vrend: refactor select program

Use helper variables for some pointer derefs and query the shader ID's
only once.

Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Chia-I Wu <olvaffe@gmail.com>
macos/master
Gert Wollny 4 years ago
parent d9b4e34933
commit 03dd77537a
  1. 111
      src/vrend_renderer.c

@ -580,7 +580,7 @@ struct vrend_sub_context {
struct vrend_shader_selector *shaders[PIPE_SHADER_TYPES];
struct vrend_linked_shader_program *prog;
int prog_ids[PIPE_SHADER_TYPES];
GLuint prog_ids[PIPE_SHADER_TYPES];
struct vrend_shader_view views[PIPE_SHADER_TYPES];
struct vrend_constants consts[PIPE_SHADER_TYPES];
@ -4397,9 +4397,12 @@ vrend_select_program(struct vrend_context *ctx, const struct pipe_draw_info *inf
bool new_program = false;
ctx->sub->shader_dirty = false;
struct vrend_sub_context *sub = ctx->sub;
struct vrend_shader_selector **shaders = sub->shaders;
if (!ctx->sub->shaders[PIPE_SHADER_VERTEX] || !ctx->sub->shaders[PIPE_SHADER_FRAGMENT]) {
sub->shader_dirty = false;
if (!shaders[PIPE_SHADER_VERTEX] || !shaders[PIPE_SHADER_FRAGMENT]) {
vrend_printf("dropping rendering due to missing shaders: %s\n", ctx->debug_name);
return false;
}
@ -4409,89 +4412,87 @@ vrend_select_program(struct vrend_context *ctx, const struct pipe_draw_info *inf
// buffer formats when the shader is created, we only know it here.
// Set it to true so the underlying code knows to use the buffer formats
// now.
ctx->sub->drawing = true;
vrend_shader_select(ctx, ctx->sub->shaders[PIPE_SHADER_VERTEX], &vs_dirty);
ctx->sub->drawing = false;
sub->drawing = true;
vrend_shader_select(ctx, shaders[PIPE_SHADER_VERTEX], &vs_dirty);
sub->drawing = false;
if (ctx->sub->shaders[PIPE_SHADER_TESS_CTRL] && ctx->sub->shaders[PIPE_SHADER_TESS_CTRL]->tokens)
vrend_shader_select(ctx, ctx->sub->shaders[PIPE_SHADER_TESS_CTRL], &tcs_dirty);
else if (vrend_state.use_gles && ctx->sub->shaders[PIPE_SHADER_TESS_EVAL]) {
if (shaders[PIPE_SHADER_TESS_CTRL] && shaders[PIPE_SHADER_TESS_CTRL]->tokens)
vrend_shader_select(ctx, shaders[PIPE_SHADER_TESS_CTRL], &tcs_dirty);
else if (vrend_state.use_gles && shaders[PIPE_SHADER_TESS_EVAL]) {
VREND_DEBUG(dbg_shader, ctx, "Need to inject a TCS\n");
vrend_inject_tcs(ctx, info->vertices_per_patch);
vrend_shader_select(ctx, ctx->sub->shaders[PIPE_SHADER_VERTEX], &vs_dirty);
vrend_shader_select(ctx, shaders[PIPE_SHADER_VERTEX], &vs_dirty);
}
if (ctx->sub->shaders[PIPE_SHADER_TESS_EVAL])
vrend_shader_select(ctx, ctx->sub->shaders[PIPE_SHADER_TESS_EVAL], &tes_dirty);
if (ctx->sub->shaders[PIPE_SHADER_GEOMETRY])
vrend_shader_select(ctx, ctx->sub->shaders[PIPE_SHADER_GEOMETRY], &gs_dirty);
vrend_shader_select(ctx, ctx->sub->shaders[PIPE_SHADER_FRAGMENT], &fs_dirty);
if (shaders[PIPE_SHADER_TESS_EVAL])
vrend_shader_select(ctx, shaders[PIPE_SHADER_TESS_EVAL], &tes_dirty);
if (shaders[PIPE_SHADER_GEOMETRY])
vrend_shader_select(ctx, shaders[PIPE_SHADER_GEOMETRY], &gs_dirty);
vrend_shader_select(ctx, shaders[PIPE_SHADER_FRAGMENT], &fs_dirty);
if (!ctx->sub->shaders[PIPE_SHADER_VERTEX]->current ||
!ctx->sub->shaders[PIPE_SHADER_FRAGMENT]->current ||
(ctx->sub->shaders[PIPE_SHADER_GEOMETRY] && !ctx->sub->shaders[PIPE_SHADER_GEOMETRY]->current) ||
(ctx->sub->shaders[PIPE_SHADER_TESS_CTRL] && !ctx->sub->shaders[PIPE_SHADER_TESS_CTRL]->current) ||
(ctx->sub->shaders[PIPE_SHADER_TESS_EVAL] && !ctx->sub->shaders[PIPE_SHADER_TESS_EVAL]->current)) {
if (!shaders[PIPE_SHADER_VERTEX]->current ||
!shaders[PIPE_SHADER_FRAGMENT]->current ||
(shaders[PIPE_SHADER_GEOMETRY] && !shaders[PIPE_SHADER_GEOMETRY]->current) ||
(shaders[PIPE_SHADER_TESS_CTRL] && !shaders[PIPE_SHADER_TESS_CTRL]->current) ||
(shaders[PIPE_SHADER_TESS_EVAL] && !shaders[PIPE_SHADER_TESS_EVAL]->current)) {
vrend_printf( "failure to compile shader variants: %s\n", ctx->debug_name);
return false;
}
GLuint vs_id = shaders[PIPE_SHADER_VERTEX]->current->id;
GLuint fs_id = shaders[PIPE_SHADER_FRAGMENT]->current->id;
GLuint gs_id = shaders[PIPE_SHADER_GEOMETRY] ? shaders[PIPE_SHADER_GEOMETRY]->current->id : 0;
GLuint tcs_id = shaders[PIPE_SHADER_TESS_CTRL] ? shaders[PIPE_SHADER_TESS_CTRL]->current->id : 0;
GLuint tes_id = shaders[PIPE_SHADER_TESS_EVAL] ? shaders[PIPE_SHADER_TESS_EVAL]->current->id : 0;
same_prog = true;
if (ctx->sub->shaders[PIPE_SHADER_VERTEX]->current->id != (GLuint)ctx->sub->prog_ids[PIPE_SHADER_VERTEX])
if (vs_id != sub->prog_ids[PIPE_SHADER_VERTEX])
same_prog = false;
if (ctx->sub->shaders[PIPE_SHADER_FRAGMENT]->current->id != (GLuint)ctx->sub->prog_ids[PIPE_SHADER_FRAGMENT])
if (fs_id != sub->prog_ids[PIPE_SHADER_FRAGMENT])
same_prog = false;
if (ctx->sub->shaders[PIPE_SHADER_GEOMETRY] && ctx->sub->shaders[PIPE_SHADER_GEOMETRY]->current->id != (GLuint)ctx->sub->prog_ids[PIPE_SHADER_GEOMETRY])
if (gs_id != sub->prog_ids[PIPE_SHADER_GEOMETRY])
same_prog = false;
if (ctx->sub->prog && ctx->sub->prog->dual_src_linked != dual_src)
if (sub->prog && sub->prog->dual_src_linked != dual_src)
same_prog = false;
if (ctx->sub->shaders[PIPE_SHADER_TESS_CTRL] && ctx->sub->shaders[PIPE_SHADER_TESS_CTRL]->current->id != (GLuint)ctx->sub->prog_ids[PIPE_SHADER_TESS_CTRL])
if (tcs_id != sub->prog_ids[PIPE_SHADER_TESS_CTRL])
same_prog = false;
if (ctx->sub->shaders[PIPE_SHADER_TESS_EVAL] && ctx->sub->shaders[PIPE_SHADER_TESS_EVAL]->current->id != (GLuint)ctx->sub->prog_ids[PIPE_SHADER_TESS_EVAL])
if (tes_id != sub->prog_ids[PIPE_SHADER_TESS_EVAL])
same_prog = false;
if (!same_prog) {
prog = lookup_shader_program(ctx,
ctx->sub->shaders[PIPE_SHADER_VERTEX]->current->id,
ctx->sub->shaders[PIPE_SHADER_FRAGMENT]->current->id,
ctx->sub->shaders[PIPE_SHADER_GEOMETRY] ? ctx->sub->shaders[PIPE_SHADER_GEOMETRY]->current->id : 0,
ctx->sub->shaders[PIPE_SHADER_TESS_CTRL] ? ctx->sub->shaders[PIPE_SHADER_TESS_CTRL]->current->id : 0,
ctx->sub->shaders[PIPE_SHADER_TESS_EVAL] ? ctx->sub->shaders[PIPE_SHADER_TESS_EVAL]->current->id : 0,
dual_src);
prog = lookup_shader_program(ctx, vs_id, fs_id, gs_id, tcs_id, tes_id, dual_src);
if (!prog) {
prog = add_shader_program(ctx,
ctx->sub->shaders[PIPE_SHADER_VERTEX]->current,
ctx->sub->shaders[PIPE_SHADER_FRAGMENT]->current,
ctx->sub->shaders[PIPE_SHADER_GEOMETRY] ? ctx->sub->shaders[PIPE_SHADER_GEOMETRY]->current : NULL,
ctx->sub->shaders[PIPE_SHADER_TESS_CTRL] ? ctx->sub->shaders[PIPE_SHADER_TESS_CTRL]->current : NULL,
ctx->sub->shaders[PIPE_SHADER_TESS_EVAL] ? ctx->sub->shaders[PIPE_SHADER_TESS_EVAL]->current : NULL);
sub->shaders[PIPE_SHADER_VERTEX]->current,
sub->shaders[PIPE_SHADER_FRAGMENT]->current,
gs_id ? sub->shaders[PIPE_SHADER_GEOMETRY]->current : NULL,
tcs_id ? sub->shaders[PIPE_SHADER_TESS_CTRL]->current : NULL,
tes_id ? sub->shaders[PIPE_SHADER_TESS_EVAL]->current : NULL);
if (!prog)
return false;
}
ctx->sub->last_shader_idx = ctx->sub->shaders[PIPE_SHADER_TESS_EVAL] ? PIPE_SHADER_TESS_EVAL : (ctx->sub->shaders[PIPE_SHADER_GEOMETRY] ? PIPE_SHADER_GEOMETRY : PIPE_SHADER_FRAGMENT);
sub->last_shader_idx = sub->shaders[PIPE_SHADER_TESS_EVAL] ? PIPE_SHADER_TESS_EVAL : (sub->shaders[PIPE_SHADER_GEOMETRY] ? PIPE_SHADER_GEOMETRY : PIPE_SHADER_FRAGMENT);
} else
prog = ctx->sub->prog;
if (ctx->sub->prog != prog) {
prog = sub->prog;
if (sub->prog != prog) {
new_program = true;
ctx->sub->prog_ids[PIPE_SHADER_VERTEX] = ctx->sub->shaders[PIPE_SHADER_VERTEX]->current->id;
ctx->sub->prog_ids[PIPE_SHADER_FRAGMENT] = ctx->sub->shaders[PIPE_SHADER_FRAGMENT]->current->id;
if (ctx->sub->shaders[PIPE_SHADER_GEOMETRY])
ctx->sub->prog_ids[PIPE_SHADER_GEOMETRY] = ctx->sub->shaders[PIPE_SHADER_GEOMETRY]->current->id;
if (ctx->sub->shaders[PIPE_SHADER_TESS_CTRL])
ctx->sub->prog_ids[PIPE_SHADER_TESS_CTRL] = ctx->sub->shaders[PIPE_SHADER_TESS_CTRL]->current->id;
if (ctx->sub->shaders[PIPE_SHADER_TESS_EVAL])
ctx->sub->prog_ids[PIPE_SHADER_TESS_EVAL] = ctx->sub->shaders[PIPE_SHADER_TESS_EVAL]->current->id;
ctx->sub->prog_ids[PIPE_SHADER_COMPUTE] = -1;
ctx->sub->prog = prog;
sub->prog_ids[PIPE_SHADER_VERTEX] = vs_id;
sub->prog_ids[PIPE_SHADER_FRAGMENT] = fs_id;
sub->prog_ids[PIPE_SHADER_GEOMETRY] = gs_id;
sub->prog_ids[PIPE_SHADER_TESS_CTRL] = tcs_id;
sub->prog_ids[PIPE_SHADER_TESS_EVAL] = tes_id;
sub->prog_ids[PIPE_SHADER_COMPUTE] = 0;
sub->prog = prog;
/* mark all constbufs and sampler views as dirty */
for (int stage = PIPE_SHADER_VERTEX; stage <= PIPE_SHADER_FRAGMENT; stage++) {
ctx->sub->const_bufs_dirty[stage] = ~0;
ctx->sub->sampler_views_dirty[stage] = ~0;
sub->const_bufs_dirty[stage] = ~0;
sub->sampler_views_dirty[stage] = ~0;
}
prog->ref_context = ctx->sub;
prog->ref_context = sub;
}
return new_program;
}
@ -4802,7 +4803,7 @@ void vrend_launch_grid(struct vrend_context *ctx,
if (ctx->sub->prog != prog) {
new_program = true;
ctx->sub->prog_ids[PIPE_SHADER_VERTEX] = -1;
ctx->sub->prog_ids[PIPE_SHADER_VERTEX] = 0;
ctx->sub->prog_ids[PIPE_SHADER_COMPUTE] = ctx->sub->shaders[PIPE_SHADER_COMPUTE]->current->id;
ctx->sub->prog = prog;
prog->ref_context = ctx->sub;

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