Also move num_state_slots inside ir_variable_data for better packing.
The payoff for this will come in a few more patches.
No change Valgrind massif results for a trimmed apitrace of dota2.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
&_mesa_builtin_uniform_desc[i];
const unsigned array_count = type->is_array() ? type->length : 1;
- uni->num_state_slots = array_count * statevar->num_elements;
ir_state_slot *slots =
- ralloc_array(uni, ir_state_slot, uni->num_state_slots);
-
- uni->state_slots = slots;
+ uni->allocate_state_slots(array_count * statevar->num_elements);
for (unsigned a = 0; a < array_count; a++) {
for (unsigned j = 0; j < statevar->num_elements; j++) {
return this->max_ifc_array_access;
}
+ inline unsigned get_num_state_slots() const
+ {
+ return this->data._num_state_slots;
+ }
+
+ inline void set_num_state_slots(unsigned n)
+ {
+ this->data._num_state_slots = n;
+ }
+
+ inline ir_state_slot *get_state_slots()
+ {
+ return this->state_slots;
+ }
+
+ inline const ir_state_slot *get_state_slots() const
+ {
+ return this->state_slots;
+ }
+
+ inline ir_state_slot *allocate_state_slots(unsigned n)
+ {
+ this->state_slots = ralloc_array(this, ir_state_slot, n);
+ this->data._num_state_slots = 0;
+
+ if (this->state_slots != NULL)
+ this->data._num_state_slots = n;
+
+ return this->state_slots;
+ }
+
/**
* Enable emitting extension warnings for this variable
*/
/** Image internal format if specified explicitly, otherwise GL_NONE. */
uint16_t image_format;
+ private:
+ unsigned _num_state_slots; /**< Number of state slots used */
+
+ public:
/**
* Storage location of the base of this variable
*
} data;
/**
- * Built-in state that backs this uniform
- *
- * Once set at variable creation, \c state_slots must remain invariant.
- * This is because, ideally, this array would be shared by all clones of
- * this variable in the IR tree. In other words, we'd really like for it
- * to be a fly-weight.
- *
- * If the variable is not a uniform, \c num_state_slots will be zero and
- * \c state_slots will be \c NULL.
- */
- /*@{*/
- unsigned num_state_slots; /**< Number of state slots used */
- ir_state_slot *state_slots; /**< State descriptors. */
- /*@}*/
-
- /**
* Value assigned in the initializer of a variable declared "const"
*/
ir_constant *constant_value;
unsigned *max_ifc_array_access;
/**
+ * Built-in state that backs this uniform
+ *
+ * Once set at variable creation, \c state_slots must remain invariant.
+ *
+ * If the variable is not a uniform, \c _num_state_slots will be zero and
+ * \c state_slots will be \c NULL.
+ */
+ ir_state_slot *state_slots;
+
+ /**
* For variables that are in an interface block or are an instance of an
* interface block, this is the \c GLSL_TYPE_INTERFACE type for that block.
*
memcpy(&var->data, &this->data, sizeof(var->data));
- var->num_state_slots = this->num_state_slots;
- if (this->state_slots) {
- /* FINISHME: This really wants to use something like talloc_reference, but
- * FINISHME: ralloc doesn't have any similar function.
- */
- var->state_slots = ralloc_array(var, ir_state_slot,
- this->num_state_slots);
- memcpy(var->state_slots, this->state_slots,
- sizeof(this->state_slots[0]) * var->num_state_slots);
+ if (this->get_state_slots()) {
+ ir_state_slot *s = var->allocate_state_slots(this->get_num_state_slots());
+ memcpy(s, this->get_state_slots(),
+ sizeof(s[0]) * var->get_num_state_slots());
}
if (this->constant_value)
if (ir->data.mode == ir_var_uniform
&& strncmp(ir->name, "gl_", 3) == 0
- && ir->state_slots == NULL) {
+ && ir->get_state_slots() == NULL) {
printf("built-in uniform has no state\n");
ir->print();
abort();
* Determine the number of slots per array element by dividing by
* the old (total) size.
*/
- if (var->num_state_slots > 0) {
- var->num_state_slots = (size + 1)
- * (var->num_state_slots / var->type->length);
+ const unsigned num_slots = var->get_num_state_slots();
+ if (num_slots > 0) {
+ var->set_num_state_slots((size + 1)
+ * (num_slots / var->type->length));
}
var->type = glsl_type::get_array_instance(var->type->fields.array,
void
fs_visitor::setup_builtin_uniform_values(ir_variable *ir)
{
- const ir_state_slot *const slots = ir->state_slots;
- assert(ir->state_slots != NULL);
+ const ir_state_slot *const slots = ir->get_state_slots();
+ assert(slots != NULL);
- for (unsigned int i = 0; i < ir->num_state_slots; i++) {
+ for (unsigned int i = 0; i < ir->get_num_state_slots(); i++) {
/* This state reference has already been setup by ir_to_mesa, but we'll
* get the same index back here.
*/
|| (strncmp(var->name, "gl_", 3) != 0))
continue;
- const ir_state_slot *const slots = var->state_slots;
- assert(var->state_slots != NULL);
+ const ir_state_slot *const slots = var->get_state_slots();
+ assert(slots != NULL);
- for (unsigned int i = 0; i < var->num_state_slots; i++) {
+ for (unsigned int i = 0; i < var->get_num_state_slots(); i++) {
_mesa_add_state_reference(prog->Parameters,
(gl_state_index *) slots[i].tokens);
}
void
vec4_visitor::setup_builtin_uniform_values(ir_variable *ir)
{
- const ir_state_slot *const slots = ir->state_slots;
- assert(ir->state_slots != NULL);
+ const ir_state_slot *const slots = ir->get_state_slots();
+ assert(slots != NULL);
- for (unsigned int i = 0; i < ir->num_state_slots; i++) {
+ for (unsigned int i = 0; i < ir->get_num_state_slots(); i++) {
/* This state reference has already been setup by ir_to_mesa,
* but we'll get the same index back here. We can reference
* ParameterValues directly, since unlike brw_fs.cpp, we never
if (ir->data.mode == ir_var_uniform && strncmp(ir->name, "gl_", 3) == 0) {
unsigned int i;
- const ir_state_slot *const slots = ir->state_slots;
- assert(ir->state_slots != NULL);
+ const ir_state_slot *const slots = ir->get_state_slots();
+ assert(slots != NULL);
/* Check if this statevar's setup in the STATE file exactly
* matches how we'll want to reference it as a
* temporary storage and hope that it'll get copy-propagated
* out.
*/
- for (i = 0; i < ir->num_state_slots; i++) {
+ for (i = 0; i < ir->get_num_state_slots(); i++) {
if (slots[i].swizzle != SWIZZLE_XYZW) {
break;
}
variable_storage *storage;
dst_reg dst;
- if (i == ir->num_state_slots) {
+ if (i == ir->get_num_state_slots()) {
/* We'll set the index later. */
storage = new(mem_ctx) variable_storage(ir, PROGRAM_STATE_VAR, -1);
this->variables.push_tail(storage);
* of the type. However, this had better match the number of state
* elements that we're going to copy into the new temporary.
*/
- assert((int) ir->num_state_slots == type_size(ir->type));
+ assert((int) ir->get_num_state_slots() == type_size(ir->type));
storage = new(mem_ctx) variable_storage(ir, PROGRAM_TEMPORARY,
this->next_temp);
}
- for (unsigned int i = 0; i < ir->num_state_slots; i++) {
+ for (unsigned int i = 0; i < ir->get_num_state_slots(); i++) {
int index = _mesa_add_state_reference(this->prog->Parameters,
(gl_state_index *)slots[i].tokens);
}
if (storage->file == PROGRAM_TEMPORARY &&
- dst.index != storage->index + (int) ir->num_state_slots) {
+ dst.index != storage->index + (int) ir->get_num_state_slots()) {
linker_error(this->shader_program,
"failed to load builtin uniform `%s' "
"(%d/%d regs loaded)\n",
if (ir->data.mode == ir_var_uniform && strncmp(ir->name, "gl_", 3) == 0) {
unsigned int i;
- const ir_state_slot *const slots = ir->state_slots;
- assert(ir->state_slots != NULL);
+ const ir_state_slot *const slots = ir->get_state_slots();
+ assert(slots != NULL);
/* Check if this statevar's setup in the STATE file exactly
* matches how we'll want to reference it as a
* temporary storage and hope that it'll get copy-propagated
* out.
*/
- for (i = 0; i < ir->num_state_slots; i++) {
+ for (i = 0; i < ir->get_num_state_slots(); i++) {
if (slots[i].swizzle != SWIZZLE_XYZW) {
break;
}
variable_storage *storage;
st_dst_reg dst;
- if (i == ir->num_state_slots) {
+ if (i == ir->get_num_state_slots()) {
/* We'll set the index later. */
storage = new(mem_ctx) variable_storage(ir, PROGRAM_STATE_VAR, -1);
this->variables.push_tail(storage);
* of the type. However, this had better match the number of state
* elements that we're going to copy into the new temporary.
*/
- assert((int) ir->num_state_slots == type_size(ir->type));
+ assert((int) ir->get_num_state_slots() == type_size(ir->type));
dst = st_dst_reg(get_temp(ir->type));
}
- for (unsigned int i = 0; i < ir->num_state_slots; i++) {
+ for (unsigned int i = 0; i < ir->get_num_state_slots(); i++) {
int index = _mesa_add_state_reference(this->prog->Parameters,
(gl_state_index *)slots[i].tokens);
}
if (storage->file == PROGRAM_TEMPORARY &&
- dst.index != storage->index + (int) ir->num_state_slots) {
+ dst.index != storage->index + (int) ir->get_num_state_slots()) {
fail_link(this->shader_program,
"failed to load builtin uniform `%s' (%d/%d regs loaded)\n",
ir->name, dst.index - storage->index,