Commit 368466b7 authored by Rob Clark's avatar Rob Clark
Browse files

freedreno/ir3: optimize shader key comparision


Signed-off-by: default avatarRob Clark <robclark@freedesktop.org>
parent d595987e
......@@ -92,6 +92,9 @@ struct fd3_context {
struct u_upload_mgr *border_color_uploader;
struct pipe_resource *border_color_buf;
/* if *any* of bits are set in {v,f}saturate_{s,t,r} */
bool vsaturate, fsaturate;
/* bitmask of sampler which needs coords clamped for vertex
* shader:
*/
......
......@@ -82,18 +82,20 @@ fixup_shader_state(struct fd_context *ctx, struct ir3_shader_key *key)
struct fd3_context *fd3_ctx = fd3_context(ctx);
struct ir3_shader_key *last_key = &fd3_ctx->last_key;
if (memcmp(last_key, key, sizeof(*key))) {
if (!ir3_shader_key_equal(last_key, key)) {
ctx->dirty |= FD_DIRTY_PROG;
if ((last_key->vsaturate_s != key->vsaturate_s) ||
(last_key->vsaturate_t != key->vsaturate_t) ||
(last_key->vsaturate_r != key->vsaturate_r))
ctx->prog.dirty |= FD_SHADER_DIRTY_VP;
if (last_key->has_per_samp || key->has_per_samp) {
if ((last_key->vsaturate_s != key->vsaturate_s) ||
(last_key->vsaturate_t != key->vsaturate_t) ||
(last_key->vsaturate_r != key->vsaturate_r))
ctx->prog.dirty |= FD_SHADER_DIRTY_VP;
if ((last_key->fsaturate_s != key->fsaturate_s) ||
(last_key->fsaturate_t != key->fsaturate_t) ||
(last_key->fsaturate_r != key->fsaturate_r))
ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
if ((last_key->fsaturate_s != key->fsaturate_s) ||
(last_key->fsaturate_t != key->fsaturate_t) ||
(last_key->fsaturate_r != key->fsaturate_r))
ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
}
if (last_key->color_two_side != key->color_two_side)
ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
......@@ -124,6 +126,7 @@ fd3_draw(struct fd_context *ctx, const struct pipe_draw_info *info)
// TODO set .half_precision based on render target format,
// ie. float16 and smaller use half, float32 use full..
.half_precision = !!(fd_mesa_debug & FD_DBG_FRAGHALF),
.has_per_samp = fd3_ctx->fsaturate || fd3_ctx->vsaturate,
.vsaturate_s = fd3_ctx->vsaturate_s,
.vsaturate_t = fd3_ctx->vsaturate_t,
.vsaturate_r = fd3_ctx->vsaturate_r,
......
......@@ -143,7 +143,7 @@ fd3_sampler_states_bind(struct pipe_context *pctx,
{
struct fd_context *ctx = fd_context(pctx);
struct fd3_context *fd3_ctx = fd3_context(ctx);
unsigned saturate_s = 0, saturate_t = 0, saturate_r = 0;
uint16_t saturate_s = 0, saturate_t = 0, saturate_r = 0;
unsigned i;
for (i = 0; i < nr; i++) {
......@@ -162,10 +162,18 @@ fd3_sampler_states_bind(struct pipe_context *pctx,
fd_sampler_states_bind(pctx, shader, start, nr, hwcso);
if (shader == PIPE_SHADER_FRAGMENT) {
fd3_ctx->fsaturate =
(saturate_s != 0) ||
(saturate_t != 0) ||
(saturate_r != 0);
fd3_ctx->fsaturate_s = saturate_s;
fd3_ctx->fsaturate_t = saturate_t;
fd3_ctx->fsaturate_r = saturate_r;
} else if (shader == PIPE_SHADER_VERTEX) {
fd3_ctx->vsaturate =
(saturate_s != 0) ||
(saturate_t != 0) ||
(saturate_r != 0);
fd3_ctx->vsaturate_s = saturate_s;
fd3_ctx->vsaturate_t = saturate_t;
fd3_ctx->vsaturate_r = saturate_r;
......
......@@ -182,23 +182,30 @@ ir3_shader_variant(struct ir3_shader *shader, struct ir3_shader_key key)
* so normalize the key to avoid constructing multiple identical
* variants:
*/
if (shader->type == SHADER_FRAGMENT) {
switch (shader->type) {
case SHADER_FRAGMENT:
case SHADER_COMPUTE:
key.binning_pass = false;
key.vsaturate_s = 0;
key.vsaturate_t = 0;
key.vsaturate_r = 0;
}
if (shader->type == SHADER_VERTEX) {
if (key.has_per_samp) {
key.vsaturate_s = 0;
key.vsaturate_t = 0;
key.vsaturate_r = 0;
}
break;
case SHADER_VERTEX:
key.color_two_side = false;
key.half_precision = false;
key.alpha = false;
key.fsaturate_s = 0;
key.fsaturate_t = 0;
key.fsaturate_r = 0;
if (key.has_per_samp) {
key.fsaturate_s = 0;
key.fsaturate_t = 0;
key.fsaturate_r = 0;
}
break;
}
for (v = shader->variants; v; v = v->next)
if (!memcmp(&key, &v->key, sizeof(key)))
if (ir3_shader_key_equal(&key, &v->key))
return v;
/* compile new variant if it doesn't exist already: */
......
......@@ -54,36 +54,54 @@ static inline uint16_t sem2idx(ir3_semantic sem)
* in hw (two sided color), binning-pass vertex shader, etc.
*/
struct ir3_shader_key {
union {
struct {
/* do we need to check {v,f}saturate_{s,t,r}? */
unsigned has_per_samp : 1;
/*
* Vertex shader variant parameters:
*/
unsigned binning_pass : 1;
/*
* Fragment shader variant parameters:
*/
unsigned color_two_side : 1;
unsigned half_precision : 1;
/* For rendering to alpha, we need a bit of special handling
* since the hw always takes gl_FragColor starting from x
* component, rather than figuring out to take the w component.
* We could be more clever and generate variants for other
* render target formats (ie. luminance formats are xxx1), but
* let's start with this and see how it goes:
*/
unsigned alpha : 1;
};
uint32_t global;
};
/* bitmask of sampler which needs coords clamped for vertex
* shader:
*/
unsigned vsaturate_s, vsaturate_t, vsaturate_r;
uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
/* bitmask of sampler which needs coords clamped for frag
* shader:
*/
unsigned fsaturate_s, fsaturate_t, fsaturate_r;
/*
* Vertex shader variant parameters:
*/
unsigned binning_pass : 1;
uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
/*
* Fragment shader variant parameters:
*/
unsigned color_two_side : 1;
unsigned half_precision : 1;
/* For rendering to alpha, we need a bit of special handling
* since the hw always takes gl_FragColor starting from x
* component, rather than figuring out to take the w component.
* We could be more clever and generate variants for other
* render target formats (ie. luminance formats are xxx1), but
* let's start with this and see how it goes:
*/
unsigned alpha : 1;
};
static inline bool
ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
{
/* slow-path if we need to check {v,f}saturate_{s,t,r} */
if (a->has_per_samp || b->has_per_samp)
return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
return a->global == b->global;
}
struct ir3_shader_variant {
struct fd_bo *bo;
......
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