vc4: Don't look up the compiled shaders unless state has changed.

Improves simulated norast performance on a little benchmark by 38.0965%
+/- 3.27534% (n=11).
This commit is contained in:
Eric Anholt 2014-10-10 14:17:15 +02:00
parent c6f50c4086
commit d09509da2a
3 changed files with 28 additions and 0 deletions

View File

@ -57,6 +57,7 @@
#define VC4_DIRTY_INDEXBUF (1 << 16)
#define VC4_DIRTY_SCISSOR (1 << 17)
#define VC4_DIRTY_FLAT_SHADE_FLAGS (1 << 18)
#define VC4_DIRTY_PRIM_MODE (1 << 19)
#define VC4_SHADER_DIRTY_VP (1 << 0)
#define VC4_SHADER_DIRTY_FP (1 << 1)
@ -177,6 +178,8 @@ struct vc4_context {
unsigned int reg_class_any;
unsigned int reg_class_a;
uint8_t prim_mode;
/** @{ Current pipeline state objects */
struct pipe_scissor_state scissor;
struct pipe_blend_state *blend;

View File

@ -99,6 +99,11 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
struct vc4_vertex_stateobj *vtx = vc4->vtx;
struct vc4_vertexbuf_stateobj *vertexbuf = &vc4->vertexbuf;
if (vc4->prim_mode != info->mode) {
vc4->prim_mode = info->mode;
vc4->dirty |= VC4_DIRTY_PRIM_MODE;
}
vc4_start_draw(vc4);
vc4_update_compiled_shaders(vc4, info->mode);

View File

@ -1792,6 +1792,17 @@ vc4_update_compiled_fs(struct vc4_context *vc4, uint8_t prim_mode)
struct vc4_fs_key local_key;
struct vc4_fs_key *key = &local_key;
if (!(vc4->dirty & (VC4_DIRTY_PRIM_MODE |
VC4_DIRTY_BLEND |
VC4_DIRTY_FRAMEBUFFER |
VC4_DIRTY_ZSA |
VC4_DIRTY_RASTERIZER |
VC4_DIRTY_FRAGTEX |
VC4_DIRTY_TEXSTATE |
VC4_DIRTY_PROG))) {
return;
}
memset(key, 0, sizeof(*key));
vc4_setup_shared_key(&key->base, &vc4->fragtex);
key->base.shader_state = vc4->prog.bind_fs;
@ -1840,6 +1851,15 @@ vc4_update_compiled_vs(struct vc4_context *vc4, uint8_t prim_mode)
struct vc4_vs_key local_key;
struct vc4_vs_key *key = &local_key;
if (!(vc4->dirty & (VC4_DIRTY_PRIM_MODE |
VC4_DIRTY_RASTERIZER |
VC4_DIRTY_VERTTEX |
VC4_DIRTY_TEXSTATE |
VC4_DIRTY_VTXSTATE |
VC4_DIRTY_PROG))) {
return;
}
memset(key, 0, sizeof(*key));
vc4_setup_shared_key(&key->base, &vc4->verttex);
key->base.shader_state = vc4->prog.bind_vs;