glsl: Calcluate Mesa state slots in front-end instead of back-end

This should be the last bit of infrastructure changes before
generating GLSL IR for assembly shaders.

This commit leaves some odd code formatting in ir_to_mesa and brw_fs.
This was done to minimize whitespace changes / reindentation in some
loops.  The following commit will restore formatting sanity.

Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Chad Versace <chad.versace@intel.com>
This commit is contained in:
Ian Romanick
2011-01-25 10:41:20 -08:00
parent 92e412e788
commit 89d81ab16c
6 changed files with 117 additions and 73 deletions

View File

@@ -253,6 +253,16 @@ enum ir_depth_layout {
const char* const char*
depth_layout_string(ir_depth_layout layout); depth_layout_string(ir_depth_layout layout);
/**
* Description of built-in state associated with a uniform
*
* \sa ir_variable::state_slots
*/
struct ir_state_slot {
int tokens[5];
int swizzle;
};
class ir_variable : public ir_instruction { class ir_variable : public ir_instruction {
public: public:
ir_variable(const struct glsl_type *, const char *, ir_variable_mode); ir_variable(const struct glsl_type *, const char *, ir_variable_mode);
@@ -385,6 +395,22 @@ public:
*/ */
int location; int location;
/**
* Built-in state that backs this uniform
*
* Once set at variable creation, \c state_slots must remain invariant.
* This is because, ideally, this array would be shared by all clones of
* this variable in the IR tree. In other words, we'd really like for it
* to be a fly-weight.
*
* If the variable is not a uniform, \c num_state_slots will be zero and
* \c state_slots will be \c NULL.
*/
/*@{*/
unsigned num_state_slots; /**< Number of state slots used */
ir_state_slot *state_slots; /**< State descriptors. */
/*@}*/
/** /**
* Emit a warning if this variable is accessed. * Emit a warning if this variable is accessed.
*/ */

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@@ -53,6 +53,18 @@ ir_variable::clone(void *mem_ctx, struct hash_table *ht) const
var->origin_upper_left = this->origin_upper_left; var->origin_upper_left = this->origin_upper_left;
var->pixel_center_integer = this->pixel_center_integer; var->pixel_center_integer = this->pixel_center_integer;
var->explicit_location = this->explicit_location; var->explicit_location = this->explicit_location;
var->num_state_slots = this->num_state_slots;
if (this->state_slots) {
/* FINISHME: This really wants to use something like talloc_reference, but
* FINISHME: ralloc doesn't have any similar function.
*/
var->state_slots = ralloc_array(var, ir_state_slot,
this->num_state_slots);
memcpy(var->state_slots, this->state_slots,
sizeof(this->state_slots[0]) * var->num_state_slots);
}
if (this->explicit_location) if (this->explicit_location)
var->location = this->location; var->location = this->location;

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@@ -327,7 +327,43 @@ static ir_variable *
add_uniform(exec_list *instructions, glsl_symbol_table *symtab, add_uniform(exec_list *instructions, glsl_symbol_table *symtab,
const char *name, const glsl_type *type) const char *name, const glsl_type *type)
{ {
return add_variable(instructions, symtab, name, type, ir_var_uniform, -1); ir_variable *const uni =
add_variable(instructions, symtab, name, type, ir_var_uniform, -1);
unsigned i;
for (i = 0; _mesa_builtin_uniform_desc[i].name != NULL; i++) {
if (strcmp(_mesa_builtin_uniform_desc[i].name, name) == 0) {
break;
}
}
assert(_mesa_builtin_uniform_desc[i].name != NULL);
const struct gl_builtin_uniform_desc* const statevar =
&_mesa_builtin_uniform_desc[i];
const unsigned array_count = type->is_array() ? type->length : 1;
uni->num_state_slots = array_count * statevar->num_elements;
ir_state_slot *slots =
ralloc_array(uni, ir_state_slot, uni->num_state_slots);
uni->state_slots = slots;
for (unsigned a = 0; a < array_count; a++) {
for (unsigned j = 0; j < statevar->num_elements; j++) {
struct gl_builtin_uniform_element *element = &statevar->elements[j];
memcpy(slots->tokens, element->tokens, sizeof(element->tokens));
if (type->is_array()) {
slots->tokens[1] = a;
}
slots->swizzle = element->swizzle;
slots++;
}
}
return uni;
} }
static void static void
@@ -341,8 +377,12 @@ add_builtin_variable(exec_list *instructions, glsl_symbol_table *symtab,
assert(type != NULL); assert(type != NULL);
add_variable(instructions, symtab, proto->name, type, proto->mode, if (proto->mode == ir_var_uniform) {
proto->slot); add_uniform(instructions, symtab, proto->name, type);
} else {
add_variable(instructions, symtab, proto->name, type, proto->mode,
proto->slot);
}
} }
static void static void

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@@ -994,6 +994,19 @@ update_array_sizes(struct gl_shader_program *prog)
} }
if (size + 1 != var->type->fields.array->length) { if (size + 1 != var->type->fields.array->length) {
/* If this is a built-in uniform (i.e., it's backed by some
* fixed-function state), adjust the number of state slots to
* match the new array size. The number of slots per array entry
* is not known. It seems saft to assume that the total number of
* slots is an integer multiple of the number of array elements.
* Determine the number of slots per array element by dividing by
* the old (total) size.
*/
if (var->num_state_slots > 0) {
var->num_state_slots = (size + 1)
* (var->num_state_slots / var->type->length);
}
var->type = glsl_type::get_array_instance(var->type->fields.array, var->type = glsl_type::get_array_instance(var->type->fields.array,
size + 1); size + 1);
/* FINISHME: We should update the types of array /* FINISHME: We should update the types of array

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@@ -399,41 +399,16 @@ fs_visitor::setup_uniform_values(int loc, const glsl_type *type)
void void
fs_visitor::setup_builtin_uniform_values(ir_variable *ir) fs_visitor::setup_builtin_uniform_values(ir_variable *ir)
{ {
const struct gl_builtin_uniform_desc *statevar = NULL; const ir_state_slot *const slots = ir->state_slots;
assert(ir->state_slots != NULL);
for (unsigned int i = 0; _mesa_builtin_uniform_desc[i].name; i++) {
statevar = &_mesa_builtin_uniform_desc[i];
if (strcmp(ir->name, _mesa_builtin_uniform_desc[i].name) == 0)
break;
}
if (!statevar->name) {
fail("Failed to find builtin uniform `%s'\n", ir->name);
return;
}
int array_count;
if (ir->type->is_array()) {
array_count = ir->type->length;
} else {
array_count = 1;
}
for (int a = 0; a < array_count; a++) {
for (unsigned int i = 0; i < statevar->num_elements; i++) {
struct gl_builtin_uniform_element *element = &statevar->elements[i];
int tokens[STATE_LENGTH];
memcpy(tokens, element->tokens, sizeof(element->tokens));
if (ir->type->is_array()) {
tokens[1] = a;
}
{
for (unsigned int i = 0; i < ir->num_state_slots; i++) {
/* This state reference has already been setup by ir_to_mesa, /* This state reference has already been setup by ir_to_mesa,
* but we'll get the same index back here. * but we'll get the same index back here.
*/ */
int index = _mesa_add_state_reference(this->fp->Base.Parameters, int index = _mesa_add_state_reference(this->fp->Base.Parameters,
(gl_state_index *)tokens); (gl_state_index *)slots[i].tokens);
/* Add each of the unique swizzles of the element as a /* Add each of the unique swizzles of the element as a
* parameter. This'll end up matching the expected layout of * parameter. This'll end up matching the expected layout of
@@ -441,7 +416,7 @@ fs_visitor::setup_builtin_uniform_values(ir_variable *ir)
*/ */
int last_swiz = -1; int last_swiz = -1;
for (unsigned int j = 0; j < 4; j++) { for (unsigned int j = 0; j < 4; j++) {
int swiz = GET_SWZ(element->swizzle, j); int swiz = GET_SWZ(slots[i].swizzle, j);
if (swiz == last_swiz) if (swiz == last_swiz)
break; break;
last_swiz = swiz; last_swiz = swiz;

View File

@@ -754,27 +754,8 @@ ir_to_mesa_visitor::visit(ir_variable *ir)
if (ir->mode == ir_var_uniform && strncmp(ir->name, "gl_", 3) == 0) { if (ir->mode == ir_var_uniform && strncmp(ir->name, "gl_", 3) == 0) {
unsigned int i; unsigned int i;
const struct gl_builtin_uniform_desc *statevar; const ir_state_slot *const slots = ir->state_slots;
assert(ir->state_slots != NULL);
for (i = 0; _mesa_builtin_uniform_desc[i].name; i++) {
if (strcmp(ir->name, _mesa_builtin_uniform_desc[i].name) == 0)
break;
}
if (!_mesa_builtin_uniform_desc[i].name) {
fail_link(this->shader_program,
"Failed to find builtin uniform `%s'\n", ir->name);
return;
}
statevar = &_mesa_builtin_uniform_desc[i];
int array_count;
if (ir->type->is_array()) {
array_count = ir->type->length;
} else {
array_count = 1;
}
/* Check if this statevar's setup in the STATE file exactly /* Check if this statevar's setup in the STATE file exactly
* matches how we'll want to reference it as a * matches how we'll want to reference it as a
@@ -782,21 +763,27 @@ ir_to_mesa_visitor::visit(ir_variable *ir)
* temporary storage and hope that it'll get copy-propagated * temporary storage and hope that it'll get copy-propagated
* out. * out.
*/ */
for (i = 0; i < statevar->num_elements; i++) { for (i = 0; i < ir->num_state_slots; i++) {
if (statevar->elements[i].swizzle != SWIZZLE_XYZW) { if (slots[i].swizzle != SWIZZLE_XYZW) {
break; break;
} }
} }
struct variable_storage *storage; struct variable_storage *storage;
ir_to_mesa_dst_reg dst; ir_to_mesa_dst_reg dst;
if (i == statevar->num_elements) { if (i == ir->num_state_slots) {
/* We'll set the index later. */ /* We'll set the index later. */
storage = new(mem_ctx) variable_storage(ir, PROGRAM_STATE_VAR, -1); storage = new(mem_ctx) variable_storage(ir, PROGRAM_STATE_VAR, -1);
this->variables.push_tail(storage); this->variables.push_tail(storage);
dst = ir_to_mesa_undef_dst; dst = ir_to_mesa_undef_dst;
} else { } else {
/* The variable_storage constructor allocates slots based on the size
* of the type. However, this had better match the number of state
* elements that we're going to copy into the new temporary.
*/
assert(ir->num_state_slots == type_size(ir->type));
storage = new(mem_ctx) variable_storage(ir, PROGRAM_TEMPORARY, storage = new(mem_ctx) variable_storage(ir, PROGRAM_TEMPORARY,
this->next_temp); this->next_temp);
this->variables.push_tail(storage); this->variables.push_tail(storage);
@@ -808,29 +795,20 @@ ir_to_mesa_visitor::visit(ir_variable *ir)
} }
for (int a = 0; a < array_count; a++) { {
for (unsigned int i = 0; i < statevar->num_elements; i++) { for (unsigned int i = 0; i < ir->num_state_slots; i++) {
struct gl_builtin_uniform_element *element = &statevar->elements[i];
int tokens[STATE_LENGTH];
memcpy(tokens, element->tokens, sizeof(element->tokens));
if (ir->type->is_array()) {
tokens[1] = a;
}
int index = _mesa_add_state_reference(this->prog->Parameters, int index = _mesa_add_state_reference(this->prog->Parameters,
(gl_state_index *)tokens); (gl_state_index *)slots[i].tokens);
if (storage->file == PROGRAM_STATE_VAR) { if (storage->file == PROGRAM_STATE_VAR) {
if (storage->index == -1) { if (storage->index == -1) {
storage->index = index; storage->index = index;
} else { } else {
assert(index == assert(index == storage->index + (int)i);
(int)(storage->index + a * statevar->num_elements + i));
} }
} else { } else {
ir_to_mesa_src_reg src(PROGRAM_STATE_VAR, index, NULL); ir_to_mesa_src_reg src(PROGRAM_STATE_VAR, index, NULL);
src.swizzle = element->swizzle; src.swizzle = slots[i].swizzle;
ir_to_mesa_emit_op1(ir, OPCODE_MOV, dst, src); ir_to_mesa_emit_op1(ir, OPCODE_MOV, dst, src);
/* even a float takes up a whole vec4 reg in a struct/array. */ /* even a float takes up a whole vec4 reg in a struct/array. */
dst.index++; dst.index++;
@@ -838,7 +816,7 @@ ir_to_mesa_visitor::visit(ir_variable *ir)
} }
} }
if (storage->file == PROGRAM_TEMPORARY && if (storage->file == PROGRAM_TEMPORARY &&
dst.index != storage->index + type_size(ir->type)) { dst.index != storage->index + ir->num_state_slots) {
fail_link(this->shader_program, fail_link(this->shader_program,
"failed to load builtin uniform `%s' (%d/%d regs loaded)\n", "failed to load builtin uniform `%s' (%d/%d regs loaded)\n",
ir->name, dst.index - storage->index, ir->name, dst.index - storage->index,