glsl: use linked_shaders bitmask to iterate stages for subroutine fields
This should be faster than looping over every stage and null checking, but will also make the code a bit cleaner when we switch to getting more fields from gl_program rather than from gl_linked_shader as we can just copy the pointer and not need to worry about null checking then copying. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
parent
6d3458cbfb
commit
2ea021a1eb
|
@ -1140,10 +1140,10 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
|
|||
const unsigned entries =
|
||||
MAX2(1, prog->data->UniformStorage[i].array_elements);
|
||||
|
||||
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
|
||||
unsigned mask = prog->data->linked_stages;
|
||||
while (mask) {
|
||||
const int j = u_bit_scan(&mask);
|
||||
struct gl_linked_shader *sh = prog->_LinkedShaders[j];
|
||||
if (!sh)
|
||||
continue;
|
||||
|
||||
if (!prog->data->UniformStorage[i].opaque[j].active)
|
||||
continue;
|
||||
|
@ -1172,10 +1172,10 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
|
|||
const unsigned entries =
|
||||
MAX2(1, prog->data->UniformStorage[i].array_elements);
|
||||
|
||||
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
|
||||
unsigned mask = prog->data->linked_stages;
|
||||
while (mask) {
|
||||
const int j = u_bit_scan(&mask);
|
||||
struct gl_linked_shader *sh = prog->_LinkedShaders[j];
|
||||
if (!sh)
|
||||
continue;
|
||||
|
||||
if (!prog->data->UniformStorage[i].opaque[j].active)
|
||||
continue;
|
||||
|
|
|
@ -3144,11 +3144,10 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
|
|||
static void
|
||||
link_calculate_subroutine_compat(struct gl_shader_program *prog)
|
||||
{
|
||||
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
||||
unsigned mask = prog->data->linked_stages;
|
||||
while (mask) {
|
||||
const int i = u_bit_scan(&mask);
|
||||
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
|
||||
int count;
|
||||
if (!sh)
|
||||
continue;
|
||||
|
||||
for (unsigned j = 0; j < sh->NumSubroutineUniformRemapTable; j++) {
|
||||
if (sh->SubroutineUniformRemapTable[j] == INACTIVE_UNIFORM_EXPLICIT_LOCATION)
|
||||
|
@ -3159,7 +3158,7 @@ link_calculate_subroutine_compat(struct gl_shader_program *prog)
|
|||
if (!uni)
|
||||
continue;
|
||||
|
||||
count = 0;
|
||||
int count = 0;
|
||||
if (sh->NumSubroutineFunctions == 0) {
|
||||
linker_error(prog, "subroutine uniform %s defined but no valid functions found\n", uni->type->name);
|
||||
continue;
|
||||
|
@ -3181,14 +3180,14 @@ link_calculate_subroutine_compat(struct gl_shader_program *prog)
|
|||
static void
|
||||
check_subroutine_resources(struct gl_shader_program *prog)
|
||||
{
|
||||
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
||||
unsigned mask = prog->data->linked_stages;
|
||||
while (mask) {
|
||||
const int i = u_bit_scan(&mask);
|
||||
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
|
||||
|
||||
if (sh) {
|
||||
if (sh->NumSubroutineUniformRemapTable > MAX_SUBROUTINE_UNIFORM_LOCATIONS)
|
||||
linker_error(prog, "Too many %s shader subroutine uniforms\n",
|
||||
_mesa_shader_stage_to_string(i));
|
||||
}
|
||||
if (sh->NumSubroutineUniformRemapTable > MAX_SUBROUTINE_UNIFORM_LOCATIONS)
|
||||
linker_error(prog, "Too many %s shader subroutine uniforms\n",
|
||||
_mesa_shader_stage_to_string(i));
|
||||
}
|
||||
}
|
||||
/**
|
||||
|
@ -3383,12 +3382,11 @@ check_explicit_uniform_locations(struct gl_context *ctx,
|
|||
}
|
||||
|
||||
unsigned entries_total = 0;
|
||||
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
||||
unsigned mask = prog->data->linked_stages;
|
||||
while (mask) {
|
||||
const int i = u_bit_scan(&mask);
|
||||
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
|
||||
|
||||
if (!sh)
|
||||
continue;
|
||||
|
||||
foreach_in_list(ir_instruction, node, sh->ir) {
|
||||
ir_variable *var = node->as_variable();
|
||||
if (!var || var->data.mode != ir_var_uniform)
|
||||
|
@ -4317,14 +4315,12 @@ build_program_resource_list(struct gl_context *ctx,
|
|||
}
|
||||
}
|
||||
|
||||
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
||||
unsigned mask = shProg->data->linked_stages;
|
||||
while (mask) {
|
||||
const int i = u_bit_scan(&mask);
|
||||
struct gl_linked_shader *sh = shProg->_LinkedShaders[i];
|
||||
GLuint type;
|
||||
|
||||
if (!sh)
|
||||
continue;
|
||||
|
||||
type = _mesa_shader_stage_to_subroutine((gl_shader_stage)i);
|
||||
GLuint type = _mesa_shader_stage_to_subroutine((gl_shader_stage)i);
|
||||
for (unsigned j = 0; j < sh->NumSubroutineFunctions; j++) {
|
||||
if (!add_program_resource(shProg, resource_set,
|
||||
type, &sh->SubroutineFunctions[j], 0))
|
||||
|
@ -4372,12 +4368,11 @@ validate_sampler_array_indexing(struct gl_context *ctx,
|
|||
static void
|
||||
link_assign_subroutine_types(struct gl_shader_program *prog)
|
||||
{
|
||||
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
||||
unsigned mask = prog->data->linked_stages;
|
||||
while (mask) {
|
||||
const int i = u_bit_scan(&mask);
|
||||
gl_linked_shader *sh = prog->_LinkedShaders[i];
|
||||
|
||||
if (sh == NULL)
|
||||
continue;
|
||||
|
||||
sh->MaxSubroutineFunctionIndex = 0;
|
||||
foreach_in_list(ir_instruction, node, sh->ir) {
|
||||
ir_function *fn = node->as_function();
|
||||
|
|
Loading…
Reference in New Issue