glsl: rewrite clip/cull distance lowering pass
The last version of this broke clipping, and I had to spend sometime getting this working properly. I had to introduce a third pass to count the clip/cull totals, all due to one messy corner case. We have a piglit test tes-input-gl_ClipDistance.shader_test that doesn't actually output the clip distances, it just passes them like a varying from TCS->TES, the older lowering pass worked but to lower clip/cull we need to know the total number of clip+culls used to defined the new variable correctly, and to offset culls properly. This adds an extra pass that works out the sizes for clip/cull, then lowers gl_ClipDistance then gl_CullDistance into the new gl_ClipDistanceMESA. The pass checks using the fixed array sizes code if they array has been referenced, or is actually never used, and ignores it in the latter case. Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu> Signed-off-by: Dave Airlie <airlied@redhat.com>
This commit is contained in:
@@ -119,7 +119,7 @@ bool lower_variable_index_to_cond_assign(gl_shader_stage stage,
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bool lower_temp, bool lower_uniform);
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bool lower_quadop_vector(exec_list *instructions, bool dont_lower_swz);
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bool lower_const_arrays_to_uniforms(exec_list *instructions);
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bool lower_clip_distance(gl_shader *shader);
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bool lower_clip_cull_distance(struct gl_shader_program *prog, gl_shader *shader);
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void lower_output_reads(unsigned stage, exec_list *instructions);
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bool lower_packing_builtins(exec_list *instructions, int op_mask);
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void lower_shared_reference(struct gl_shader *shader, unsigned *shared_size);
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@@ -4663,7 +4663,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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goto done;
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if (ctx->Const.ShaderCompilerOptions[i].LowerCombinedClipCullDistance) {
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lower_clip_distance(prog->_LinkedShaders[i]);
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lower_clip_cull_distance(prog, prog->_LinkedShaders[i]);
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}
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if (ctx->Const.LowerTessLevel) {
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@@ -45,19 +45,41 @@
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* LowerCombinedClipCullDistance flag in gl_shader_compiler_options to true.
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*/
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#include "main/macros.h"
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#include "glsl_symbol_table.h"
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#include "ir_rvalue_visitor.h"
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#include "ir.h"
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#include "program/prog_instruction.h" /* For WRITEMASK_* */
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#define GLSL_CLIP_VAR_NAME "gl_ClipDistanceMESA"
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namespace {
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class lower_distance_visitor : public ir_rvalue_visitor {
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public:
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explicit lower_distance_visitor(gl_shader_stage shader_stage)
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explicit lower_distance_visitor(gl_shader_stage shader_stage,
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const char *in_name, int total_size,
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int offset)
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: progress(false), old_distance_out_var(NULL),
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old_distance_in_var(NULL), new_distance_out_var(NULL),
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new_distance_in_var(NULL), shader_stage(shader_stage)
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new_distance_in_var(NULL), shader_stage(shader_stage),
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in_name(in_name), total_size(total_size), offset(offset)
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{
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}
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explicit lower_distance_visitor(gl_shader_stage shader_stage,
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const char *in_name,
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const lower_distance_visitor *orig,
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int offset)
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: progress(false),
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old_distance_out_var(NULL),
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old_distance_in_var(NULL),
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new_distance_out_var(orig->new_distance_out_var),
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new_distance_in_var(orig->new_distance_in_var),
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shader_stage(shader_stage),
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in_name(in_name),
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total_size(orig->total_size),
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offset(offset)
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{
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}
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@@ -100,12 +122,15 @@ public:
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* Type of shader we are compiling (e.g. MESA_SHADER_VERTEX)
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*/
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const gl_shader_stage shader_stage;
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const char *in_name;
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int total_size;
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int offset;
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};
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} /* anonymous namespace */
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/**
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* Replace any declaration of gl_ClipDistance as an array of floats with a
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* Replace any declaration of 'in_name' as an array of floats with a
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* declaration of gl_ClipDistanceMESA as an array of vec4's.
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*/
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ir_visitor_status
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@@ -114,7 +139,7 @@ lower_distance_visitor::visit(ir_variable *ir)
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ir_variable **old_var;
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ir_variable **new_var;
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if (!ir->name || strcmp(ir->name, "gl_ClipDistance") != 0)
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if (!ir->name || strcmp(ir->name, in_name) != 0)
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return visit_continue;
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assert (ir->type->is_array());
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@@ -134,56 +159,52 @@ lower_distance_visitor::visit(ir_variable *ir)
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this->progress = true;
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if (!ir->type->fields.array->is_array()) {
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/* gl_ClipDistance (used for vertex, tessellation evaluation and
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* geometry output, and fragment input).
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*/
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assert((ir->data.mode == ir_var_shader_in &&
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this->shader_stage == MESA_SHADER_FRAGMENT) ||
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(ir->data.mode == ir_var_shader_out &&
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(this->shader_stage == MESA_SHADER_VERTEX ||
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this->shader_stage == MESA_SHADER_TESS_EVAL ||
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this->shader_stage == MESA_SHADER_GEOMETRY)));
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*old_var = ir;
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*old_var = ir;
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assert (ir->type->fields.array == glsl_type::float_type);
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unsigned new_size = (ir->type->array_size() + 3) / 4;
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if (!(*new_var)) {
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unsigned new_size = (total_size + 3) / 4;
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/* Clone the old var so that we inherit all of its properties */
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*new_var = ir->clone(ralloc_parent(ir), NULL);
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(*new_var)->name = ralloc_strdup(*new_var, GLSL_CLIP_VAR_NAME);
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(*new_var)->data.max_array_access = new_size - 1;
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/* And change the properties that we need to change */
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(*new_var)->name = ralloc_strdup(*new_var, "gl_ClipDistanceMESA");
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(*new_var)->type = glsl_type::get_array_instance(glsl_type::vec4_type,
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new_size);
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(*new_var)->data.max_array_access = ir->data.max_array_access / 4;
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if (!ir->type->fields.array->is_array()) {
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/* gl_ClipDistance (used for vertex, tessellation evaluation and
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* geometry output, and fragment input).
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*/
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assert((ir->data.mode == ir_var_shader_in &&
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this->shader_stage == MESA_SHADER_FRAGMENT) ||
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(ir->data.mode == ir_var_shader_out &&
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(this->shader_stage == MESA_SHADER_VERTEX ||
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this->shader_stage == MESA_SHADER_TESS_EVAL ||
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this->shader_stage == MESA_SHADER_GEOMETRY)));
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assert (ir->type->fields.array == glsl_type::float_type);
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/* And change the properties that we need to change */
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(*new_var)->type = glsl_type::get_array_instance(glsl_type::vec4_type,
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new_size);
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} else {
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/* 2D gl_ClipDistance (used for tessellation control, tessellation
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* evaluation and geometry input, and tessellation control output).
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*/
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assert((ir->data.mode == ir_var_shader_in &&
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(this->shader_stage == MESA_SHADER_GEOMETRY ||
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this->shader_stage == MESA_SHADER_TESS_EVAL)) ||
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this->shader_stage == MESA_SHADER_TESS_CTRL);
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assert (ir->type->fields.array->fields.array == glsl_type::float_type);
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/* And change the properties that we need to change */
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(*new_var)->type = glsl_type::get_array_instance(
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glsl_type::get_array_instance(glsl_type::vec4_type,
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new_size),
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ir->type->array_size());
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}
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ir->replace_with(*new_var);
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} else {
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/* 2D gl_ClipDistance (used for tessellation control, tessellation
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* evaluation and geometry input, and tessellation control output).
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*/
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assert((ir->data.mode == ir_var_shader_in &&
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(this->shader_stage == MESA_SHADER_GEOMETRY ||
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this->shader_stage == MESA_SHADER_TESS_EVAL)) ||
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this->shader_stage == MESA_SHADER_TESS_CTRL);
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*old_var = ir;
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assert (ir->type->fields.array->fields.array == glsl_type::float_type);
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unsigned new_size = (ir->type->fields.array->array_size() + 3) / 4;
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/* Clone the old var so that we inherit all of its properties */
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*new_var = ir->clone(ralloc_parent(ir), NULL);
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/* And change the properties that we need to change */
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(*new_var)->name = ralloc_strdup(*new_var, "gl_ClipDistanceMESA");
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(*new_var)->type = glsl_type::get_array_instance(
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glsl_type::get_array_instance(glsl_type::vec4_type,
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new_size),
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ir->type->array_size());
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(*new_var)->data.max_array_access = ir->data.max_array_access / 4;
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ir->replace_with(*new_var);
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ir->remove();
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}
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return visit_continue;
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@@ -219,7 +240,7 @@ lower_distance_visitor::create_indices(ir_rvalue *old_index,
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* creating expressions to calculate the lowered indices. Just create
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* constants.
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*/
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int const_val = old_index_constant->get_int_component(0);
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int const_val = old_index_constant->get_int_component(0) + offset;
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array_index = new(ctx) ir_constant(const_val / 4);
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swizzle_index = new(ctx) ir_constant(const_val % 4);
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} else {
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@@ -236,14 +257,20 @@ lower_distance_visitor::create_indices(ir_rvalue *old_index,
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* shift because that's likely to be more efficient.
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*/
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array_index = new(ctx) ir_expression(
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ir_binop_rshift, new(ctx) ir_dereference_variable(old_index_var),
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ir_binop_rshift,
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new(ctx) ir_expression(ir_binop_add,
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new(ctx) ir_dereference_variable(old_index_var),
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new(ctx) ir_constant(offset)),
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new(ctx) ir_constant(2));
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/* Create the expression distance_index % 4. Do this as a bitwise
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* AND because that's likely to be more efficient.
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*/
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swizzle_index = new(ctx) ir_expression(
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ir_binop_bit_and, new(ctx) ir_dereference_variable(old_index_var),
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ir_binop_bit_and,
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new(ctx) ir_expression(ir_binop_add,
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new(ctx) ir_dereference_variable(old_index_var),
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new(ctx) ir_constant(offset)),
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new(ctx) ir_constant(3));
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}
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}
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@@ -382,10 +409,10 @@ lower_distance_visitor::fix_lhs(ir_assignment *ir)
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ir_dereference *const new_lhs = (ir_dereference *) expr->operands[0];
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ir->rhs = new(mem_ctx) ir_expression(ir_triop_vector_insert,
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glsl_type::vec4_type,
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new_lhs->clone(mem_ctx, NULL),
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ir->rhs,
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expr->operands[1]);
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glsl_type::vec4_type,
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new_lhs->clone(mem_ctx, NULL),
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ir->rhs,
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expr->operands[1]);
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ir->set_lhs(new_lhs);
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ir->write_mask = WRITEMASK_XYZW;
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}
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@@ -557,18 +584,98 @@ lower_distance_visitor::visit_leave(ir_call *ir)
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return rvalue_visit(ir);
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}
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namespace {
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class lower_distance_visitor_counter : public ir_rvalue_visitor {
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public:
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explicit lower_distance_visitor_counter(void)
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: in_clip_size(0), in_cull_size(0),
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out_clip_size(0), out_cull_size(0)
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{
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}
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virtual ir_visitor_status visit(ir_variable *);
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virtual void handle_rvalue(ir_rvalue **rvalue);
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int in_clip_size;
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int in_cull_size;
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int out_clip_size;
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int out_cull_size;
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};
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}
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/**
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* Count gl_ClipDistance and gl_CullDistance sizes.
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*/
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ir_visitor_status
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lower_distance_visitor_counter::visit(ir_variable *ir)
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{
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int *clip_size, *cull_size;
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if (!ir->name)
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return visit_continue;
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if (ir->data.mode == ir_var_shader_out) {
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clip_size = &out_clip_size;
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cull_size = &out_cull_size;
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} else if (ir->data.mode == ir_var_shader_in) {
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clip_size = &in_clip_size;
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cull_size = &in_cull_size;
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} else
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return visit_continue;
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if (ir->type->is_unsized_array())
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return visit_continue;
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if (*clip_size == 0) {
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if (!strcmp(ir->name, "gl_ClipDistance")) {
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if (!ir->type->fields.array->is_array())
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*clip_size = ir->type->array_size();
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else
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*clip_size = ir->type->fields.array->array_size();
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}
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}
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if (*cull_size == 0) {
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if (!strcmp(ir->name, "gl_CullDistance")) {
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if (!ir->type->fields.array->is_array())
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*cull_size = ir->type->array_size();
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else
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*cull_size = ir->type->fields.array->array_size();
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}
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}
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return visit_continue;
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}
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void
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lower_distance_visitor_counter::handle_rvalue(ir_rvalue **rv)
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{
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return;
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}
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bool
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lower_clip_distance(gl_shader *shader)
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lower_clip_cull_distance(struct gl_shader_program *prog, gl_shader *shader)
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{
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lower_distance_visitor v(shader->Stage);
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int clip_size, cull_size;
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lower_distance_visitor_counter count;
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visit_list_elements(&count, shader->ir);
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clip_size = MAX2(count.in_clip_size, count.out_clip_size);
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cull_size = MAX2(count.in_cull_size, count.out_cull_size);
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if (clip_size == 0 && cull_size == 0)
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return false;
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lower_distance_visitor v(shader->Stage, "gl_ClipDistance", clip_size + cull_size, 0);
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visit_list_elements(&v, shader->ir);
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if (v.new_distance_out_var)
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shader->symbols->add_variable(v.new_distance_out_var);
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if (v.new_distance_in_var)
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shader->symbols->add_variable(v.new_distance_in_var);
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lower_distance_visitor v2(shader->Stage, "gl_CullDistance", &v, clip_size);
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visit_list_elements(&v2, shader->ir);
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return v.progress;
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if (v2.new_distance_out_var)
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shader->symbols->add_variable(v2.new_distance_out_var);
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if (v2.new_distance_in_var)
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shader->symbols->add_variable(v2.new_distance_in_var);
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return v2.progress;
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}
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Block a user