Hash :
c60e247e
Author :
Date :
2024-06-04T17:40:26
Make LinkedUniform.getElementComponents() fully inline-able Before this CL, getElementComponents() calls into GetUniformTypeInfoFromIndex() which cannot be inlined as it uses kInfoTable from uniform_type_info_autogen.cpp. That table is fairly large however, so this CL adds the elementComponents part of that structure to an inlinle GetUniformElementComponents() function. This allows to fully inline LinkedUniform.getElementComponents() which significantly simplifies clampUniformCount() assembly code, to the point where this leads to a (small but) measurable performance improvement in driver_overhead_2 trace despite getElementComponents _never actually getting called_ (because count is always == 1 and clampUniformCount returns early). This appears to be caused by a side effect of the function call, where clang generates prologue and epilogue instructions that are still executed on the fast path when the function is not getting called (even if ANGLE_LIKELY is added or code rearranged). Bug: b/335295728 Change-Id: If8f2068b098576246ab90ffbacd5a520cc843f49 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5597885 Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Roman Lavrov <romanl@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2010 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.
//
#ifndef LIBANGLE_UNIFORM_H_
#define LIBANGLE_UNIFORM_H_
#include <string>
#include <vector>
#include "angle_gl.h"
#include "common/MemoryBuffer.h"
#include "common/debug.h"
#include "common/uniform_type_info_autogen.h"
#include "common/utilities.h"
#include "compiler/translator/blocklayout.h"
#include "libANGLE/angletypes.h"
namespace gl
{
class BinaryInputStream;
class BinaryOutputStream;
struct UniformTypeInfo;
struct UsedUniform;
struct LinkedUniform;
#define ACTIVE_VARIABLE_COMMON_INTERFACES \
void setActive(ShaderType shaderType, bool used, uint32_t id) \
{ \
ASSERT(shaderType != ShaderType::InvalidEnum); \
pod.activeUseBits.set(shaderType, used); \
pod.ids[shaderType] = id; \
} \
ShaderType getFirstActiveShaderType() const \
{ \
return pod.activeUseBits.first(); \
} \
bool isActive(ShaderType shaderType) const \
{ \
return pod.activeUseBits[shaderType]; \
} \
const ShaderMap<uint32_t> &getIds() const \
{ \
return pod.ids; \
} \
uint32_t getId(ShaderType shaderType) const \
{ \
return pod.ids[shaderType]; \
} \
ShaderBitSet activeShaders() const \
{ \
return pod.activeUseBits; \
} \
uint32_t activeShaderCount() const \
{ \
return static_cast<uint32_t>(pod.activeUseBits.count()); \
}
struct ActiveVariable
{
ActiveVariable() { memset(&pod, 0, sizeof(pod)); }
ACTIVE_VARIABLE_COMMON_INTERFACES
struct PODStruct
{
ShaderBitSet activeUseBits;
// The id of a linked variable in each shader stage. This id originates from
// sh::ShaderVariable::id or sh::InterfaceBlock::id
ShaderMap<uint32_t> ids;
} pod;
};
// Important: This struct must have basic data types only, so that we can initialize with memcpy. Do
// not put any std::vector or objects with virtual functions in it.
// Helper struct representing a single shader uniform. Most of this structure's data member and
// access functions mirrors ShaderVariable; See ShaderVars.h for more info.
ANGLE_ENABLE_STRUCT_PADDING_WARNINGS
struct LinkedUniform
{
LinkedUniform() = default;
LinkedUniform(GLenum typeIn,
GLenum precisionIn,
const std::vector<unsigned int> &arraySizesIn,
const int bindingIn,
const int offsetIn,
const int locationIn,
const int bufferIndexIn,
const sh::BlockMemberInfo &blockInfoIn);
LinkedUniform(const UsedUniform &usedUniform);
const UniformTypeInfo &getUniformTypeInfo() const
{
return GetUniformTypeInfoFromIndex(pod.typeIndex);
}
bool isSampler() const { return getUniformTypeInfo().isSampler; }
bool isImage() const { return getUniformTypeInfo().isImageType; }
bool isAtomicCounter() const { return IsAtomicCounterType(getType()); }
bool isInDefaultBlock() const { return pod.bufferIndex == -1; }
size_t getElementSize() const { return getUniformTypeInfo().externalSize; }
GLint getElementComponents() const { return GetUniformElementComponents(pod.typeIndex); }
bool isTexelFetchStaticUse() const { return pod.flagBits.texelFetchStaticUse; }
bool isFragmentInOut() const { return pod.flagBits.isFragmentInOut; }
bool isArray() const { return pod.flagBits.isArray; }
uint16_t getBasicTypeElementCount() const
{
ASSERT(pod.flagBits.isArray || pod.arraySize == 1u);
return pod.arraySize;
}
GLenum getType() const { return getUniformTypeInfo().type; }
uint16_t getOuterArrayOffset() const { return pod.outerArrayOffset; }
uint16_t getOuterArraySizeProduct() const { return pod.outerArraySizeProduct; }
int16_t getBinding() const { return pod.binding; }
int16_t getOffset() const { return pod.offset; }
int getBufferIndex() const { return pod.bufferIndex; }
int getLocation() const { return pod.location; }
GLenum getImageUnitFormat() const { return pod.imageUnitFormat; }
ACTIVE_VARIABLE_COMMON_INTERFACES
struct PODStruct
{
UniformTypeIndex typeIndex;
uint16_t precision;
int32_t location;
// These are from sh::struct BlockMemberInfo struct. See locklayout.h for detail.
uint16_t blockOffset;
uint16_t blockArrayStride;
uint16_t blockMatrixStride;
uint16_t imageUnitFormat;
// maxUniformVectorsCount is 4K due to we clamp maxUniformBlockSize to 64KB. All of these
// variable should be enough to pack into 16 bits to reduce the size of mUniforms.
int16_t binding;
int16_t bufferIndex;
int16_t offset;
uint16_t arraySize;
uint16_t outerArraySizeProduct;
uint16_t outerArrayOffset;
uint16_t parentArrayIndex;
union
{
struct
{
uint8_t isFragmentInOut : 1;
uint8_t texelFetchStaticUse : 1;
uint8_t isArray : 1;
uint8_t blockIsRowMajorMatrix : 1;
uint8_t isBlock : 1;
uint8_t padding : 3;
} flagBits;
uint8_t flagBitsAsUByte;
};
ShaderBitSet activeUseBits;
uint32_t id;
// The id of a linked variable in each shader stage. This id originates from
// sh::ShaderVariable::id or sh::InterfaceBlock::id
ShaderMap<uint32_t> ids;
} pod;
};
ANGLE_DISABLE_STRUCT_PADDING_WARNINGS
struct BufferVariable
{
BufferVariable();
BufferVariable(GLenum type,
GLenum precision,
const std::string &name,
const std::vector<unsigned int> &arraySizes,
const int bufferIndex,
int topLevelArraySize,
const sh::BlockMemberInfo &blockInfo);
~BufferVariable() {}
bool isArray() const { return pod.isArray; }
uint32_t getBasicTypeElementCount() const { return pod.basicTypeElementCount; }
ACTIVE_VARIABLE_COMMON_INTERFACES
std::string name;
std::string mappedName;
ANGLE_ENABLE_STRUCT_PADDING_WARNINGS
struct PODStruct
{
uint16_t type;
uint16_t precision;
// 1 byte each
ShaderBitSet activeUseBits;
bool isArray;
int16_t bufferIndex;
// The id of a linked variable in each shader stage. This id originates from
// sh::ShaderVariable::id or sh::InterfaceBlock::id
ShaderMap<uint32_t> ids;
sh::BlockMemberInfo blockInfo;
int32_t topLevelArraySize;
uint32_t basicTypeElementCount;
} pod;
ANGLE_DISABLE_STRUCT_PADDING_WARNINGS
};
// Represents a single atomic counter buffer
struct AtomicCounterBuffer
{
AtomicCounterBuffer();
~AtomicCounterBuffer() {}
ACTIVE_VARIABLE_COMMON_INTERFACES
int numActiveVariables() const { return static_cast<int>(memberIndexes.size()); }
void unionReferencesWith(const LinkedUniform &otherUniform);
std::vector<unsigned int> memberIndexes;
ANGLE_ENABLE_STRUCT_PADDING_WARNINGS
struct PODStruct
{
// The id of a linked variable in each shader stage. This id originates from
// sh::ShaderVariable::id or sh::InterfaceBlock::id
ShaderMap<uint32_t> ids;
// The binding as specified by the shader.
int inShaderBinding;
unsigned int dataSize;
ShaderBitSet activeUseBits;
uint8_t pads[3];
} pod;
ANGLE_DISABLE_STRUCT_PADDING_WARNINGS
};
// Helper struct representing a single shader interface block
struct InterfaceBlock
{
InterfaceBlock();
InterfaceBlock(const std::string &nameIn,
const std::string &mappedNameIn,
bool isArrayIn,
bool isReadOnlyIn,
unsigned int arrayElementIn,
unsigned int firstFieldArraySizeIn,
int bindingIn);
std::string nameWithArrayIndex() const;
std::string mappedNameWithArrayIndex() const;
ACTIVE_VARIABLE_COMMON_INTERFACES
int numActiveVariables() const { return static_cast<int>(memberIndexes.size()); }
std::string name;
std::string mappedName;
std::vector<unsigned int> memberIndexes;
ANGLE_ENABLE_STRUCT_PADDING_WARNINGS
struct PODStruct
{
uint32_t arrayElement;
uint32_t firstFieldArraySize;
ShaderBitSet activeUseBits;
uint8_t isArray : 1;
// Only valid for SSBOs, specifies whether it has the readonly qualifier.
uint8_t isReadOnly : 1;
uint8_t padings : 6;
// The binding as specified by the shader (0 if unspecified, per spec)
int16_t inShaderBinding;
unsigned int dataSize;
// The id of a linked variable in each shader stage. This id originates from
// sh::ShaderVariable::id or sh::InterfaceBlock::id
ShaderMap<uint32_t> ids;
} pod;
ANGLE_DISABLE_STRUCT_PADDING_WARNINGS
};
#undef ACTIVE_VARIABLE_COMMON_INTERFACES
} // namespace gl
#endif // LIBANGLE_UNIFORM_H_