mesa: Only update sampler uniforms that are used by the shader stage

Previously a vertex shader that used no samplers would get updated (by
calling the driver's ProgramStringNotify) when a sampler in the
fragment shader was updated.  This was discovered while investigating
some spurious code generation for shaders in Cogs.  The behavior in
Cogs is especially pessimal because it ping-pongs sampler uniform
settings:

    glUniform1i(sampler1, 0);
    glUniform1i(sampler2, 1);
    draw();
    glUniform1i(sampler1, 1);
    glUniform1i(sampler2, 0);
    draw();
    glUniform1i(sampler1, 0);
    glUniform1i(sampler2, 1);
    draw();
    // etc.

ProgramStringNotify is still too big of a hammer.  Applications like
Cogs will still defeat the shader cache.  A lighter-weight mechanism
that can work with the shader cache is needed.  However, this patch at
least restores the previous behavior.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Ian Romanick
2011-11-10 12:32:35 -08:00
parent f6a50c0b1f
commit 010dc29283
+19 -3
View File
@@ -698,11 +698,27 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
prog = shProg->_LinkedShaders[i]->Program;
/* If the shader stage doesn't use any samplers, don't bother
* checking if any samplers have changed.
*/
if (prog->SamplersUsed == 0)
continue;
assert(sizeof(prog->SamplerUnits) == sizeof(shProg->SamplerUnits));
if (memcmp(prog->SamplerUnits,
shProg->SamplerUnits,
sizeof(shProg->SamplerUnits)) != 0) {
/* Determine if any of the samplers used by this shader stage have
* been modified.
*/
bool changed = false;
for (unsigned j = 0; j < Elements(prog->SamplerUnits); j++) {
if ((prog->SamplersUsed & (1U << j)) != 0
&& (prog->SamplerUnits[j] != shProg->SamplerUnits[j])) {
changed = true;
break;
}
}
if (changed) {
if (!flushed) {
FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
flushed = true;