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authorTimothy Arceri <[email protected]>2017-11-08 09:54:22 +1100
committerTimothy Arceri <[email protected]>2017-11-09 12:07:48 +1100
commitcf05bb506a075c9e3b8a3c374b928ff0367c49b2 (patch)
tree2a08cd32fdc212b488894b45936eb6a9ed06453a /src
parenta16dc04ad51c32e5c7d136e4dd6273d983385d3f (diff)
glsl: drop cache_fallback
This turned out to be a dead end, it is much easier and less error prone to just cache the IR used by the drivers backend e.g. TGSI or NIR. Cc: "17.2 17.3" <[email protected]> Reviewed-by: Tapani Pälli <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/compiler/glsl/link_uniforms.cpp15
-rw-r--r--src/compiler/glsl/linker.cpp85
-rw-r--r--src/compiler/glsl/shader_cache.cpp2
-rw-r--r--src/mesa/main/mtypes.h7
-rw-r--r--src/mesa/main/shaderobj.c23
5 files changed, 55 insertions, 77 deletions
diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp
index 7d141549f55..3da015eb7fd 100644
--- a/src/compiler/glsl/link_uniforms.cpp
+++ b/src/compiler/glsl/link_uniforms.cpp
@@ -1400,13 +1400,6 @@ link_assign_uniform_storage(struct gl_context *ctx,
sizeof(shader->Program->sh.SamplerTargets));
}
- /* If this is a fallback compile for a cache miss we already have the
- * correct uniform mappings and we don't want to reinitialise uniforms so
- * just return now.
- */
- if (prog->data->cache_fallback)
- return;
-
#ifndef NDEBUG
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
assert(prog->data->UniformStorage[i].storage != NULL ||
@@ -1431,11 +1424,9 @@ void
link_assign_uniform_locations(struct gl_shader_program *prog,
struct gl_context *ctx)
{
- if (!prog->data->cache_fallback) {
- ralloc_free(prog->data->UniformStorage);
- prog->data->UniformStorage = NULL;
- prog->data->NumUniformStorage = 0;
- }
+ ralloc_free(prog->data->UniformStorage);
+ prog->data->UniformStorage = NULL;
+ prog->data->NumUniformStorage = 0;
if (prog->UniformHash != NULL) {
prog->UniformHash->clear();
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 3b8734fc8b8..cb2a6c7892a 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -2264,8 +2264,7 @@ link_intrastage_shaders(void *mem_ctx,
return NULL;
}
- if (!prog->data->cache_fallback)
- _mesa_reference_shader_program_data(ctx, &gl_prog->sh.data, prog->data);
+ _mesa_reference_shader_program_data(ctx, &gl_prog->sh.data, prog->data);
/* Don't use _mesa_reference_program() just take ownership */
linked->Program = gl_prog;
@@ -2322,34 +2321,32 @@ link_intrastage_shaders(void *mem_ctx,
v.run(linked->ir);
v.fixup_unnamed_interface_types();
- if (!prog->data->cache_fallback) {
- /* Link up uniform blocks defined within this stage. */
- link_uniform_blocks(mem_ctx, ctx, prog, linked, &ubo_blocks,
- &num_ubo_blocks, &ssbo_blocks, &num_ssbo_blocks);
+ /* Link up uniform blocks defined within this stage. */
+ link_uniform_blocks(mem_ctx, ctx, prog, linked, &ubo_blocks,
+ &num_ubo_blocks, &ssbo_blocks, &num_ssbo_blocks);
- if (!prog->data->LinkStatus) {
- _mesa_delete_linked_shader(ctx, linked);
- return NULL;
- }
+ if (!prog->data->LinkStatus) {
+ _mesa_delete_linked_shader(ctx, linked);
+ return NULL;
+ }
- /* Copy ubo blocks to linked shader list */
- linked->Program->sh.UniformBlocks =
- ralloc_array(linked, gl_uniform_block *, num_ubo_blocks);
- ralloc_steal(linked, ubo_blocks);
- for (unsigned i = 0; i < num_ubo_blocks; i++) {
- linked->Program->sh.UniformBlocks[i] = &ubo_blocks[i];
- }
- linked->Program->info.num_ubos = num_ubo_blocks;
-
- /* Copy ssbo blocks to linked shader list */
- linked->Program->sh.ShaderStorageBlocks =
- ralloc_array(linked, gl_uniform_block *, num_ssbo_blocks);
- ralloc_steal(linked, ssbo_blocks);
- for (unsigned i = 0; i < num_ssbo_blocks; i++) {
- linked->Program->sh.ShaderStorageBlocks[i] = &ssbo_blocks[i];
- }
- linked->Program->info.num_ssbos = num_ssbo_blocks;
+ /* Copy ubo blocks to linked shader list */
+ linked->Program->sh.UniformBlocks =
+ ralloc_array(linked, gl_uniform_block *, num_ubo_blocks);
+ ralloc_steal(linked, ubo_blocks);
+ for (unsigned i = 0; i < num_ubo_blocks; i++) {
+ linked->Program->sh.UniformBlocks[i] = &ubo_blocks[i];
+ }
+ linked->Program->info.num_ubos = num_ubo_blocks;
+
+ /* Copy ssbo blocks to linked shader list */
+ linked->Program->sh.ShaderStorageBlocks =
+ ralloc_array(linked, gl_uniform_block *, num_ssbo_blocks);
+ ralloc_steal(linked, ssbo_blocks);
+ for (unsigned i = 0; i < num_ssbo_blocks; i++) {
+ linked->Program->sh.ShaderStorageBlocks[i] = &ssbo_blocks[i];
}
+ linked->Program->info.num_ssbos = num_ssbo_blocks;
/* At this point linked should contain all of the linked IR, so
* validate it to make sure nothing went wrong.
@@ -4639,14 +4636,12 @@ link_and_validate_uniforms(struct gl_context *ctx,
update_array_sizes(prog);
link_assign_uniform_locations(prog, ctx);
- if (!prog->data->cache_fallback) {
- link_assign_atomic_counter_resources(ctx, prog);
- link_calculate_subroutine_compat(prog);
- check_resources(ctx, prog);
- check_subroutine_resources(prog);
- check_image_resources(ctx, prog);
- link_check_atomic_counter_resources(ctx, prog);
- }
+ link_assign_atomic_counter_resources(ctx, prog);
+ link_calculate_subroutine_compat(prog);
+ check_resources(ctx, prog);
+ check_subroutine_resources(prog);
+ check_image_resources(ctx, prog);
+ link_check_atomic_counter_resources(ctx, prog);
}
static bool
@@ -4960,10 +4955,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
last = i;
}
- if (!prog->data->cache_fallback) {
- check_explicit_uniform_locations(ctx, prog);
- link_assign_subroutine_types(prog);
- }
+ check_explicit_uniform_locations(ctx, prog);
+ link_assign_subroutine_types(prog);
if (!prog->data->LinkStatus)
goto done;
@@ -5028,15 +5021,13 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
if (prog->SeparateShader)
disable_varying_optimizations_for_sso(prog);
- if (!prog->data->cache_fallback) {
- /* Process UBOs */
- if (!interstage_cross_validate_uniform_blocks(prog, false))
- goto done;
+ /* Process UBOs */
+ if (!interstage_cross_validate_uniform_blocks(prog, false))
+ goto done;
- /* Process SSBOs */
- if (!interstage_cross_validate_uniform_blocks(prog, true))
- goto done;
- }
+ /* Process SSBOs */
+ if (!interstage_cross_validate_uniform_blocks(prog, true))
+ goto done;
/* Do common optimization before assigning storage for attributes,
* uniforms, and varyings. Later optimization could possibly make
diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp
index 8fd2774bdfa..89da19914fe 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++ b/src/compiler/glsl/shader_cache.cpp
@@ -1299,7 +1299,7 @@ shader_cache_read_program_metadata(struct gl_context *ctx,
return false;
struct disk_cache *cache = ctx->Cache;
- if (!cache || prog->data->cache_fallback || prog->data->skip_cache)
+ if (!cache || prog->data->skip_cache)
return false;
/* Include bindings when creating sha1. These bindings change the resulting
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index 2acf64eb56d..a6931649aa0 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2872,12 +2872,11 @@ struct gl_shader_program_data
unsigned NumUniformDataSlots;
union gl_constant_value *UniformDataSlots;
- bool cache_fallback;
-
/* TODO: This used by Gallium drivers to skip the cache on tgsi fallback.
* All structures (gl_program, uniform storage, etc) will get recreated
- * even though we have already loaded them from cache. Once the i965 cache
- * lands we should switch to using the cache_fallback support.
+ * even though we have already loaded them from cache. We should instead
+ * switch to storing the GLSL metadata and TGSI IR in a single cache item
+ * like the i965 driver does with NIR.
*/
bool skip_cache;
GLboolean Validated;
diff --git a/src/mesa/main/shaderobj.c b/src/mesa/main/shaderobj.c
index b9d1079a35a..e2103bcde49 100644
--- a/src/mesa/main/shaderobj.c
+++ b/src/mesa/main/shaderobj.c
@@ -327,7 +327,7 @@ _mesa_clear_shader_program_data(struct gl_context *ctx,
shProg->data->linked_stages = 0;
- if (shProg->data->UniformStorage && !shProg->data->cache_fallback) {
+ if (shProg->data->UniformStorage) {
for (unsigned i = 0; i < shProg->data->NumUniformStorage; ++i)
_mesa_uniform_detach_all_driver_storage(&shProg->data->
UniformStorage[i]);
@@ -336,7 +336,7 @@ _mesa_clear_shader_program_data(struct gl_context *ctx,
shProg->data->UniformStorage = NULL;
}
- if (shProg->UniformRemapTable && !shProg->data->cache_fallback) {
+ if (shProg->UniformRemapTable) {
ralloc_free(shProg->UniformRemapTable);
shProg->NumUniformRemapTable = 0;
shProg->UniformRemapTable = NULL;
@@ -351,17 +351,15 @@ _mesa_clear_shader_program_data(struct gl_context *ctx,
ralloc_free(shProg->data->InfoLog);
shProg->data->InfoLog = ralloc_strdup(shProg->data, "");
- if (!shProg->data->cache_fallback) {
- ralloc_free(shProg->data->UniformBlocks);
- shProg->data->UniformBlocks = NULL;
- shProg->data->NumUniformBlocks = 0;
+ ralloc_free(shProg->data->UniformBlocks);
+ shProg->data->UniformBlocks = NULL;
+ shProg->data->NumUniformBlocks = 0;
- ralloc_free(shProg->data->ShaderStorageBlocks);
- shProg->data->ShaderStorageBlocks = NULL;
- shProg->data->NumShaderStorageBlocks = 0;
- }
+ ralloc_free(shProg->data->ShaderStorageBlocks);
+ shProg->data->ShaderStorageBlocks = NULL;
+ shProg->data->NumShaderStorageBlocks = 0;
- if (shProg->data->AtomicBuffers && !shProg->data->cache_fallback) {
+ if (shProg->data->AtomicBuffers) {
ralloc_free(shProg->data->AtomicBuffers);
shProg->data->AtomicBuffers = NULL;
shProg->data->NumAtomicBuffers = 0;
@@ -434,8 +432,7 @@ _mesa_delete_shader_program(struct gl_context *ctx,
struct gl_shader_program *shProg)
{
_mesa_free_shader_program_data(ctx, shProg);
- if (!shProg->data->cache_fallback)
- _mesa_reference_shader_program_data(ctx, &shProg->data, NULL);
+ _mesa_reference_shader_program_data(ctx, &shProg->data, NULL);
ralloc_free(shProg);
}