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authorEric Anholt <[email protected]>2019-03-19 09:58:14 -0700
committerEric Anholt <[email protected]>2019-03-21 14:20:50 -0700
commit16f2770eb40e7e11d149b4551de27d8d663f4e22 (patch)
treeba45e5afb703a3125536de9e396c632700b6a90b /src/broadcom/compiler/vir.c
parent320e96baced8093c6af11d86a216d83cee1eeb30 (diff)
v3d: Upload all of UBO[0] if any indirect load occurs.
The idea was that we could skip uploading the constant-indexed uniform data and just upload the uniforms that are variably-indexed. However, since the VS bin and render shaders may have a different set of uniforms used, this meant that we had to upload the UBO for each of them. The first case is generally a fairly small impact (usually the uniform array is the most space, other than a couple of FSes in shader-db), while the second is a larger impact: 3DMMES2 was uploading 38k/frame of uniforms instead of 18k. Given that the optimization is of dubious value, has a big downside, and is quite a bit of code, just drop it. No change in shader-db. No change on 3DMMES2 (n=15).
Diffstat (limited to 'src/broadcom/compiler/vir.c')
-rw-r--r--src/broadcom/compiler/vir.c36
1 files changed, 0 insertions, 36 deletions
diff --git a/src/broadcom/compiler/vir.c b/src/broadcom/compiler/vir.c
index bb04c82d777..8963dd1e350 100644
--- a/src/broadcom/compiler/vir.c
+++ b/src/broadcom/compiler/vir.c
@@ -582,41 +582,6 @@ v3d_set_prog_data_uniforms(struct v3d_compile *c,
count * sizeof(*ulist->contents));
}
-/* Copy the compiler UBO range state to the compiled shader, dropping out
- * arrays that were never referenced by an indirect load.
- *
- * (Note that QIR dead code elimination of an array access still leaves that
- * array alive, though)
- */
-static void
-v3d_set_prog_data_ubo(struct v3d_compile *c,
- struct v3d_prog_data *prog_data)
-{
- if (!c->num_ubo_ranges)
- return;
-
- prog_data->num_ubo_ranges = 0;
- prog_data->ubo_ranges = ralloc_array(prog_data, struct v3d_ubo_range,
- c->num_ubo_ranges);
- for (int i = 0; i < c->num_ubo_ranges; i++) {
- if (!c->ubo_range_used[i])
- continue;
-
- struct v3d_ubo_range *range = &c->ubo_ranges[i];
- prog_data->ubo_ranges[prog_data->num_ubo_ranges++] = *range;
- prog_data->ubo_size += range->size;
- }
-
- if (prog_data->ubo_size) {
- if (V3D_DEBUG & V3D_DEBUG_SHADERDB) {
- fprintf(stderr, "SHADER-DB: %s prog %d/%d: %d UBO uniforms\n",
- vir_get_stage_name(c),
- c->program_id, c->variant_id,
- prog_data->ubo_size / 4);
- }
- }
-}
-
static void
v3d_vs_set_prog_data(struct v3d_compile *c,
struct v3d_vs_prog_data *prog_data)
@@ -713,7 +678,6 @@ v3d_set_prog_data(struct v3d_compile *c,
prog_data->spill_size = c->spill_size;
v3d_set_prog_data_uniforms(c, prog_data);
- v3d_set_prog_data_ubo(c, prog_data);
if (c->s->info.stage == MESA_SHADER_VERTEX) {
v3d_vs_set_prog_data(c, (struct v3d_vs_prog_data *)prog_data);