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:
@@ -698,11 +698,27 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
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prog = shProg->_LinkedShaders[i]->Program;
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/* If the shader stage doesn't use any samplers, don't bother
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* checking if any samplers have changed.
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*/
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if (prog->SamplersUsed == 0)
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continue;
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assert(sizeof(prog->SamplerUnits) == sizeof(shProg->SamplerUnits));
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if (memcmp(prog->SamplerUnits,
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shProg->SamplerUnits,
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sizeof(shProg->SamplerUnits)) != 0) {
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/* Determine if any of the samplers used by this shader stage have
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* been modified.
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*/
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bool changed = false;
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for (unsigned j = 0; j < Elements(prog->SamplerUnits); j++) {
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if ((prog->SamplersUsed & (1U << j)) != 0
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&& (prog->SamplerUnits[j] != shProg->SamplerUnits[j])) {
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changed = true;
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break;
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}
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}
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if (changed) {
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if (!flushed) {
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FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
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flushed = true;
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