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:
Dave Airlie
2016-05-16 08:47:32 +10:00
parent 8c628ab13e
commit a08c4ebbe8
3 changed files with 169 additions and 62 deletions

View File

@@ -119,7 +119,7 @@ bool lower_variable_index_to_cond_assign(gl_shader_stage stage,
bool lower_temp, bool lower_uniform);
bool lower_quadop_vector(exec_list *instructions, bool dont_lower_swz);
bool lower_const_arrays_to_uniforms(exec_list *instructions);
bool lower_clip_distance(gl_shader *shader);
bool lower_clip_cull_distance(struct gl_shader_program *prog, gl_shader *shader);
void lower_output_reads(unsigned stage, exec_list *instructions);
bool lower_packing_builtins(exec_list *instructions, int op_mask);
void lower_shared_reference(struct gl_shader *shader, unsigned *shared_size);

View File

@@ -4663,7 +4663,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
goto done;
if (ctx->Const.ShaderCompilerOptions[i].LowerCombinedClipCullDistance) {
lower_clip_distance(prog->_LinkedShaders[i]);
lower_clip_cull_distance(prog, prog->_LinkedShaders[i]);
}
if (ctx->Const.LowerTessLevel) {

View File

@@ -45,19 +45,41 @@
* LowerCombinedClipCullDistance flag in gl_shader_compiler_options to true.
*/
#include "main/macros.h"
#include "glsl_symbol_table.h"
#include "ir_rvalue_visitor.h"
#include "ir.h"
#include "program/prog_instruction.h" /* For WRITEMASK_* */
#define GLSL_CLIP_VAR_NAME "gl_ClipDistanceMESA"
namespace {
class lower_distance_visitor : public ir_rvalue_visitor {
public:
explicit lower_distance_visitor(gl_shader_stage shader_stage)
explicit lower_distance_visitor(gl_shader_stage shader_stage,
const char *in_name, int total_size,
int offset)
: progress(false), old_distance_out_var(NULL),
old_distance_in_var(NULL), new_distance_out_var(NULL),
new_distance_in_var(NULL), shader_stage(shader_stage)
new_distance_in_var(NULL), shader_stage(shader_stage),
in_name(in_name), total_size(total_size), offset(offset)
{
}
explicit lower_distance_visitor(gl_shader_stage shader_stage,
const char *in_name,
const lower_distance_visitor *orig,
int offset)
: progress(false),
old_distance_out_var(NULL),
old_distance_in_var(NULL),
new_distance_out_var(orig->new_distance_out_var),
new_distance_in_var(orig->new_distance_in_var),
shader_stage(shader_stage),
in_name(in_name),
total_size(orig->total_size),
offset(offset)
{
}
@@ -100,12 +122,15 @@ public:
* Type of shader we are compiling (e.g. MESA_SHADER_VERTEX)
*/
const gl_shader_stage shader_stage;
const char *in_name;
int total_size;
int offset;
};
} /* anonymous namespace */
/**
* Replace any declaration of gl_ClipDistance as an array of floats with a
* Replace any declaration of 'in_name' as an array of floats with a
* declaration of gl_ClipDistanceMESA as an array of vec4's.
*/
ir_visitor_status
@@ -114,7 +139,7 @@ lower_distance_visitor::visit(ir_variable *ir)
ir_variable **old_var;
ir_variable **new_var;
if (!ir->name || strcmp(ir->name, "gl_ClipDistance") != 0)
if (!ir->name || strcmp(ir->name, in_name) != 0)
return visit_continue;
assert (ir->type->is_array());
@@ -134,56 +159,52 @@ lower_distance_visitor::visit(ir_variable *ir)
this->progress = true;
if (!ir->type->fields.array->is_array()) {
/* gl_ClipDistance (used for vertex, tessellation evaluation and
* geometry output, and fragment input).
*/
assert((ir->data.mode == ir_var_shader_in &&
this->shader_stage == MESA_SHADER_FRAGMENT) ||
(ir->data.mode == ir_var_shader_out &&
(this->shader_stage == MESA_SHADER_VERTEX ||
this->shader_stage == MESA_SHADER_TESS_EVAL ||
this->shader_stage == MESA_SHADER_GEOMETRY)));
*old_var = ir;
*old_var = ir;
assert (ir->type->fields.array == glsl_type::float_type);
unsigned new_size = (ir->type->array_size() + 3) / 4;
if (!(*new_var)) {
unsigned new_size = (total_size + 3) / 4;
/* Clone the old var so that we inherit all of its properties */
*new_var = ir->clone(ralloc_parent(ir), NULL);
(*new_var)->name = ralloc_strdup(*new_var, GLSL_CLIP_VAR_NAME);
(*new_var)->data.max_array_access = new_size - 1;
/* And change the properties that we need to change */
(*new_var)->name = ralloc_strdup(*new_var, "gl_ClipDistanceMESA");
(*new_var)->type = glsl_type::get_array_instance(glsl_type::vec4_type,
new_size);
(*new_var)->data.max_array_access = ir->data.max_array_access / 4;
if (!ir->type->fields.array->is_array()) {
/* gl_ClipDistance (used for vertex, tessellation evaluation and
* geometry output, and fragment input).
*/
assert((ir->data.mode == ir_var_shader_in &&
this->shader_stage == MESA_SHADER_FRAGMENT) ||
(ir->data.mode == ir_var_shader_out &&
(this->shader_stage == MESA_SHADER_VERTEX ||
this->shader_stage == MESA_SHADER_TESS_EVAL ||
this->shader_stage == MESA_SHADER_GEOMETRY)));
assert (ir->type->fields.array == glsl_type::float_type);
/* And change the properties that we need to change */
(*new_var)->type = glsl_type::get_array_instance(glsl_type::vec4_type,
new_size);
} else {
/* 2D gl_ClipDistance (used for tessellation control, tessellation
* evaluation and geometry input, and tessellation control output).
*/
assert((ir->data.mode == ir_var_shader_in &&
(this->shader_stage == MESA_SHADER_GEOMETRY ||
this->shader_stage == MESA_SHADER_TESS_EVAL)) ||
this->shader_stage == MESA_SHADER_TESS_CTRL);
assert (ir->type->fields.array->fields.array == glsl_type::float_type);
/* And change the properties that we need to change */
(*new_var)->type = glsl_type::get_array_instance(
glsl_type::get_array_instance(glsl_type::vec4_type,
new_size),
ir->type->array_size());
}
ir->replace_with(*new_var);
} else {
/* 2D gl_ClipDistance (used for tessellation control, tessellation
* evaluation and geometry input, and tessellation control output).
*/
assert((ir->data.mode == ir_var_shader_in &&
(this->shader_stage == MESA_SHADER_GEOMETRY ||
this->shader_stage == MESA_SHADER_TESS_EVAL)) ||
this->shader_stage == MESA_SHADER_TESS_CTRL);
*old_var = ir;
assert (ir->type->fields.array->fields.array == glsl_type::float_type);
unsigned new_size = (ir->type->fields.array->array_size() + 3) / 4;
/* Clone the old var so that we inherit all of its properties */
*new_var = ir->clone(ralloc_parent(ir), NULL);
/* And change the properties that we need to change */
(*new_var)->name = ralloc_strdup(*new_var, "gl_ClipDistanceMESA");
(*new_var)->type = glsl_type::get_array_instance(
glsl_type::get_array_instance(glsl_type::vec4_type,
new_size),
ir->type->array_size());
(*new_var)->data.max_array_access = ir->data.max_array_access / 4;
ir->replace_with(*new_var);
ir->remove();
}
return visit_continue;
@@ -219,7 +240,7 @@ lower_distance_visitor::create_indices(ir_rvalue *old_index,
* creating expressions to calculate the lowered indices. Just create
* constants.
*/
int const_val = old_index_constant->get_int_component(0);
int const_val = old_index_constant->get_int_component(0) + offset;
array_index = new(ctx) ir_constant(const_val / 4);
swizzle_index = new(ctx) ir_constant(const_val % 4);
} else {
@@ -236,14 +257,20 @@ lower_distance_visitor::create_indices(ir_rvalue *old_index,
* shift because that's likely to be more efficient.
*/
array_index = new(ctx) ir_expression(
ir_binop_rshift, new(ctx) ir_dereference_variable(old_index_var),
ir_binop_rshift,
new(ctx) ir_expression(ir_binop_add,
new(ctx) ir_dereference_variable(old_index_var),
new(ctx) ir_constant(offset)),
new(ctx) ir_constant(2));
/* Create the expression distance_index % 4. Do this as a bitwise
* AND because that's likely to be more efficient.
*/
swizzle_index = new(ctx) ir_expression(
ir_binop_bit_and, new(ctx) ir_dereference_variable(old_index_var),
ir_binop_bit_and,
new(ctx) ir_expression(ir_binop_add,
new(ctx) ir_dereference_variable(old_index_var),
new(ctx) ir_constant(offset)),
new(ctx) ir_constant(3));
}
}
@@ -382,10 +409,10 @@ lower_distance_visitor::fix_lhs(ir_assignment *ir)
ir_dereference *const new_lhs = (ir_dereference *) expr->operands[0];
ir->rhs = new(mem_ctx) ir_expression(ir_triop_vector_insert,
glsl_type::vec4_type,
new_lhs->clone(mem_ctx, NULL),
ir->rhs,
expr->operands[1]);
glsl_type::vec4_type,
new_lhs->clone(mem_ctx, NULL),
ir->rhs,
expr->operands[1]);
ir->set_lhs(new_lhs);
ir->write_mask = WRITEMASK_XYZW;
}
@@ -557,18 +584,98 @@ lower_distance_visitor::visit_leave(ir_call *ir)
return rvalue_visit(ir);
}
namespace {
class lower_distance_visitor_counter : public ir_rvalue_visitor {
public:
explicit lower_distance_visitor_counter(void)
: in_clip_size(0), in_cull_size(0),
out_clip_size(0), out_cull_size(0)
{
}
virtual ir_visitor_status visit(ir_variable *);
virtual void handle_rvalue(ir_rvalue **rvalue);
int in_clip_size;
int in_cull_size;
int out_clip_size;
int out_cull_size;
};
}
/**
* Count gl_ClipDistance and gl_CullDistance sizes.
*/
ir_visitor_status
lower_distance_visitor_counter::visit(ir_variable *ir)
{
int *clip_size, *cull_size;
if (!ir->name)
return visit_continue;
if (ir->data.mode == ir_var_shader_out) {
clip_size = &out_clip_size;
cull_size = &out_cull_size;
} else if (ir->data.mode == ir_var_shader_in) {
clip_size = &in_clip_size;
cull_size = &in_cull_size;
} else
return visit_continue;
if (ir->type->is_unsized_array())
return visit_continue;
if (*clip_size == 0) {
if (!strcmp(ir->name, "gl_ClipDistance")) {
if (!ir->type->fields.array->is_array())
*clip_size = ir->type->array_size();
else
*clip_size = ir->type->fields.array->array_size();
}
}
if (*cull_size == 0) {
if (!strcmp(ir->name, "gl_CullDistance")) {
if (!ir->type->fields.array->is_array())
*cull_size = ir->type->array_size();
else
*cull_size = ir->type->fields.array->array_size();
}
}
return visit_continue;
}
void
lower_distance_visitor_counter::handle_rvalue(ir_rvalue **rv)
{
return;
}
bool
lower_clip_distance(gl_shader *shader)
lower_clip_cull_distance(struct gl_shader_program *prog, gl_shader *shader)
{
lower_distance_visitor v(shader->Stage);
int clip_size, cull_size;
lower_distance_visitor_counter count;
visit_list_elements(&count, shader->ir);
clip_size = MAX2(count.in_clip_size, count.out_clip_size);
cull_size = MAX2(count.in_cull_size, count.out_cull_size);
if (clip_size == 0 && cull_size == 0)
return false;
lower_distance_visitor v(shader->Stage, "gl_ClipDistance", clip_size + cull_size, 0);
visit_list_elements(&v, shader->ir);
if (v.new_distance_out_var)
shader->symbols->add_variable(v.new_distance_out_var);
if (v.new_distance_in_var)
shader->symbols->add_variable(v.new_distance_in_var);
lower_distance_visitor v2(shader->Stage, "gl_CullDistance", &v, clip_size);
visit_list_elements(&v2, shader->ir);
return v.progress;
if (v2.new_distance_out_var)
shader->symbols->add_variable(v2.new_distance_out_var);
if (v2.new_distance_in_var)
shader->symbols->add_variable(v2.new_distance_in_var);
return v2.progress;
}