vc4: Pull uinfo->data[i] dereference out to the top of the loop.

Reduces the size of vc4_uniforms.o by about 10%.  We would basically
always end up loading the cachline of uinfo->data[i] anyway, so it should
be good for performance as well as making the code a bit cleaner.
This commit is contained in:
Eric Anholt 2018-08-07 13:31:09 -07:00
parent 550e9c917c
commit 3954331aff

View file

@ -224,14 +224,16 @@ vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
uinfo->num_texture_samples);
for (int i = 0; i < uinfo->count; i++) {
enum quniform_contents contents = uinfo->contents[i];
uint32_t data = uinfo->data[i];
switch (uinfo->contents[i]) {
switch (contents) {
case QUNIFORM_CONSTANT:
cl_aligned_u32(&uniforms, uinfo->data[i]);
cl_aligned_u32(&uniforms, data);
break;
case QUNIFORM_UNIFORM:
cl_aligned_u32(&uniforms,
gallium_uniforms[uinfo->data[i]]);
gallium_uniforms[data]);
break;
case QUNIFORM_VIEWPORT_X_SCALE:
cl_aligned_f(&uniforms, vc4->viewport.scale[0] * 16.0f);
@ -249,36 +251,33 @@ vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
case QUNIFORM_USER_CLIP_PLANE:
cl_aligned_f(&uniforms,
vc4->clip.ucp[uinfo->data[i] / 4][uinfo->data[i] % 4]);
vc4->clip.ucp[data / 4][data % 4]);
break;
case QUNIFORM_TEXTURE_CONFIG_P0:
write_texture_p0(job, &uniforms, texstate,
uinfo->data[i]);
write_texture_p0(job, &uniforms, texstate, data);
break;
case QUNIFORM_TEXTURE_CONFIG_P1:
write_texture_p1(job, &uniforms, texstate,
uinfo->data[i]);
write_texture_p1(job, &uniforms, texstate, data);
break;
case QUNIFORM_TEXTURE_CONFIG_P2:
write_texture_p2(job, &uniforms, texstate,
uinfo->data[i]);
write_texture_p2(job, &uniforms, texstate, data);
break;
case QUNIFORM_TEXTURE_FIRST_LEVEL:
write_texture_first_level(job, &uniforms, texstate,
uinfo->data[i]);
data);
break;
case QUNIFORM_UBO_ADDR:
if (uinfo->data[i] == 0) {
if (data == 0) {
cl_aligned_reloc(job, &job->uniforms,
&uniforms, ubo, 0);
} else {
struct pipe_constant_buffer *c =
&cb->cb[uinfo->data[i]];
&cb->cb[data];
struct vc4_resource *rsc =
vc4_resource(c->buffer);
@ -289,13 +288,12 @@ vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
break;
case QUNIFORM_TEXTURE_MSAA_ADDR:
write_texture_msaa_addr(job, &uniforms,
texstate, uinfo->data[i]);
write_texture_msaa_addr(job, &uniforms, texstate, data);
break;
case QUNIFORM_TEXTURE_BORDER_COLOR:
write_texture_border_color(job, &uniforms,
texstate, uinfo->data[i]);
texstate, data);
break;
case QUNIFORM_TEXRECT_SCALE_X:
@ -303,7 +301,7 @@ vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
cl_aligned_u32(&uniforms,
get_texrect_scale(texstate,
uinfo->contents[i],
uinfo->data[i]));
data));
break;
case QUNIFORM_BLEND_CONST_COLOR_X:
@ -342,9 +340,9 @@ vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
case QUNIFORM_STENCIL:
cl_aligned_u32(&uniforms,
vc4->zsa->stencil_uniforms[uinfo->data[i]] |
(uinfo->data[i] <= 1 ?
(vc4->stencil_ref.ref_value[uinfo->data[i]] << 8) :
vc4->zsa->stencil_uniforms[data] |
(data <= 1 ?
(vc4->stencil_ref.ref_value[data] << 8) :
0));
break;