Uniform linking in (see link_assign_uniform_locations()) already stores the index to the storage in ir_variable which is further stored into nir_variable (see nir_visitor::visit(ir_variable *)).
Instead of doing uniform_num^2 string comparisons one can recur over the uniform type the same way uniform linking does. Unfortunately I didn't see any improvement in performance tests, at least on BDW. Only the the fps numbers in a few synthetic benchmarks started to vary more than before between two subsequent runs. CC: Kenneth Graunke <kenn...@whitecape.org> Signed-off-by: Topi Pohjolainen <topi.pohjolai...@intel.com> --- src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp | 113 +++++++++++++++---------- 1 file changed, 67 insertions(+), 46 deletions(-) diff --git a/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp b/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp index f3361d6..f8ee0af 100644 --- a/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp +++ b/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp @@ -67,62 +67,83 @@ brw_nir_setup_glsl_builtin_uniform(nir_variable *var, } static void -brw_nir_setup_glsl_uniform(gl_shader_stage stage, nir_variable *var, - struct gl_shader_program *shader_prog, +brw_nir_setup_glsl_uniform(gl_shader_stage stage, bool is_scalar, struct brw_stage_prog_data *stage_prog_data, - bool is_scalar) + const struct gl_uniform_storage *storage, + unsigned *uniform_index) { - int namelen = strlen(var->name); - - /* The data for our (non-builtin) uniforms is stored in a series of - * gl_uniform_driver_storage structs for each subcomponent that - * glGetUniformLocation() could name. We know it's been set up in the same - * order we'd walk the type, so walk the list of storage and find anything - * with our name, or the prefix of a component that starts with our name. - */ - unsigned uniform_index = var->data.driver_location / 4; - for (unsigned u = 0; u < shader_prog->NumUniformStorage; u++) { - struct gl_uniform_storage *storage = &shader_prog->UniformStorage[u]; - - if (storage->builtin) - continue; + if (storage->type->is_image()) { + brw_setup_image_uniform_values(stage, stage_prog_data, + *uniform_index, storage); + *uniform_index += + BRW_IMAGE_PARAM_SIZE * MAX2(storage->array_elements, 1); + } else { + gl_constant_value *components = storage->storage; + unsigned vector_count = (MAX2(storage->array_elements, 1) * + storage->type->matrix_columns); + unsigned vector_size = storage->type->vector_elements; + + for (unsigned s = 0; s < vector_count; s++) { + unsigned i; + for (i = 0; i < vector_size; i++) { + stage_prog_data->param[(*uniform_index)++] = components++; + } - if (strncmp(var->name, storage->name, namelen) != 0 || - (storage->name[namelen] != 0 && - storage->name[namelen] != '.' && - storage->name[namelen] != '[')) { - continue; + if (!is_scalar) { + /* Pad out with zeros if needed (only needed for vec4) */ + for (; i < 4; i++) { + static const gl_constant_value zero = { 0.0 }; + stage_prog_data->param[(*uniform_index)++] = &zero; + } + } } + } +} - if (storage->type->is_image()) { - brw_setup_image_uniform_values(stage, stage_prog_data, - uniform_index, storage); - uniform_index += - BRW_IMAGE_PARAM_SIZE * MAX2(storage->array_elements, 1); - } else { - gl_constant_value *components = storage->storage; - unsigned vector_count = (MAX2(storage->array_elements, 1) * - storage->type->matrix_columns); - unsigned vector_size = storage->type->vector_elements; - - for (unsigned s = 0; s < vector_count; s++) { - unsigned i; - for (i = 0; i < vector_size; i++) { - stage_prog_data->param[uniform_index++] = components++; - } +/* This mirrors the breakdown of complex uniforms in link_uniforms.cpp */ +static void +brw_nir_recur_to_glsl_uniform(gl_shader_stage stage, bool is_scalar, + struct brw_stage_prog_data *stage_prog_data, + const struct gl_uniform_storage **storage, + unsigned *uniform_index, const glsl_type *t) +{ + assert(!t->is_interface() && !t->without_array()->is_interface()); - if (!is_scalar) { - /* Pad out with zeros if needed (only needed for vec4) */ - for (; i < 4; i++) { - static const gl_constant_value zero = { 0.0 }; - stage_prog_data->param[uniform_index++] = &zero; - } - } - } + if (t->is_record()) { + for (unsigned i = 0; i < t->length; i++) { + brw_nir_recur_to_glsl_uniform(stage, is_scalar, stage_prog_data, + storage, uniform_index, + t->fields.structure[i].type); + } + } else if (t->without_array()->is_record() || + (t->is_array() && t->fields.array->is_array())) { + for (unsigned i = 0; i < t->length; i++) { + brw_nir_recur_to_glsl_uniform(stage, is_scalar, stage_prog_data, + storage, uniform_index, + t->fields.array); } + } else { + brw_nir_setup_glsl_uniform(stage, is_scalar, stage_prog_data, + *storage, uniform_index); + ++(*storage); } } +static void +brw_nir_setup_glsl_uniform(gl_shader_stage stage, nir_variable *var, + struct gl_shader_program *shader_prog, + struct brw_stage_prog_data *stage_prog_data, + bool is_scalar) +{ + const unsigned location = var->data.location; + const struct gl_uniform_storage * storage = + &shader_prog->UniformStorage[location]; + unsigned uniform_index = var->data.driver_location / 4; + + brw_nir_recur_to_glsl_uniform(stage, is_scalar, stage_prog_data, + &storage, &uniform_index, var->type); +} + void brw_nir_setup_glsl_uniforms(nir_shader *shader, struct gl_shader_program *shader_prog, -- 2.5.0 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev