glsl: use remap location when serialising uniform program resource data

This allows us to avoid expensive string compares since we already have
a map to the pointers.

These compares were taking ~30 seconds for a single shader compile
in Godot due to it using 64,000+ uniforms.

Fixes: c4cff5f402 ("glsl: add basic support for resource list to shader cache")

Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109229
This commit is contained in:
Timothy Arceri 2019-01-28 17:15:34 +11:00
parent be5b271ea7
commit fb78a6cb72
1 changed files with 26 additions and 7 deletions

View File

@ -764,6 +764,12 @@ get_shader_var_and_pointer_sizes(size_t *s_var_size, size_t *s_var_ptrs,
sizeof(var->name);
}
enum uniform_type
{
uniform_remapped,
uniform_not_remapped
};
static void
write_program_resource_data(struct blob *metadata,
struct gl_shader_program *prog,
@ -816,12 +822,19 @@ write_program_resource_data(struct blob *metadata,
case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
case GL_UNIFORM:
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
if (strcmp(((gl_uniform_storage *)res->Data)->name,
prog->data->UniformStorage[i].name) == 0) {
blob_write_uint32(metadata, i);
break;
if (((gl_uniform_storage *)res->Data)->builtin ||
res->Type != GL_UNIFORM) {
blob_write_uint32(metadata, uniform_not_remapped);
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
if (strcmp(((gl_uniform_storage *)res->Data)->name,
prog->data->UniformStorage[i].name) == 0) {
blob_write_uint32(metadata, i);
break;
}
}
} else {
blob_write_uint32(metadata, uniform_remapped);
blob_write_uint32(metadata, ((gl_uniform_storage *)res->Data)->remap_location);
}
break;
case GL_ATOMIC_COUNTER_BUFFER:
@ -906,9 +919,15 @@ read_program_resource_data(struct blob_reader *metadata,
case GL_COMPUTE_SUBROUTINE_UNIFORM:
case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
case GL_UNIFORM:
res->Data = &prog->data->UniformStorage[blob_read_uint32(metadata)];
case GL_UNIFORM: {
enum uniform_type type = (enum uniform_type) blob_read_uint32(metadata);
if (type == uniform_not_remapped) {
res->Data = &prog->data->UniformStorage[blob_read_uint32(metadata)];
} else {
res->Data = prog->UniformRemapTable[blob_read_uint32(metadata)];
}
break;
}
case GL_ATOMIC_COUNTER_BUFFER:
res->Data = &prog->data->AtomicBuffers[blob_read_uint32(metadata)];
break;