mesa: optimise interleaved sso validation

Now that we have a linked_stages bitfield we can use this
to check if the program is used at a later stage.

This change is also required to be able to use gl_program
rather than gl_shader_program in the CurrentProgram array.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Timothy Arceri
2016-11-10 08:33:50 +11:00
parent 34953f8907
commit 6d3458cbfb
+14 -11
View File
@@ -730,30 +730,33 @@ program_stages_all_active(struct gl_pipeline_object *pipe,
static bool
program_stages_interleaved_illegally(const struct gl_pipeline_object *pipe)
{
struct gl_shader_program *prev = NULL;
unsigned i, j;
unsigned prev_linked_stages = 0;
/* Look for programs bound to stages: A -> B -> A, with any intervening
* sequence of unrelated programs or empty stages.
*/
for (i = 0; i < MESA_SHADER_STAGES; i++) {
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_shader_program *cur = pipe->CurrentProgram[i];
/* Empty stages anywhere in the pipe are OK */
if (!cur || cur == prev)
/* Empty stages anywhere in the pipe are OK. Also we can be confident
* that if the linked_stages mask matches we are looking at the same
* linked program because a previous validation call to
* program_stages_all_active() will have already failed if two different
* programs with the sames stages linked are not active for all linked
* stages.
*/
if (!cur || cur->data->linked_stages == prev_linked_stages)
continue;
if (prev) {
if (prev_linked_stages) {
/* We've seen an A -> B transition; look at the rest of the pipe
* to see if we ever see A again.
*/
for (j = i + 1; j < MESA_SHADER_STAGES; j++) {
if (pipe->CurrentProgram[j] == prev)
return true;
}
if (prev_linked_stages >> (i + 1))
return true;
}
prev = cur;
prev_linked_stages = cur->data->linked_stages;
}
return false;