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authorTimothy Arceri <[email protected]>2016-11-10 08:33:50 +1100
committerTimothy Arceri <[email protected]>2016-11-30 14:13:52 +1100
commit6d3458cbfbb4efb5a2ee33ad17e11f45163b6180 (patch)
tree8ba24595d30bd630b3632b2dc202110adc4fa941 /src/mesa/main/pipelineobj.c
parent34953f8907fddd0d2b27d276580a1d3223047987 (diff)
mesa: optimise interleaved sso validation
Now that we have a linked_stages bitfield we can use this to check if the program is used at a later stage. This change is also required to be able to use gl_program rather than gl_shader_program in the CurrentProgram array. Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/mesa/main/pipelineobj.c')
-rw-r--r--src/mesa/main/pipelineobj.c25
1 files changed, 14 insertions, 11 deletions
diff --git a/src/mesa/main/pipelineobj.c b/src/mesa/main/pipelineobj.c
index 35d416dc9df..5fc2808a0c8 100644
--- a/src/mesa/main/pipelineobj.c
+++ b/src/mesa/main/pipelineobj.c
@@ -730,30 +730,33 @@ program_stages_all_active(struct gl_pipeline_object *pipe,
static bool
program_stages_interleaved_illegally(const struct gl_pipeline_object *pipe)
{
- struct gl_shader_program *prev = NULL;
- unsigned i, j;
+ unsigned prev_linked_stages = 0;
/* Look for programs bound to stages: A -> B -> A, with any intervening
* sequence of unrelated programs or empty stages.
*/
- for (i = 0; i < MESA_SHADER_STAGES; i++) {
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_shader_program *cur = pipe->CurrentProgram[i];
- /* Empty stages anywhere in the pipe are OK */
- if (!cur || cur == prev)
+ /* Empty stages anywhere in the pipe are OK. Also we can be confident
+ * that if the linked_stages mask matches we are looking at the same
+ * linked program because a previous validation call to
+ * program_stages_all_active() will have already failed if two different
+ * programs with the sames stages linked are not active for all linked
+ * stages.
+ */
+ if (!cur || cur->data->linked_stages == prev_linked_stages)
continue;
- if (prev) {
+ if (prev_linked_stages) {
/* We've seen an A -> B transition; look at the rest of the pipe
* to see if we ever see A again.
*/
- for (j = i + 1; j < MESA_SHADER_STAGES; j++) {
- if (pipe->CurrentProgram[j] == prev)
- return true;
- }
+ if (prev_linked_stages >> (i + 1))
+ return true;
}
- prev = cur;
+ prev_linked_stages = cur->data->linked_stages;
}
return false;