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