Hash :
55c21842
Author :
Date :
2022-04-14T05:04:15
Vulkan: Use flat array lookups for shader variables. The array lookups we use after link now are simple array lookups and no longer use string hashing queries. This will make the descriptor cache indexing much faster after the cache key redesign. Bug: angleproject:4524 Change-Id: If19e3a4aa57c415f33c69172dd76c10a207e3264 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3580979 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuxin Hu <yuxinhu@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 2021 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.
//
// ShaderInterfaceVariableInfoMap.cpp:
// Implements helper class for shader compilers
//
#include "libANGLE/renderer/ShaderInterfaceVariableInfoMap.h"
namespace rx
{
ShaderInterfaceVariableInfo::ShaderInterfaceVariableInfo() {}
// ShaderInterfaceVariableInfoMap implementation.
ShaderInterfaceVariableInfoMap::ShaderInterfaceVariableInfoMap() = default;
ShaderInterfaceVariableInfoMap::~ShaderInterfaceVariableInfoMap() = default;
void ShaderInterfaceVariableInfoMap::clear()
{
for (gl::ShaderType shaderType : gl::AllShaderTypes())
{
for (ShaderVariableType variableType : angle::AllEnums<ShaderVariableType>())
{
mData[shaderType][variableType].clear();
mIndexedResourceIndexMap[shaderType][variableType].clear();
}
mNameToTypeAndIndexMap[shaderType].clear();
}
}
void ShaderInterfaceVariableInfoMap::load(
const gl::ShaderMap<VariableTypeToInfoMap> &data,
const gl::ShaderMap<NameToTypeAndIndexMap> &nameToTypeAndIndexMap,
const gl::ShaderMap<VariableTypeToIndexMap> &indexedResourceIndexMap)
{
mData = data;
mNameToTypeAndIndexMap = nameToTypeAndIndexMap;
mIndexedResourceIndexMap = indexedResourceIndexMap;
}
void ShaderInterfaceVariableInfoMap::setActiveStages(gl::ShaderType shaderType,
ShaderVariableType variableType,
const std::string &variableName,
gl::ShaderBitSet activeStages)
{
ASSERT(hasVariable(shaderType, variableName));
uint32_t index = mNameToTypeAndIndexMap[shaderType][variableName].index;
mData[shaderType][variableType][index].activeStages = activeStages;
}
ShaderInterfaceVariableInfo &ShaderInterfaceVariableInfoMap::getMutable(
gl::ShaderType shaderType,
ShaderVariableType variableType,
const std::string &variableName)
{
ASSERT(hasVariable(shaderType, variableName));
uint32_t index = mNameToTypeAndIndexMap[shaderType][variableName].index;
return mData[shaderType][variableType][index];
}
void ShaderInterfaceVariableInfoMap::markAsDuplicate(gl::ShaderType shaderType,
ShaderVariableType variableType,
const std::string &variableName)
{
ASSERT(hasVariable(shaderType, variableName));
uint32_t index = mNameToTypeAndIndexMap[shaderType][variableName].index;
mData[shaderType][variableType][index].isDuplicate = true;
}
ShaderInterfaceVariableInfo &ShaderInterfaceVariableInfoMap::add(gl::ShaderType shaderType,
ShaderVariableType variableType,
const std::string &variableName)
{
ASSERT(!hasVariable(shaderType, variableName));
uint32_t index = static_cast<uint32_t>(mData[shaderType][variableType].size());
mNameToTypeAndIndexMap[shaderType][variableName] = {variableType, index};
mData[shaderType][variableType].resize(index + 1);
return mData[shaderType][variableType][index];
}
ShaderInterfaceVariableInfo &ShaderInterfaceVariableInfoMap::addOrGet(
gl::ShaderType shaderType,
ShaderVariableType variableType,
const std::string &variableName)
{
if (!hasVariable(shaderType, variableName))
{
return add(shaderType, variableType, variableName);
}
else
{
uint32_t index = mNameToTypeAndIndexMap[shaderType][variableName].index;
return mData[shaderType][variableType][index];
}
}
bool ShaderInterfaceVariableInfoMap::hasVariable(gl::ShaderType shaderType,
const std::string &variableName) const
{
auto iter = mNameToTypeAndIndexMap[shaderType].find(variableName);
return (iter != mNameToTypeAndIndexMap[shaderType].end());
}
const ShaderInterfaceVariableInfo &ShaderInterfaceVariableInfoMap::getVariableByName(
gl::ShaderType shaderType,
const std::string &variableName) const
{
auto iter = mNameToTypeAndIndexMap[shaderType].find(variableName);
ASSERT(iter != mNameToTypeAndIndexMap[shaderType].end());
TypeAndIndex typeAndIndex = iter->second;
return mData[shaderType][typeAndIndex.variableType][typeAndIndex.index];
}
bool ShaderInterfaceVariableInfoMap::hasTransformFeedbackInfo(gl::ShaderType shaderType,
uint32_t bufferIndex) const
{
std::string bufferName = rx::GetXfbBufferName(bufferIndex);
return hasVariable(shaderType, bufferName);
}
void ShaderInterfaceVariableInfoMap::mapIndexedResourceByName(gl::ShaderType shaderType,
ShaderVariableType variableType,
uint32_t resourceIndex,
const std::string &variableName)
{
ASSERT(hasVariable(shaderType, variableName));
const auto &iter = mNameToTypeAndIndexMap[shaderType].find(variableName);
const TypeAndIndex &typeAndIndex = iter->second;
ASSERT(typeAndIndex.variableType == variableType);
mapIndexedResource(shaderType, variableType, resourceIndex, typeAndIndex.index);
}
void ShaderInterfaceVariableInfoMap::mapIndexedResource(gl::ShaderType shaderType,
ShaderVariableType variableType,
uint32_t resourceIndex,
uint32_t variableIndex)
{
mIndexedResourceIndexMap[shaderType][variableType][resourceIndex] = variableIndex;
}
const ShaderInterfaceVariableInfoMap::VariableInfoArray &
ShaderInterfaceVariableInfoMap::getAttributes() const
{
return mData[gl::ShaderType::Vertex][ShaderVariableType::Attribute];
}
const gl::ShaderMap<ShaderInterfaceVariableInfoMap::VariableTypeToInfoMap>
&ShaderInterfaceVariableInfoMap::getData() const
{
return mData;
}
const gl::ShaderMap<ShaderInterfaceVariableInfoMap::NameToTypeAndIndexMap>
&ShaderInterfaceVariableInfoMap::getNameToTypeAndIndexMap() const
{
return mNameToTypeAndIndexMap;
}
const gl::ShaderMap<ShaderInterfaceVariableInfoMap::VariableTypeToIndexMap>
&ShaderInterfaceVariableInfoMap::getIndexedResourceMap() const
{
return mIndexedResourceIndexMap;
}
} // namespace rx