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author | Eric Anholt <[email protected]> | 2016-12-01 12:15:10 -0800 |
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committer | Eric Anholt <[email protected]> | 2019-04-10 11:45:30 -0700 |
commit | afad1f7d625d9402a0f7fe57287d536d7d9b4b5a (patch) | |
tree | be9d359f82ae50816ea1da7529ed3e02995efc33 /src/getopt | |
parent | 0204fb77e0133f9e365bd9d7749984b3421bbed5 (diff) |
vc4: Upload CS/VS UBO uniforms together.
Same as I did for V3D, drop all this code trying to GC the
non-indirectly-loaded uniforms from the UBO that's used for indirect
access of gallium cb[0]. While it does successfully drop some of those,
it came at the cost of uploading the VS's indirect unifroms twice, for the
bin and render versions of the shader.
With the UBO loads simplified, I was also able to easily backport V3D's
change to pack a UBO offset into the uniform_data[] field so that we don't
need to do the add of the uniform base in the shader.
As a bonus, now vc4 doesn't depend on mesa/st type_size functions.
total uniforms in shared programs: 25514 -> 25490 (-0.09%)
total instructions in shared programs: 77019 -> 76836 (-0.24%)
Diffstat (limited to 'src/getopt')
0 files changed, 0 insertions, 0 deletions