On 07.02.2017 04:42, Timothy Arceri wrote:
From: Timothy Arceri <timothy.arc...@collabora.com>
If the shader cache falls back to doing a compile and link we need the
original attribute bindings as they could have changed after the program
was first linked.
So, same question as for patch #22, I don't really understand why the
fallback attributes should be necessary and what the data flow is, since
the cache_fallback happens during glLinkProgram().
On top of that:
---
src/compiler/glsl/shader_cache.cpp | 15 +++++++++++++++
src/mesa/main/mtypes.h | 7 +++++++
src/mesa/main/shaderobj.c | 6 ++++++
3 files changed, 28 insertions(+)
diff --git a/src/compiler/glsl/shader_cache.cpp
b/src/compiler/glsl/shader_cache.cpp
index 729dd09..ddcd530 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++ b/src/compiler/glsl/shader_cache.cpp
@@ -808,9 +808,22 @@ read_hash_table(struct blob_reader *metadata, struct
string_to_uint_map *hash)
}
static void
+copy_hash_entry(const void *key, void *data, void *closure)
+{
+ struct string_to_uint_map *ht = (struct string_to_uint_map *) closure;
+
+ /* string_to_uint_map increases everything by 1 so we need to allow for
+ * this when copying the data directly.
+ */
+ ht->put(((intptr_t) data) - 1, (const char *) key);
+}
+
+static void
write_hash_tables(struct blob *metadata, struct gl_shader_program *prog)
{
write_hash_table(metadata, prog->AttributeBindings);
+ hash_table_call_foreach(prog->AttributeBindings->ht, copy_hash_entry,
+ prog->data->FallbackAttributeBindings);
write_hash_table(metadata, prog->FragDataBindings);
write_hash_table(metadata, prog->FragDataIndexBindings);
}
@@ -819,6 +832,8 @@ static void
read_hash_tables(struct blob_reader *metadata, struct gl_shader_program *prog)
{
read_hash_table(metadata, prog->AttributeBindings);
+ hash_table_call_foreach(prog->AttributeBindings->ht, copy_hash_entry,
+ prog->data->FallbackAttributeBindings);
It seems rather suspicious that both write_hash_tables and
read_hash_tables perform the copy in the same direction, and I don't see
FallbackAttributeBindings being used anywhere else.
Cheers,
Nicolai
read_hash_table(metadata, prog->FragDataBindings);
read_hash_table(metadata, prog->FragDataIndexBindings);
}
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index f65cd76..d1dde0c 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2688,6 +2688,13 @@ struct gl_shader_program_data
GLuint NumFallbackShaders;
struct gl_shader **FallbackShaders; /**< Shaders used for cache fallback */
+ /**
+ * If the shader cache falls back to doing a compile and link we need the
+ * original attribute bindings as they could have changed after the program
+ * was first linked.
+ */
+ struct string_to_uint_map *FallbackAttributeBindings;
+
/** List of all active resources after linking. */
struct gl_program_resource *ProgramResourceList;
unsigned NumProgramResourceList;
diff --git a/src/mesa/main/shaderobj.c b/src/mesa/main/shaderobj.c
index ed19a72..245a0b9 100644
--- a/src/mesa/main/shaderobj.c
+++ b/src/mesa/main/shaderobj.c
@@ -276,6 +276,7 @@ init_shader_program(struct gl_shader_program *prog)
prog->RefCount = 1;
prog->AttributeBindings = string_to_uint_map_ctor();
+ prog->data->FallbackAttributeBindings = string_to_uint_map_ctor();
prog->FragDataBindings = string_to_uint_map_ctor();
prog->FragDataIndexBindings = string_to_uint_map_ctor();
@@ -393,6 +394,11 @@ _mesa_free_shader_program_data(struct gl_context *ctx,
shProg->AttributeBindings = NULL;
}
+ if (shProg->data->FallbackAttributeBindings) {
+ string_to_uint_map_dtor(shProg->data->FallbackAttributeBindings);
+ shProg->data->FallbackAttributeBindings = NULL;
+ }
+
if (shProg->FragDataBindings) {
string_to_uint_map_dtor(shProg->FragDataBindings);
shProg->FragDataBindings = NULL;
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