mesa: Get rid of texture-dependent image unit derived state.

The point is to avoid having to re-validate all image units when
_NEW_TEXTURE is flagged, which can be expensive if the driver exposes
a large number of image units.  This has been reported to fix a 36%
performance regression in the Synmark2 Multithread benchmark on the
i965 driver which exposes 192 image units.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91788
Reported-by: Wendy Wang <wendy.wang@intel.com>
Tested-by: Ye Tian <yex.tian@intel.com>
CC: "11.0" <mesa-stable@lists.freedesktop.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
(cherry picked from commit 7e441bf025)
This commit is contained in:
Francisco Jerez 2015-08-29 17:03:08 +03:00 committed by Emil Velikov
parent 4779eb04a4
commit 22aae69aa5
4 changed files with 0 additions and 33 deletions

View file

@ -4170,13 +4170,6 @@ struct gl_image_unit
*/
GLboolean Layered;
/**
* GL_TRUE if the state of this image unit is valid and access from
* the shader is allowed. Otherwise loads from this unit should
* return zero and stores should have no effect.
*/
GLboolean _Valid;
/**
* Layer of the texture object bound to this unit as specified by the
* application.

View file

@ -474,17 +474,6 @@ _mesa_is_image_unit_valid(struct gl_context *ctx, struct gl_image_unit *u)
return GL_TRUE;
}
void
_mesa_validate_image_units(struct gl_context *ctx)
{
unsigned i;
for (i = 0; i < ctx->Const.MaxImageUnits; ++i) {
struct gl_image_unit *u = &ctx->ImageUnits[i];
u->_Valid = validate_image_unit(ctx, u);
}
}
static GLboolean
validate_bind_image_texture(struct gl_context *ctx, GLuint unit,
GLuint texture, GLint level, GLboolean layered,
@ -568,7 +557,6 @@ _mesa_BindImageTexture(GLuint unit, GLuint texture, GLint level,
u->Access = access;
u->Format = format;
u->_ActualFormat = _mesa_get_shader_image_format(format);
u->_Valid = _mesa_is_image_unit_valid(ctx, u);
if (u->TexObj && _mesa_tex_target_is_layered(u->TexObj->Target)) {
u->Layered = layered;
@ -708,7 +696,6 @@ _mesa_BindImageTextures(GLuint first, GLsizei count, const GLuint *textures)
u->Access = GL_READ_WRITE;
u->Format = tex_format;
u->_ActualFormat = _mesa_get_shader_image_format(tex_format);
u->_Valid = _mesa_is_image_unit_valid(ctx, u);
} else {
/* Unbind the texture from the unit */
_mesa_reference_texobj(&u->TexObj, NULL);
@ -718,7 +705,6 @@ _mesa_BindImageTextures(GLuint first, GLsizei count, const GLuint *textures)
u->Access = GL_READ_ONLY;
u->Format = GL_R8;
u->_ActualFormat = MESA_FORMAT_R_UNORM8;
u->_Valid = GL_FALSE;
}
/* Pass the BindImageTexture call down to the device driver */

View file

@ -65,15 +65,6 @@ _mesa_init_image_units(struct gl_context *ctx);
GLboolean
_mesa_is_image_unit_valid(struct gl_context *ctx, struct gl_image_unit *u);
/**
* Recalculate the \c _Valid flag of a context's shader image units.
*
* To be called when the state of any texture bound to an image unit
* changes.
*/
void
_mesa_validate_image_units(struct gl_context *ctx);
void GLAPIENTRY
_mesa_BindImageTexture(GLuint unit, GLuint texture, GLint level,
GLboolean layered, GLint layer, GLenum access,

View file

@ -34,7 +34,6 @@
#include "context.h"
#include "enums.h"
#include "macros.h"
#include "shaderimage.h"
#include "texobj.h"
#include "teximage.h"
#include "texstate.h"
@ -741,8 +740,6 @@ update_texture_state( struct gl_context *ctx )
if (!prog[MESA_SHADER_FRAGMENT] || !prog[MESA_SHADER_VERTEX])
update_texgen(ctx);
_mesa_validate_image_units(ctx);
}