glsl: Simplify the built-in function linking code.

Previously, we stored an array of up to 16 additional shaders to link,
as well as a count of how many each shader actually needed.

Since the built-in functions rewrite, all the built-ins are stored in a
single shader.  So all we need is a boolean indicating whether a shader
needs to link against built-ins or not.

During linking, we can avoid creating the temporary array if none of the
shaders being linked need built-ins.  Otherwise, it's simply a copy of
the array that has one additional element.  This is much simpler.

This patch saves approximately 128 bytes of memory per gl_shader object.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Kenneth Graunke 2013-11-23 12:11:34 -08:00
parent 1b557b1606
commit 5b331f6fcb
7 changed files with 33 additions and 38 deletions

View file

@ -458,8 +458,8 @@ no_matching_function_error(const char *name,
print_function_prototypes(state, loc, state->symbols->get_function(name));
if (state->num_builtins_to_link) {
gl_shader *sh = state->builtins_to_link[0];
if (state->uses_builtin_functions) {
gl_shader *sh = _mesa_glsl_get_builtin_function_shader();
print_function_prototypes(state, loc, sh->symbols->get_function(name));
}
}

View file

@ -609,8 +609,7 @@ builtin_builder::find(_mesa_glsl_parse_state *state,
* that the "no matching signature" error will list potential candidates
* from the available built-ins.
*/
state->builtins_to_link[0] = shader;
state->num_builtins_to_link = 1;
state->uses_builtin_functions = true;
ir_function *f = shader->symbols->get_function(name);
if (f == NULL)

View file

@ -76,7 +76,8 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
this->loop_nesting_ast = NULL;
this->struct_specifier_depth = 0;
this->num_builtins_to_link = 0;
this->uses_builtin_functions = false;
/* Set default language version and extensions */
this->language_version = ctx->Const.ForceGLSLVersion ?
@ -1532,10 +1533,7 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
shader->InfoLog = state->info_log;
shader->Version = state->language_version;
shader->IsES = state->es_shader;
memcpy(shader->builtins_to_link, state->builtins_to_link,
sizeof(shader->builtins_to_link[0]) * state->num_builtins_to_link);
shader->num_builtins_to_link = state->num_builtins_to_link;
shader->uses_builtin_functions = state->uses_builtin_functions;
if (shader->UniformBlocks)
ralloc_free(shader->UniformBlocks);

View file

@ -361,9 +361,7 @@ struct _mesa_glsl_parse_state {
/** Extensions supported by the OpenGL implementation. */
const struct gl_extensions *extensions;
/** Shaders containing built-in functions that are used for linking. */
struct gl_shader *builtins_to_link[16];
unsigned num_builtins_to_link;
bool uses_builtin_functions;
/**
* For geometry shaders, size of the most recently seen input declaration

View file

@ -1405,36 +1405,38 @@ link_intrastage_shaders(void *mem_ctx,
insertion_point, true, linked);
}
/* Resolve initializers for global variables in the linked shader.
*/
unsigned num_linking_shaders = num_shaders;
for (unsigned i = 0; i < num_shaders; i++)
num_linking_shaders += shader_list[i]->num_builtins_to_link;
gl_shader **linking_shaders =
(gl_shader **) calloc(num_linking_shaders, sizeof(gl_shader *));
memcpy(linking_shaders, shader_list,
sizeof(linking_shaders[0]) * num_shaders);
unsigned idx = num_shaders;
/* Check if any shader needs built-in functions. */
bool need_builtins = false;
for (unsigned i = 0; i < num_shaders; i++) {
memcpy(&linking_shaders[idx], shader_list[i]->builtins_to_link,
sizeof(linking_shaders[0]) * shader_list[i]->num_builtins_to_link);
idx += shader_list[i]->num_builtins_to_link;
if (shader_list[i]->uses_builtin_functions) {
need_builtins = true;
break;
}
}
assert(idx == num_linking_shaders);
bool ok;
if (need_builtins) {
/* Make a temporary array one larger than shader_list, which will hold
* the built-in function shader as well.
*/
gl_shader **linking_shaders = (gl_shader **)
calloc(num_shaders + 1, sizeof(gl_shader *));
memcpy(linking_shaders, shader_list, num_shaders * sizeof(gl_shader *));
linking_shaders[num_shaders] = _mesa_glsl_get_builtin_function_shader();
ok = link_function_calls(prog, linked, linking_shaders, num_shaders + 1);
if (!link_function_calls(prog, linked, linking_shaders,
num_linking_shaders)) {
ctx->Driver.DeleteShader(ctx, linked);
free(linking_shaders);
} else {
ok = link_function_calls(prog, linked, shader_list, num_shaders);
}
if (!ok) {
ctx->Driver.DeleteShader(ctx, linked);
return NULL;
}
free(linking_shaders);
/* At this point linked should contain all of the linked IR, so
* validate it to make sure nothing went wrong.
*/

View file

@ -1344,7 +1344,7 @@ create_new_program(struct gl_context *ctx, struct state_key *key)
p.shader->CompileStatus = true;
p.shader->Version = state->language_version;
p.shader->num_builtins_to_link = state->num_builtins_to_link;
p.shader->uses_builtin_functions = state->uses_builtin_functions;
p.shader_program->Shaders =
(gl_shader **)malloc(sizeof(*p.shader_program->Shaders));
p.shader_program->Shaders[0] = p.shader;

View file

@ -2352,9 +2352,7 @@ struct gl_shader
struct exec_list *ir;
struct glsl_symbol_table *symbols;
/** Shaders containing built-in functions that are used for linking. */
struct gl_shader *builtins_to_link[16];
unsigned num_builtins_to_link;
bool uses_builtin_functions;
/**
* Geometry shader state from GLSL 1.50 layout qualifiers.