Commit 03260faa by Jamie Madill

D3D11: Optimize checks for active UBOs.

We can reduce the amount of iterations we use by using std::vectors for storing UBO indexes, and resizing them to the max active index. This allows us to skip inactive ranges. Reduces draw call overhead. BUG=angleproject:959 Change-Id: I2577e5dbdce0e5ab102ca916eb7f1f35cf03f9ad Reviewed-on: https://chromium-review.googlesource.com/277287Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org> Reviewed-by: 's avatarKenneth Russell <kbr@chromium.org> Tested-by: 's avatarJamie Madill <jmadill@chromium.org>
parent f33ab835
......@@ -1143,18 +1143,8 @@ gl::Error ProgramD3D::applyUniforms()
gl::Error ProgramD3D::applyUniformBuffers(const gl::Data &data, GLuint uniformBlockBindings[])
{
GLint vertexUniformBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
GLint fragmentUniformBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS];
for (unsigned int registerIndex = 0; registerIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; ++registerIndex)
{
vertexUniformBuffers[registerIndex] = -1;
}
for (unsigned int registerIndex = 0; registerIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; ++registerIndex)
{
fragmentUniformBuffers[registerIndex] = -1;
}
mVertexUBOCache.clear();
mFragmentUBOCache.clear();
const unsigned int reservedBuffersInVS = mRenderer->getReservedVertexUniformBuffers();
const unsigned int reservedBuffersInFS = mRenderer->getReservedFragmentUniformBuffers();
......@@ -1175,21 +1165,33 @@ gl::Error ProgramD3D::applyUniformBuffers(const gl::Data &data, GLuint uniformBl
if (uniformBlock->isReferencedByVertexShader())
{
unsigned int registerIndex = uniformBlock->vsRegisterIndex - reservedBuffersInVS;
ASSERT(vertexUniformBuffers[registerIndex] == -1);
ASSERT(registerIndex < data.caps->maxVertexUniformBlocks);
vertexUniformBuffers[registerIndex] = blockBinding;
if (mFragmentUBOCache.size() <= registerIndex)
{
mVertexUBOCache.resize(registerIndex + 1, -1);
}
ASSERT(mVertexUBOCache[registerIndex] == -1);
mVertexUBOCache[registerIndex] = blockBinding;
}
if (uniformBlock->isReferencedByFragmentShader())
{
unsigned int registerIndex = uniformBlock->psRegisterIndex - reservedBuffersInFS;
ASSERT(fragmentUniformBuffers[registerIndex] == -1);
ASSERT(registerIndex < data.caps->maxFragmentUniformBlocks);
fragmentUniformBuffers[registerIndex] = blockBinding;
if (mFragmentUBOCache.size() <= registerIndex)
{
mFragmentUBOCache.resize(registerIndex + 1, -1);
}
ASSERT(mFragmentUBOCache[registerIndex] == -1);
mFragmentUBOCache[registerIndex] = blockBinding;
}
}
return mRenderer->setUniformBuffers(data, vertexUniformBuffers, fragmentUniformBuffers);
return mRenderer->setUniformBuffers(data, mVertexUBOCache, mFragmentUBOCache);
}
bool ProgramD3D::assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader,
......
......@@ -241,6 +241,9 @@ class ProgramD3D : public ProgramImpl
Optional<bool> mCachedValidateSamplersResult;
std::vector<GLint> mVertexUBOCache;
std::vector<GLint> mFragmentUBOCache;
static unsigned int issueSerial();
static unsigned int mCurrentSerial;
};
......
......@@ -116,8 +116,8 @@ class RendererD3D : public Renderer, public BufferFactoryD3D
virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture) = 0;
virtual gl::Error setUniformBuffers(const gl::Data &data,
const GLint vertexUniformBuffers[],
const GLint fragmentUniformBuffers[]) = 0;
const std::vector<GLint> &vertexUniformBuffers,
const std::vector<GLint> &fragmentUniformBuffers) = 0;
virtual gl::Error setRasterizerState(const gl::RasterizerState &rasterState) = 0;
virtual gl::Error setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
......
......@@ -981,10 +981,10 @@ gl::Error Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *t
}
gl::Error Renderer11::setUniformBuffers(const gl::Data &data,
const GLint vertexUniformBuffers[],
const GLint fragmentUniformBuffers[])
const std::vector<GLint> &vertexUniformBuffers,
const std::vector<GLint> &fragmentUniformBuffers)
{
for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < data.caps->maxVertexUniformBlocks; uniformBufferIndex++)
for (size_t uniformBufferIndex = 0; uniformBufferIndex < vertexUniformBuffers.size(); uniformBufferIndex++)
{
GLint binding = vertexUniformBuffers[uniformBufferIndex];
......@@ -1040,7 +1040,7 @@ gl::Error Renderer11::setUniformBuffers(const gl::Data &data,
}
}
for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < data.caps->maxFragmentUniformBlocks; uniformBufferIndex++)
for (size_t uniformBufferIndex = 0; uniformBufferIndex < fragmentUniformBuffers.size(); uniformBufferIndex++)
{
GLint binding = fragmentUniformBuffers[uniformBufferIndex];
......
......@@ -115,8 +115,8 @@ class Renderer11 : public RendererD3D
virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture);
gl::Error setUniformBuffers(const gl::Data &data,
const GLint vertexUniformBuffers[],
const GLint fragmentUniformBuffers[]) override;
const std::vector<GLint> &vertexUniformBuffers,
const std::vector<GLint> &fragmentUniformBuffers) override;
virtual gl::Error setRasterizerState(const gl::RasterizerState &rasterState);
gl::Error setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
......
......@@ -857,8 +857,8 @@ gl::Error Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *te
}
gl::Error Renderer9::setUniformBuffers(const gl::Data &/*data*/,
const GLint /*vertexUniformBuffers*/[],
const GLint /*fragmentUniformBuffers*/[])
const std::vector<GLint> &/*vertexUniformBuffers*/,
const std::vector<GLint> &/*fragmentUniformBuffers*/)
{
// No effect in ES2/D3D9
return gl::Error(GL_NO_ERROR);
......
......@@ -90,8 +90,8 @@ class Renderer9 : public RendererD3D
virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture);
gl::Error setUniformBuffers(const gl::Data &data,
const GLint vertexUniformBuffers[],
const GLint fragmentUniformBuffers[]) override;
const std::vector<GLint> &vertexUniformBuffers,
const std::vector<GLint> &fragmentUniformBuffers) override;
virtual gl::Error setRasterizerState(const gl::RasterizerState &rasterState);
gl::Error setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
......
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