glsl: Add support for comparing function parameter conversions
The ARB_gpu_shader5 spec says: "To determine whether the conversion for a single argument in one match is better than that for another match, the following rules are applied, in order: 1. An exact match is better than a match involving any implicit conversion. 2. A match involving an implicit conversion from float to double is better than a match involving any other implicit conversion. 3. A match involving an implicit conversion from either int or uint to float is better than a match involving an implicit conversion from either int or uint to double. If none of the rules above apply to a particular pair of conversions, neither conversion is considered better than the other." V3: Add spec citation, including oddball difference between gs5 and GLSL 4.0; comment a bit better as per Jordan's suggestions. Signed-off-by: Chris Forbes <chrisf@ijw.co.nz> Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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@@ -117,6 +117,81 @@ parameter_lists_match(_mesa_glsl_parse_state *state,
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}
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/* Classes of parameter match, sorted (mostly) best matches first.
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* See is_better_parameter_match() below for the exceptions.
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* */
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typedef enum {
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PARAMETER_EXACT_MATCH,
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PARAMETER_FLOAT_TO_DOUBLE,
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PARAMETER_INT_TO_FLOAT,
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PARAMETER_INT_TO_DOUBLE,
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PARAMETER_OTHER_CONVERSION,
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} parameter_match_t;
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static parameter_match_t
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get_parameter_match_type(const ir_variable *param,
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const ir_rvalue *actual)
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{
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const glsl_type *from_type;
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const glsl_type *to_type;
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if (param->data.mode == ir_var_function_out) {
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from_type = param->type;
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to_type = actual->type;
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} else {
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from_type = actual->type;
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to_type = param->type;
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}
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if (from_type == to_type)
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return PARAMETER_EXACT_MATCH;
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/* XXX: When ARB_gpu_shader_fp64 support is added, check for float->double,
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* and int/uint->double conversions
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*/
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if (to_type->base_type == GLSL_TYPE_FLOAT)
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return PARAMETER_INT_TO_FLOAT;
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/* int -> uint and any other oddball conversions */
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return PARAMETER_OTHER_CONVERSION;
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}
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static bool
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is_better_parameter_match(parameter_match_t a_match,
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parameter_match_t b_match)
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{
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/* From section 6.1 of the GLSL 4.00 spec (and the ARB_gpu_shader5 spec):
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*
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* 1. An exact match is better than a match involving any implicit
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* conversion.
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*
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* 2. A match involving an implicit conversion from float to double
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* is better than match involving any other implicit conversion.
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*
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* [XXX: Not in GLSL 4.0: Only in ARB_gpu_shader5:
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* 3. A match involving an implicit conversion from either int or uint
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* to float is better than a match involving an implicit conversion
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* from either int or uint to double.]
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*
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* If none of the rules above apply to a particular pair of conversions,
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* neither conversion is considered better than the other.
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*
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* --
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*
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* Notably, the int->uint conversion is *not* considered to be better
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* or worse than int/uint->float or int/uint->double.
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*/
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if (a_match >= PARAMETER_INT_TO_FLOAT && b_match == PARAMETER_OTHER_CONVERSION)
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return false;
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return a_match < b_match;
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}
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static ir_function_signature *
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choose_best_inexact_overload(_mesa_glsl_parse_state *state,
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const exec_list *actual_parameters,
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@@ -173,7 +248,8 @@ ir_function::matching_signature(_mesa_glsl_parse_state *state,
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free(inexact_matches);
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return sig;
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case PARAMETER_LIST_INEXACT_MATCH:
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inexact_matches = realloc(inexact_matches,
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inexact_matches = (ir_function_signature **)
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realloc(inexact_matches,
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sizeof(*inexact_matches) *
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(num_inexact_matches + 1));
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assert(inexact_matches);
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