From: Timothy Arceri Date: Mon, 20 Jun 2016 01:09:34 +0000 (+1000) Subject: glsl: don't reprocess or clear UBOs on cache fallback X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=cad1a9bfde61b634d95041d02f527093fd590677;p=mesa.git glsl: don't reprocess or clear UBOs on cache fallback Reviewed-by: Nicolai Hähnle --- diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp index c875e410eaf..72fea65a894 100644 --- a/src/compiler/glsl/linker.cpp +++ b/src/compiler/glsl/linker.cpp @@ -2252,32 +2252,34 @@ link_intrastage_shaders(void *mem_ctx, v.run(linked->ir); v.fixup_unnamed_interface_types(); - /* Link up uniform blocks defined within this stage. */ - link_uniform_blocks(mem_ctx, ctx, prog, linked, &ubo_blocks, - &num_ubo_blocks, &ssbo_blocks, &num_ssbo_blocks); - - if (!prog->data->LinkStatus) { - _mesa_delete_linked_shader(ctx, linked); - return NULL; - } + if (!prog->data->cache_fallback) { + /* Link up uniform blocks defined within this stage. */ + link_uniform_blocks(mem_ctx, ctx, prog, linked, &ubo_blocks, + &num_ubo_blocks, &ssbo_blocks, &num_ssbo_blocks); - /* Copy ubo blocks to linked shader list */ - linked->Program->sh.UniformBlocks = - ralloc_array(linked, gl_uniform_block *, num_ubo_blocks); - ralloc_steal(linked, ubo_blocks); - for (unsigned i = 0; i < num_ubo_blocks; i++) { - linked->Program->sh.UniformBlocks[i] = &ubo_blocks[i]; - } - linked->Program->info.num_ubos = num_ubo_blocks; + if (!prog->data->LinkStatus) { + _mesa_delete_linked_shader(ctx, linked); + return NULL; + } - /* Copy ssbo blocks to linked shader list */ - linked->Program->sh.ShaderStorageBlocks = - ralloc_array(linked, gl_uniform_block *, num_ssbo_blocks); - ralloc_steal(linked, ssbo_blocks); - for (unsigned i = 0; i < num_ssbo_blocks; i++) { - linked->Program->sh.ShaderStorageBlocks[i] = &ssbo_blocks[i]; + /* Copy ubo blocks to linked shader list */ + linked->Program->sh.UniformBlocks = + ralloc_array(linked, gl_uniform_block *, num_ubo_blocks); + ralloc_steal(linked, ubo_blocks); + for (unsigned i = 0; i < num_ubo_blocks; i++) { + linked->Program->sh.UniformBlocks[i] = &ubo_blocks[i]; + } + linked->Program->info.num_ubos = num_ubo_blocks; + + /* Copy ssbo blocks to linked shader list */ + linked->Program->sh.ShaderStorageBlocks = + ralloc_array(linked, gl_uniform_block *, num_ssbo_blocks); + ralloc_steal(linked, ssbo_blocks); + for (unsigned i = 0; i < num_ssbo_blocks; i++) { + linked->Program->sh.ShaderStorageBlocks[i] = &ssbo_blocks[i]; + } + linked->Program->info.num_ssbos = num_ssbo_blocks; } - linked->Program->info.num_ssbos = num_ssbo_blocks; /* At this point linked should contain all of the linked IR, so * validate it to make sure nothing went wrong. @@ -4870,13 +4872,15 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) if (prog->SeparateShader) disable_varying_optimizations_for_sso(prog); - /* Process UBOs */ - if (!interstage_cross_validate_uniform_blocks(prog, false)) - goto done; + if (!prog->data->cache_fallback) { + /* Process UBOs */ + if (!interstage_cross_validate_uniform_blocks(prog, false)) + goto done; - /* Process SSBOs */ - if (!interstage_cross_validate_uniform_blocks(prog, true)) - goto done; + /* Process SSBOs */ + if (!interstage_cross_validate_uniform_blocks(prog, true)) + goto done; + } /* Do common optimization before assigning storage for attributes, * uniforms, and varyings. Later optimization could possibly make diff --git a/src/mesa/main/shaderobj.c b/src/mesa/main/shaderobj.c index 1ed19a683a3..8a5fa5e2dfc 100644 --- a/src/mesa/main/shaderobj.c +++ b/src/mesa/main/shaderobj.c @@ -351,13 +351,15 @@ _mesa_clear_shader_program_data(struct gl_context *ctx, ralloc_free(shProg->data->InfoLog); shProg->data->InfoLog = ralloc_strdup(shProg->data, ""); - ralloc_free(shProg->data->UniformBlocks); - shProg->data->UniformBlocks = NULL; - shProg->data->NumUniformBlocks = 0; - - ralloc_free(shProg->data->ShaderStorageBlocks); - shProg->data->ShaderStorageBlocks = NULL; - shProg->data->NumShaderStorageBlocks = 0; + if (!shProg->data->cache_fallback) { + ralloc_free(shProg->data->UniformBlocks); + shProg->data->UniformBlocks = NULL; + shProg->data->NumUniformBlocks = 0; + + ralloc_free(shProg->data->ShaderStorageBlocks); + shProg->data->ShaderStorageBlocks = NULL; + shProg->data->NumShaderStorageBlocks = 0; + } if (shProg->data->AtomicBuffers && !shProg->data->cache_fallback) { ralloc_free(shProg->data->AtomicBuffers);