v3d: Move uinfo->data[] dereference to the top of v3d_write_uniforms().

Follows 3954331aff ("vc4: Pull uinfo->data[i] dereference out to the top
of the loop.") which showed a large performance win for vc4, but also
cleans up the code a decent bit.
This commit is contained in:
Eric Anholt 2018-12-11 22:42:13 -08:00
parent a7e15a5086
commit 78ef05bde4

View file

@ -196,14 +196,14 @@ v3d_write_uniforms(struct v3d_context *v3d, struct v3d_compiled_shader *shader,
cl_start(&job->indirect);
for (int i = 0; i < uinfo->count; i++) {
uint32_t data = uinfo->data[i];
switch (uinfo->contents[i]) {
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]]);
cl_aligned_u32(&uniforms, gallium_uniforms[data]);
break;
case QUNIFORM_VIEWPORT_X_SCALE:
cl_aligned_f(&uniforms, v3d->viewport.scale[0] * 256.0f);
@ -221,22 +221,20 @@ v3d_write_uniforms(struct v3d_context *v3d, struct v3d_compiled_shader *shader,
case QUNIFORM_USER_CLIP_PLANE:
cl_aligned_f(&uniforms,
v3d->clip.ucp[uinfo->data[i] / 4][uinfo->data[i] % 4]);
v3d->clip.ucp[data / 4][data % 4]);
break;
case QUNIFORM_TMU_CONFIG_P0:
write_tmu_p0(job, &uniforms, texstate,
uinfo->data[i]);
write_tmu_p0(job, &uniforms, texstate, data);
break;
case QUNIFORM_TMU_CONFIG_P1:
write_tmu_p1(job, &uniforms, texstate,
uinfo->data[i]);
write_tmu_p1(job, &uniforms, texstate, data);
break;
case QUNIFORM_TEXTURE_CONFIG_P1:
write_texture_p1(job, &uniforms, texstate,
uinfo->data[i]);
data);
break;
case QUNIFORM_TEXRECT_SCALE_X:
@ -244,7 +242,7 @@ v3d_write_uniforms(struct v3d_context *v3d, struct v3d_compiled_shader *shader,
cl_aligned_u32(&uniforms,
get_texrect_scale(texstate,
uinfo->contents[i],
uinfo->data[i]));
data));
break;
case QUNIFORM_TEXTURE_WIDTH:
@ -255,7 +253,7 @@ v3d_write_uniforms(struct v3d_context *v3d, struct v3d_compiled_shader *shader,
cl_aligned_u32(&uniforms,
get_texture_size(texstate,
uinfo->contents[i],
uinfo->data[i]));
data));
break;
case QUNIFORM_ALPHA_REF:
@ -264,11 +262,11 @@ v3d_write_uniforms(struct v3d_context *v3d, struct v3d_compiled_shader *shader,
break;
case QUNIFORM_UBO_ADDR:
if (uinfo->data[i] == 0) {
if (data == 0) {
cl_aligned_reloc(&job->indirect, &uniforms,
ubo, 0);
} else {
int ubo_index = uinfo->data[i];
int ubo_index = data;
struct v3d_resource *rsc =
v3d_resource(cb->cb[ubo_index].buffer);
@ -280,7 +278,7 @@ v3d_write_uniforms(struct v3d_context *v3d, struct v3d_compiled_shader *shader,
case QUNIFORM_TEXTURE_FIRST_LEVEL:
cl_aligned_f(&uniforms,
texstate->textures[uinfo->data[i]]->u.tex.first_level);
texstate->textures[data]->u.tex.first_level);
break;
case QUNIFORM_SPILL_OFFSET:
@ -299,7 +297,7 @@ v3d_write_uniforms(struct v3d_context *v3d, struct v3d_compiled_shader *shader,
write_texture_p0(job, &uniforms, texstate,
uinfo->contents[i] -
QUNIFORM_TEXTURE_CONFIG_P0_0,
uinfo->data[i]);
data);
break;
}