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authorTimothy Arceri <[email protected]>2020-05-21 13:12:34 +1000
committerMarge Bot <[email protected]>2020-05-27 00:59:20 +0000
commitf1acf492de91e04a81950c0446c36b22b48bc94c (patch)
treea538130e36b73caef33639e30a82d9fb6e0a3651 /src/compiler/glsl
parentf6214750eb4d53296e674dd26fc668b1029a1c8b (diff)
glsl: fix slow linking of uniforms in the nir linker
Currently the nir linker resizes the amount of storage needed to hold uniform information on the fly while linking. As shaders can contain thousands of uniforms this can be very slow. For example some Godot shaders can take 30 seconds to compile on some machines. In this change we count the amount of storage needed before we start processing the uniforms. This is what the GLSL IR linker does also. Fixes: 95f555a93a88 ("st/glsl_to_nir: make use of nir linker for linking uniforms") Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2996 Reviewed-by: Alejandro PiƱeiro <[email protected]> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5137>
Diffstat (limited to 'src/compiler/glsl')
-rw-r--r--src/compiler/glsl/gl_nir_link_uniforms.c90
1 files changed, 81 insertions, 9 deletions
diff --git a/src/compiler/glsl/gl_nir_link_uniforms.c b/src/compiler/glsl/gl_nir_link_uniforms.c
index ee6e2395eea..c8d32bdf338 100644
--- a/src/compiler/glsl/gl_nir_link_uniforms.c
+++ b/src/compiler/glsl/gl_nir_link_uniforms.c
@@ -45,6 +45,34 @@ is_gl_identifier(const char *s)
return s && s[0] == 'g' && s[1] == 'l' && s[2] == '_';
}
+static unsigned
+uniform_storage_size(const struct glsl_type *type)
+{
+ switch (glsl_get_base_type(type)) {
+ case GLSL_TYPE_STRUCT:
+ case GLSL_TYPE_INTERFACE: {
+ unsigned size = 0;
+ for (unsigned i = 0; i < glsl_get_length(type); i++)
+ size += uniform_storage_size(glsl_get_struct_field(type, i));
+ return size;
+ }
+ case GLSL_TYPE_ARRAY: {
+ const struct glsl_type *e_type = glsl_get_array_element(type);
+ enum glsl_base_type e_base_type = glsl_get_base_type(e_type);
+ if (e_base_type == GLSL_TYPE_STRUCT ||
+ e_base_type == GLSL_TYPE_INTERFACE ||
+ e_base_type == GLSL_TYPE_ARRAY) {
+ unsigned length = !glsl_type_is_unsized_array(type) ?
+ glsl_get_length(type) : 1;
+ return length * uniform_storage_size(e_type);
+ } else
+ return 1;
+ }
+ default:
+ return 1;
+ }
+}
+
static void
nir_setup_uniform_remap_tables(struct gl_context *ctx,
struct gl_shader_program *prog)
@@ -1142,15 +1170,20 @@ nir_link_uniform(struct gl_context *ctx,
return location_count;
} else {
- /* Create a new uniform storage entry */
- prog->data->UniformStorage =
- reralloc(prog->data,
- prog->data->UniformStorage,
- struct gl_uniform_storage,
- prog->data->NumUniformStorage + 1);
- if (!prog->data->UniformStorage) {
- linker_error(prog, "Out of memory during linking.\n");
- return -1;
+ /* TODO: reallocating storage is slow, we should figure out a way to
+ * allocate storage up front for spirv like we do for GLSL.
+ */
+ if (prog->data->spirv) {
+ /* Create a new uniform storage entry */
+ prog->data->UniformStorage =
+ reralloc(prog->data,
+ prog->data->UniformStorage,
+ struct gl_uniform_storage,
+ prog->data->NumUniformStorage + 1);
+ if (!prog->data->UniformStorage) {
+ linker_error(prog, "Out of memory during linking.\n");
+ return -1;
+ }
}
uniform = &prog->data->UniformStorage[prog->data->NumUniformStorage];
@@ -1349,6 +1382,43 @@ gl_nir_link_uniforms(struct gl_context *ctx,
prog->data->UniformStorage = NULL;
prog->data->NumUniformStorage = 0;
+ /* Count total number of uniforms and allocate storage */
+ unsigned storage_size = 0;
+ if (!prog->data->spirv) {
+ struct set *storage_counted =
+ _mesa_set_create(NULL, _mesa_hash_string, _mesa_key_string_equal);
+ for (unsigned stage = 0; stage < MESA_SHADER_STAGES; stage++) {
+ struct gl_linked_shader *sh = prog->_LinkedShaders[stage];
+ if (!sh)
+ continue;
+
+ nir_foreach_variable(var, &sh->Program->nir->uniforms) {
+ const struct glsl_type *type = var->type;
+ const char *name = var->name;
+ if (nir_variable_is_in_block(var) &&
+ glsl_without_array(type) == var->interface_type) {
+ type = glsl_without_array(var->type);
+ name = glsl_get_type_name(type);
+ }
+
+ struct set_entry *entry = _mesa_set_search(storage_counted, name);
+ if (!entry) {
+ storage_size += uniform_storage_size(type);
+ _mesa_set_add(storage_counted, name);
+ }
+ }
+ }
+ _mesa_set_destroy(storage_counted, NULL);
+
+ prog->data->UniformStorage = rzalloc_array(prog->data,
+ struct gl_uniform_storage,
+ storage_size);
+ if (!prog->data->UniformStorage) {
+ linker_error(prog, "Out of memory while linking uniforms.\n");
+ return false;
+ }
+ }
+
/* Iterate through all linked shaders */
struct nir_link_uniforms_state state = {0,};
state.uniform_hash = _mesa_hash_table_create(NULL, _mesa_hash_string,
@@ -1639,6 +1709,8 @@ gl_nir_link_uniforms(struct gl_context *ctx,
prog->data->NumHiddenUniforms = state.num_hidden_uniforms;
prog->data->NumUniformDataSlots = state.num_values;
+ assert(prog->data->spirv || prog->data->NumUniformStorage == storage_size);
+
if (prog->data->spirv)
prog->NumUniformRemapTable = state.max_uniform_location;