +162,32 @@ st_update_vp( struct st_context *st ) stvp = st_vertex_program(st->ctx->VertexProgram._Current); assert(stvp->Base.Target == GL_VERTEX_PROGRAM_ARB); - 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 - * shader translation (for edgeflags), an extra output with - * edgeflag semantics, and extend the vertex shader to pass through - * the input to the output. We'll need to use similar logic to set - * up the extra vertex_element input for edgeflags. - */ - key.passthrough_edgeflags = st->vertdata_edgeflags; - - key.clamp_color = st->clamp_vert_color_in_shader && - st->ctx->Light._ClampVertexColor && - (stvp->Base.info.outputs_written & - (VARYING_SLOT_COL0 | - VARYING_SLOT_COL1 | - VARYING_SLOT_BFC0 | - VARYING_SLOT_BFC1)); - - st->vp_variant = st_get_vp_variant(st, stvp, &key); + if (st->shader_has_one_variant[MESA_SHADER_VERTEX] && + 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 + * shader translation (for edgeflags), an extra output with + * edgeflag semantics, and extend the vertex shader to pass through + * the input to the output. We'll need to use similar logic to set + * up the extra vertex_element input for edgeflags. + */ + key.passthrough_edgeflags = st->vertdata_edgeflags; + + key.clamp_color = st->clamp_vert_color_in_shader && + st->ctx->Light._ClampVertexColor && + (stvp->Base.info.outputs_written & + (VARYING_SLOT_COL0 | + VARYING_SLOT_COL1 | + VARYING_SLOT_BFC0 | + VARYING_SLOT_BFC1)); + + st->vp_variant = st_get_vp_variant(st, stvp, &key); + } 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); assert(stgp->Base.Target == GL_GEOMETRY_PROGRAM_NV); - void *shader = st_get_basic_variant(st, PIPE_SHADER_GEOMETRY, &stgp->tgsi, - &stgp->variants)->driver_shader; + void *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); @@ -218,8 +239,14 @@ st_update_tcp( struct st_context *st ) sttcp = st_common_program(st->ctx->TessCtrlProgram._Current); assert(sttcp->Base.Target == GL_TESS_CONTROL_PROGRAM_NV); - void *shader = st_get_basic_variant(st, PIPE_SHADER_TESS_CTRL, &sttcp->tgsi, - &sttcp->variants)->driver_shader; + void *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); @@ -241,8 +268,14 @@ st_update_tep( struct st_context *st ) sttep = st_common_program(st->ctx->TessEvalProgram._Current); assert(sttep->Base.Target == GL_TESS_EVALUATION_PROGRAM_NV); - void *shader = st_get_basic_variant(st, PIPE_SHADER_TESS_EVAL, &sttep->tgsi, - &sttep->variants)->driver_shader; + void *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); @@ -264,8 +297,14 @@ st_update_cp( struct st_context *st ) stcp = st_compute_program(st->ctx->ComputeProgram._Current); assert(stcp->Base.Target == GL_COMPUTE_PROGRAM_NV); - void *shader = st_get_cp_variant(st, &stcp->tgsi, - &stcp->variants)->driver_shader; + void *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);