diff options
author | Ian Romanick <[email protected]> | 2011-11-10 12:32:35 -0800 |
---|---|---|
committer | Ian Romanick <[email protected]> | 2011-11-16 08:37:44 -0800 |
commit | 010dc29283cfc7791a29ba8a0570d8f7f9edef05 (patch) | |
tree | a81453c4c296ad3d6f482bf573ed785e63c244a2 /src | |
parent | f6a50c0b1ff620d1b721968144a56452c0bd6d85 (diff) |
mesa: Only update sampler uniforms that are used by the shader stage
Previously a vertex shader that used no samplers would get updated (by
calling the driver's ProgramStringNotify) when a sampler in the
fragment shader was updated. This was discovered while investigating
some spurious code generation for shaders in Cogs. The behavior in
Cogs is especially pessimal because it ping-pongs sampler uniform
settings:
glUniform1i(sampler1, 0);
glUniform1i(sampler2, 1);
draw();
glUniform1i(sampler1, 1);
glUniform1i(sampler2, 0);
draw();
glUniform1i(sampler1, 0);
glUniform1i(sampler2, 1);
draw();
// etc.
ProgramStringNotify is still too big of a hammer. Applications like
Cogs will still defeat the shader cache. A lighter-weight mechanism
that can work with the shader cache is needed. However, this patch at
least restores the previous behavior.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src')
-rw-r--r-- | src/mesa/main/uniform_query.cpp | 22 |
1 files changed, 19 insertions, 3 deletions
diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp index 5371d6a176b..33ba53c2e7b 100644 --- a/src/mesa/main/uniform_query.cpp +++ b/src/mesa/main/uniform_query.cpp @@ -698,11 +698,27 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg, prog = shProg->_LinkedShaders[i]->Program; + /* If the shader stage doesn't use any samplers, don't bother + * checking if any samplers have changed. + */ + if (prog->SamplersUsed == 0) + continue; + assert(sizeof(prog->SamplerUnits) == sizeof(shProg->SamplerUnits)); - if (memcmp(prog->SamplerUnits, - shProg->SamplerUnits, - sizeof(shProg->SamplerUnits)) != 0) { + /* Determine if any of the samplers used by this shader stage have + * been modified. + */ + bool changed = false; + for (unsigned j = 0; j < Elements(prog->SamplerUnits); j++) { + if ((prog->SamplersUsed & (1U << j)) != 0 + && (prog->SamplerUnits[j] != shProg->SamplerUnits[j])) { + changed = true; + break; + } + } + + if (changed) { if (!flushed) { FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM); flushed = true; |