On 07/13/2016 05:47 AM, Timothy Arceri wrote:
--- src/compiler/glsl/shader_cache.cpp | 16 ++++++++++++++-- 1 file changed, 14 insertions(+), 2 deletions(-) diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp index 08f8e37..8aae1c8 100644 --- a/src/compiler/glsl/shader_cache.cpp +++ b/src/compiler/glsl/shader_cache.cpp @@ -136,10 +136,17 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog) for (i = 0; i < prog->NumUniformStorage; i++) { encode_type_to_blob(metadata, prog->UniformStorage[i].type); + blob_write_uint32(metadata, prog->UniformStorage[i].array_elements); blob_write_string(metadata, prog->UniformStorage[i].name); blob_write_uint32(metadata, prog->UniformStorage[i].storage - prog->UniformDataSlots); blob_write_uint32(metadata, prog->UniformStorage[i].remap_location); + blob_write_uint32(metadata, prog->UniformStorage[i].block_index); + blob_write_uint32(metadata, prog->UniformStorage[i].atomic_buffer_index); + blob_write_uint32(metadata, prog->UniformStorage[i].offset); + blob_write_uint32(metadata, prog->UniformStorage[i].array_stride); + blob_write_uint32(metadata, prog->UniformStorage[i].matrix_stride); + blob_write_uint32(metadata, prog->UniformStorage[i].row_major);
A proposal for this .. IMO it would make sense to write the whole structure + few pointer fields instead of writing/reading all these individual fields separately. We could change them to sized types (uint32_t ..) in the structure. I found this brought a lot of more speed to IR cache I worked on previously. So basically you could just read and write gl_uniform_storage as a blob it is and then read/fill 'name', 'type' and other fields behind pointer, this will be a lot less reads/writes. Same goes with other data structures like gl_shader.
(I also saved sizes of all serialized structures so that if a structure in driver code gets changed, cache entry gets deleted and replaced with a new one.)
} } @@ -166,11 +173,16 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog) for (i = 0; i < prog->NumUniformStorage; i++) { uniforms[i].type = decode_type_from_blob(metadata); + uniforms[i].array_elements = blob_read_uint32(metadata); uniforms[i].name = ralloc_strdup(prog, blob_read_string (metadata)); uniforms[i].storage = data + blob_read_uint32(metadata); uniforms[i].remap_location = blob_read_uint32(metadata); - uniforms[i].block_index = -1; - uniforms[i].atomic_buffer_index = -1; + uniforms[i].block_index = blob_read_uint32(metadata); + uniforms[i].atomic_buffer_index = blob_read_uint32(metadata); + uniforms[i].offset = blob_read_uint32(metadata); + uniforms[i].array_stride = blob_read_uint32(metadata); + uniforms[i].matrix_stride = blob_read_uint32(metadata); + uniforms[i].row_major = blob_read_uint32(metadata); prog->UniformHash->put(i, uniforms[i].name); } }
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