[Bf-blender-cvs] [9ab3db11c79] blender2.8: Revert "Gawain: Optimize out extra level on top of ShaderInput"
Clément Foucault
noreply at git.blender.org
Fri Oct 6 01:57:11 CEST 2017
Commit: 9ab3db11c797e1ec64446aa9ee2e91f3020ec772
Author: Clément Foucault
Date: Fri Oct 6 01:50:16 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB9ab3db11c797e1ec64446aa9ee2e91f3020ec772
Revert "Gawain: Optimize out extra level on top of ShaderInput"
This reverts commit 5514d2df1c6d9f2f108336e46b0db14316610d24.
===================================================================
M intern/gawain/gawain/gwn_shader_interface.h
M intern/gawain/src/gwn_shader_interface.c
===================================================================
diff --git a/intern/gawain/gawain/gwn_shader_interface.h b/intern/gawain/gawain/gwn_shader_interface.h
index b2d48e3c301..4c3d44cadbd 100644
--- a/intern/gawain/gawain/gwn_shader_interface.h
+++ b/intern/gawain/gawain/gwn_shader_interface.h
@@ -33,7 +33,6 @@ typedef enum {
} Gwn_UniformBuiltin;
typedef struct Gwn_ShaderInput {
- struct Gwn_ShaderInput* next;
const char* name;
unsigned name_hash;
GLenum gl_type;
@@ -42,13 +41,18 @@ typedef struct Gwn_ShaderInput {
GLint location;
} Gwn_ShaderInput;
+typedef struct Gwn_ShaderInput_Entry {
+ struct Gwn_ShaderInput_Entry* next;
+ Gwn_ShaderInput* shader_input;
+} Gwn_ShaderInput_Entry;
+
#define GWN_NUM_SHADERINTERFACE_BUCKETS 1009
typedef struct Gwn_ShaderInterface {
uint16_t uniform_ct;
uint16_t attrib_ct;
- Gwn_ShaderInput* uniform_buckets[GWN_NUM_SHADERINTERFACE_BUCKETS];
- Gwn_ShaderInput* attrib_buckets[GWN_NUM_SHADERINTERFACE_BUCKETS];
+ Gwn_ShaderInput_Entry* uniform_buckets[GWN_NUM_SHADERINTERFACE_BUCKETS];
+ Gwn_ShaderInput_Entry* attrib_buckets[GWN_NUM_SHADERINTERFACE_BUCKETS];
Gwn_ShaderInput* builtin_uniforms[GWN_NUM_UNIFORMS];
Gwn_ShaderInput inputs[0]; // dynamic size, uniforms followed by attribs
} Gwn_ShaderInterface;
diff --git a/intern/gawain/src/gwn_shader_interface.c b/intern/gawain/src/gwn_shader_interface.c
index 247e95e113a..5305dae9a9a 100644
--- a/intern/gawain/src/gwn_shader_interface.c
+++ b/intern/gawain/src/gwn_shader_interface.c
@@ -69,20 +69,22 @@ GWN_INLINE void set_input_name(Gwn_ShaderInput* input, const char* name)
}
GWN_INLINE void shader_input_to_bucket(Gwn_ShaderInput* input,
- Gwn_ShaderInput* buckets[GWN_NUM_SHADERINTERFACE_BUCKETS])
+ Gwn_ShaderInput_Entry* buckets[GWN_NUM_SHADERINTERFACE_BUCKETS])
{
+ Gwn_ShaderInput_Entry* entry = malloc(sizeof(Gwn_ShaderInput_Entry));
const unsigned bucket_index = input->name_hash % GWN_NUM_SHADERINTERFACE_BUCKETS;
- input->next = buckets[bucket_index];
- buckets[bucket_index] = input;
+ entry->next = buckets[bucket_index];
+ entry->shader_input = input;
+ buckets[bucket_index] = entry;
}
-GWN_INLINE Gwn_ShaderInput* buckets_lookup(Gwn_ShaderInput* const buckets[GWN_NUM_SHADERINTERFACE_BUCKETS],
+GWN_INLINE Gwn_ShaderInput* buckets_lookup(Gwn_ShaderInput_Entry* const buckets[GWN_NUM_SHADERINTERFACE_BUCKETS],
const char *name)
{
const unsigned name_hash = hash_string(name);
const unsigned bucket_index = name_hash % GWN_NUM_SHADERINTERFACE_BUCKETS;
- Gwn_ShaderInput* input = buckets[bucket_index];
- if (input == NULL)
+ const Gwn_ShaderInput_Entry* entry = buckets[bucket_index];
+ if (entry == NULL)
{
// Requested uniform is not found at all.
return NULL;
@@ -90,22 +92,22 @@ GWN_INLINE Gwn_ShaderInput* buckets_lookup(Gwn_ShaderInput* const buckets[GWN_NU
// Optimization bit: if there is no hash collision detected when constructing shader interface
// it means we can only request the single possible uniform. Surely, it's possible we request
// uniform which causes hash collision, but that will be detected in debug builds.
- if (input->next == NULL)
+ if (entry->next == NULL)
{
- if (name_hash == input->name_hash)
+ if (name_hash == entry->shader_input->name_hash)
{
#if TRUST_NO_ONE
- assert(match(input->name, name));
+ assert(match(entry->shader_input->name, name));
#endif
- return input;
+ return entry->shader_input;
}
return NULL;
}
// Work through possible collisions.
- while (input != NULL)
+ while (entry != NULL)
{
- Gwn_ShaderInput* uniform = input;
- input = input->next;
+ Gwn_ShaderInput* uniform = entry->shader_input;
+ entry = entry->next;
#if SUPPORT_LEGACY_GLSL
if (uniform->name == NULL) continue;
#endif
@@ -121,6 +123,20 @@ GWN_INLINE Gwn_ShaderInput* buckets_lookup(Gwn_ShaderInput* const buckets[GWN_NU
return NULL; // not found
}
+GWN_INLINE void buckets_free(Gwn_ShaderInput_Entry* buckets[GWN_NUM_SHADERINTERFACE_BUCKETS])
+ {
+ for (unsigned bucket_index = 0; bucket_index < GWN_NUM_SHADERINTERFACE_BUCKETS; ++bucket_index)
+ {
+ Gwn_ShaderInput_Entry *entry = buckets[bucket_index];
+ while (entry != NULL)
+ {
+ Gwn_ShaderInput_Entry *entry_next = entry->next;
+ free(entry);
+ entry = entry_next;
+ }
+ }
+ }
+
// keep these in sync with Gwn_UniformBuiltin order
#define FIRST_MAT4_UNIFORM GWN_UNIFORM_MODELVIEW
#define LAST_MAT4_UNIFORM GWN_UNIFORM_PROJECTION_INV
@@ -316,6 +332,9 @@ Gwn_ShaderInterface* GWN_shaderinterface_create(GLint program)
void GWN_shaderinterface_discard(Gwn_ShaderInterface* shaderface)
{
+ // Free memory used by buckets and has entries.
+ buckets_free(shaderface->uniform_buckets);
+ buckets_free(shaderface->attrib_buckets);
// Free memory used by shader interface by its self.
free(shaderface);
}
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