Hash :
1ebe6014
Author :
Date :
2019-07-29T16:02:15
Vulkan: Only check sampler when setUniform1i(v) 1. only do isSampler checking when update int uniforms 2. inline some simple methods of LinkUniform This fix reduce CPU time spent on `isSampler` call from 70ms to 30ms in T-Rex bench on specific platform. Bug: angleproject:3743 Change-Id: I98ef3c892df27e08d54ed40946d924b5a50c796c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1725114 Commit-Queue: Tobin Ehlis <tobine@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com>
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//
// Copyright (c) 2010-2013 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#include "libANGLE/Uniform.h"
#include <cstring>
namespace gl
{
ActiveVariable::ActiveVariable() {}
ActiveVariable::~ActiveVariable() {}
ActiveVariable::ActiveVariable(const ActiveVariable &rhs) = default;
ActiveVariable &ActiveVariable::operator=(const ActiveVariable &rhs) = default;
void ActiveVariable::setActive(ShaderType shaderType, bool used)
{
ASSERT(shaderType != ShaderType::InvalidEnum);
mActiveUseBits.set(shaderType, used);
}
void ActiveVariable::unionReferencesWith(const ActiveVariable &other)
{
mActiveUseBits |= other.mActiveUseBits;
}
ShaderType ActiveVariable::getFirstShaderTypeWhereActive() const
{
return static_cast<ShaderType>(ScanForward(mActiveUseBits.bits()));
}
GLuint ActiveVariable::activeShaderCount() const
{
return static_cast<GLuint>(mActiveUseBits.count());
}
LinkedUniform::LinkedUniform()
: typeInfo(nullptr), bufferIndex(-1), blockInfo(sh::kDefaultBlockMemberInfo)
{}
LinkedUniform::LinkedUniform(GLenum typeIn,
GLenum precisionIn,
const std::string &nameIn,
const std::vector<unsigned int> &arraySizesIn,
const int bindingIn,
const int offsetIn,
const int locationIn,
const int bufferIndexIn,
const sh::BlockMemberInfo &blockInfoIn)
: typeInfo(&GetUniformTypeInfo(typeIn)), bufferIndex(bufferIndexIn), blockInfo(blockInfoIn)
{
type = typeIn;
precision = precisionIn;
name = nameIn;
arraySizes = arraySizesIn;
binding = bindingIn;
offset = offsetIn;
location = locationIn;
ASSERT(!isArrayOfArrays());
ASSERT(!isArray() || !isStruct());
}
LinkedUniform::LinkedUniform(const sh::Uniform &uniform)
: sh::Uniform(uniform),
typeInfo(&GetUniformTypeInfo(type)),
bufferIndex(-1),
blockInfo(sh::kDefaultBlockMemberInfo)
{
ASSERT(!isArrayOfArrays());
ASSERT(!isArray() || !isStruct());
}
LinkedUniform::LinkedUniform(const LinkedUniform &uniform)
: sh::Uniform(uniform),
ActiveVariable(uniform),
typeInfo(uniform.typeInfo),
bufferIndex(uniform.bufferIndex),
blockInfo(uniform.blockInfo)
{}
LinkedUniform &LinkedUniform::operator=(const LinkedUniform &uniform)
{
sh::Uniform::operator =(uniform);
ActiveVariable::operator=(uniform);
typeInfo = uniform.typeInfo;
bufferIndex = uniform.bufferIndex;
blockInfo = uniform.blockInfo;
return *this;
}
LinkedUniform::~LinkedUniform() {}
BufferVariable::BufferVariable()
: bufferIndex(-1), blockInfo(sh::kDefaultBlockMemberInfo), topLevelArraySize(-1)
{}
BufferVariable::BufferVariable(GLenum typeIn,
GLenum precisionIn,
const std::string &nameIn,
const std::vector<unsigned int> &arraySizesIn,
const int bufferIndexIn,
const sh::BlockMemberInfo &blockInfoIn)
: bufferIndex(bufferIndexIn), blockInfo(blockInfoIn), topLevelArraySize(-1)
{
type = typeIn;
precision = precisionIn;
name = nameIn;
arraySizes = arraySizesIn;
}
BufferVariable::~BufferVariable() {}
ShaderVariableBuffer::ShaderVariableBuffer() : binding(0), dataSize(0) {}
ShaderVariableBuffer::ShaderVariableBuffer(const ShaderVariableBuffer &other) = default;
ShaderVariableBuffer::~ShaderVariableBuffer() {}
int ShaderVariableBuffer::numActiveVariables() const
{
return static_cast<int>(memberIndexes.size());
}
InterfaceBlock::InterfaceBlock() : isArray(false), arrayElement(0) {}
InterfaceBlock::InterfaceBlock(const std::string &nameIn,
const std::string &mappedNameIn,
bool isArrayIn,
unsigned int arrayElementIn,
int bindingIn)
: name(nameIn), mappedName(mappedNameIn), isArray(isArrayIn), arrayElement(arrayElementIn)
{
binding = bindingIn;
}
std::string InterfaceBlock::nameWithArrayIndex() const
{
std::stringstream fullNameStr;
fullNameStr << name;
if (isArray)
{
fullNameStr << "[" << arrayElement << "]";
}
return fullNameStr.str();
}
std::string InterfaceBlock::mappedNameWithArrayIndex() const
{
std::stringstream fullNameStr;
fullNameStr << mappedName;
if (isArray)
{
fullNameStr << "[" << arrayElement << "]";
}
return fullNameStr.str();
}
} // namespace gl