[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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