
- remove mtypes.h from most header files - add main/menums.h for often used definitions - remove main/core.h v2: fix radv build Reviewed-by: Brian Paul <brianp@vmware.com>
462 lines
16 KiB
C++
462 lines
16 KiB
C++
/*
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* Copyright © 2014 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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/**
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* \file lower_tess_level.cpp
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*
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* This pass accounts for the difference between the way gl_TessLevelOuter
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* and gl_TessLevelInner is declared in standard GLSL (as an array of
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* floats), and the way it is frequently implemented in hardware (as a vec4
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* and vec2).
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*
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* The declaration of gl_TessLevel* is replaced with a declaration
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* of gl_TessLevel*MESA, and any references to gl_TessLevel* are
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* translated to refer to gl_TessLevel*MESA with the appropriate
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* swizzling of array indices. For instance:
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*
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* gl_TessLevelOuter[i]
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*
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* is translated into:
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*
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* gl_TessLevelOuterMESA[i]
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*
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* Since some hardware may not internally represent gl_TessLevel* as a pair
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* of vec4's, this lowering pass is optional. To enable it, set the
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* LowerTessLevel flag in gl_shader_compiler_options to true.
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*/
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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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#include "main/mtypes.h"
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namespace {
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class lower_tess_level_visitor : public ir_rvalue_visitor {
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public:
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explicit lower_tess_level_visitor(gl_shader_stage shader_stage)
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: progress(false), old_tess_level_outer_var(NULL),
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old_tess_level_inner_var(NULL), new_tess_level_outer_var(NULL),
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new_tess_level_inner_var(NULL), shader_stage(shader_stage)
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{
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}
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virtual ir_visitor_status visit(ir_variable *);
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bool is_tess_level_array(ir_rvalue *ir);
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ir_rvalue *lower_tess_level_array(ir_rvalue *ir);
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virtual ir_visitor_status visit_leave(ir_assignment *);
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void visit_new_assignment(ir_assignment *ir);
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virtual ir_visitor_status visit_leave(ir_call *);
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virtual void handle_rvalue(ir_rvalue **rvalue);
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void fix_lhs(ir_assignment *);
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bool progress;
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/**
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* Pointer to the declaration of gl_TessLevel*, if found.
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*/
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ir_variable *old_tess_level_outer_var;
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ir_variable *old_tess_level_inner_var;
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/**
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* Pointer to the newly-created gl_TessLevel*MESA variables.
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*/
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ir_variable *new_tess_level_outer_var;
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ir_variable *new_tess_level_inner_var;
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/**
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* Type of shader we are compiling (e.g. MESA_SHADER_TESS_CTRL)
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*/
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const gl_shader_stage shader_stage;
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};
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} /* anonymous namespace */
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/**
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* Replace any declaration of gl_TessLevel* as an array of floats with a
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* declaration of gl_TessLevel*MESA as a vec4.
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*/
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ir_visitor_status
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lower_tess_level_visitor::visit(ir_variable *ir)
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{
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if ((!ir->name) ||
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((strcmp(ir->name, "gl_TessLevelInner") != 0) &&
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(strcmp(ir->name, "gl_TessLevelOuter") != 0)))
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return visit_continue;
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assert (ir->type->is_array());
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if (strcmp(ir->name, "gl_TessLevelOuter") == 0) {
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if (this->old_tess_level_outer_var)
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return visit_continue;
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old_tess_level_outer_var = ir;
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assert(ir->type->fields.array == glsl_type::float_type);
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/* Clone the old var so that we inherit all of its properties */
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new_tess_level_outer_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_tess_level_outer_var->name = ralloc_strdup(new_tess_level_outer_var,
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"gl_TessLevelOuterMESA");
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new_tess_level_outer_var->type = glsl_type::vec4_type;
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new_tess_level_outer_var->data.max_array_access = 0;
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ir->replace_with(new_tess_level_outer_var);
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} else if (strcmp(ir->name, "gl_TessLevelInner") == 0) {
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if (this->old_tess_level_inner_var)
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return visit_continue;
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old_tess_level_inner_var = ir;
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assert(ir->type->fields.array == glsl_type::float_type);
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/* Clone the old var so that we inherit all of its properties */
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new_tess_level_inner_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_tess_level_inner_var->name = ralloc_strdup(new_tess_level_inner_var,
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"gl_TessLevelInnerMESA");
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new_tess_level_inner_var->type = glsl_type::vec2_type;
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new_tess_level_inner_var->data.max_array_access = 0;
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ir->replace_with(new_tess_level_inner_var);
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} else {
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assert(0);
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}
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this->progress = true;
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return visit_continue;
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}
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/**
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* Determine whether the given rvalue describes an array of floats that
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* needs to be lowered to a vec4; that is, determine whether it
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* matches one of the following patterns:
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*
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* - gl_TessLevelOuter
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* - gl_TessLevelInner
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*/
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bool
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lower_tess_level_visitor::is_tess_level_array(ir_rvalue *ir)
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{
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if (!ir->type->is_array())
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return false;
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if (ir->type->fields.array != glsl_type::float_type)
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return false;
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if (this->old_tess_level_outer_var) {
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if (ir->variable_referenced() == this->old_tess_level_outer_var)
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return true;
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}
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if (this->old_tess_level_inner_var) {
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if (ir->variable_referenced() == this->old_tess_level_inner_var)
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return true;
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}
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return false;
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}
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/**
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* If the given ir satisfies is_tess_level_array(), return new ir
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* representing its lowered equivalent. That is, map:
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*
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* - gl_TessLevelOuter => gl_TessLevelOuterMESA
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* - gl_TessLevelInner => gl_TessLevelInnerMESA
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*
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* Otherwise return NULL.
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*/
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ir_rvalue *
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lower_tess_level_visitor::lower_tess_level_array(ir_rvalue *ir)
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{
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if (!ir->type->is_array())
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return NULL;
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if (ir->type->fields.array != glsl_type::float_type)
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return NULL;
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ir_variable **new_var = NULL;
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if (this->old_tess_level_outer_var) {
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if (ir->variable_referenced() == this->old_tess_level_outer_var)
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new_var = &this->new_tess_level_outer_var;
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}
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if (this->old_tess_level_inner_var) {
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if (ir->variable_referenced() == this->old_tess_level_inner_var)
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new_var = &this->new_tess_level_inner_var;
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}
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if (new_var == NULL)
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return NULL;
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assert(ir->as_dereference_variable());
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return new(ralloc_parent(ir)) ir_dereference_variable(*new_var);
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}
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void
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lower_tess_level_visitor::handle_rvalue(ir_rvalue **rv)
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{
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if (*rv == NULL)
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return;
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ir_dereference_array *const array_deref = (*rv)->as_dereference_array();
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if (array_deref == NULL)
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return;
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/* Replace any expression that indexes one of the floats in gl_TessLevel*
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* with an expression that indexes into one of the vec4's
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* gl_TessLevel*MESA and accesses the appropriate component.
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*/
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ir_rvalue *lowered_vec4 =
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this->lower_tess_level_array(array_deref->array);
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if (lowered_vec4 != NULL) {
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this->progress = true;
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void *mem_ctx = ralloc_parent(array_deref);
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ir_expression *const expr =
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new(mem_ctx) ir_expression(ir_binop_vector_extract,
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lowered_vec4,
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array_deref->array_index);
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*rv = expr;
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}
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}
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void
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lower_tess_level_visitor::fix_lhs(ir_assignment *ir)
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{
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if (ir->lhs->ir_type != ir_type_expression)
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return;
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void *mem_ctx = ralloc_parent(ir);
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ir_expression *const expr = (ir_expression *) ir->lhs;
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/* The expression must be of the form:
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*
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* (vector_extract gl_TessLevel*MESA, j).
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*/
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assert(expr->operation == ir_binop_vector_extract);
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assert(expr->operands[0]->ir_type == ir_type_dereference_variable);
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assert((expr->operands[0]->type == glsl_type::vec4_type) ||
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(expr->operands[0]->type == glsl_type::vec2_type));
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ir_dereference *const new_lhs = (ir_dereference *) expr->operands[0];
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ir_constant *old_index_constant =
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expr->operands[1]->constant_expression_value(mem_ctx);
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if (!old_index_constant) {
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ir->rhs = new(mem_ctx) ir_expression(ir_triop_vector_insert,
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expr->operands[0]->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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}
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ir->set_lhs(new_lhs);
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if (old_index_constant) {
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/* gl_TessLevel* is being accessed via a constant index. Don't bother
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* creating a vector insert op. Just use a write mask.
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*/
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ir->write_mask = 1 << old_index_constant->get_int_component(0);
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} else {
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ir->write_mask = (1 << expr->operands[0]->type->vector_elements) - 1;
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}
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}
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/**
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* Replace any assignment having a gl_TessLevel* (undereferenced) as
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* its LHS or RHS with a sequence of assignments, one for each component of
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* the array. Each of these assignments is lowered to refer to
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* gl_TessLevel*MESA as appropriate.
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*/
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ir_visitor_status
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lower_tess_level_visitor::visit_leave(ir_assignment *ir)
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{
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/* First invoke the base class visitor. This causes handle_rvalue() to be
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* called on ir->rhs and ir->condition.
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*/
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ir_rvalue_visitor::visit_leave(ir);
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if (this->is_tess_level_array(ir->lhs) ||
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this->is_tess_level_array(ir->rhs)) {
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/* LHS or RHS of the assignment is the entire gl_TessLevel* array.
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* Since we are
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* reshaping gl_TessLevel* from an array of floats to a
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* vec4, this isn't going to work as a bulk assignment anymore, so
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* unroll it to element-by-element assignments and lower each of them.
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*
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* Note: to unroll into element-by-element assignments, we need to make
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* clones of the LHS and RHS. This is safe because expressions and
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* l-values are side-effect free.
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*/
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void *ctx = ralloc_parent(ir);
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int array_size = ir->lhs->type->array_size();
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for (int i = 0; i < array_size; ++i) {
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ir_dereference_array *new_lhs = new(ctx) ir_dereference_array(
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ir->lhs->clone(ctx, NULL), new(ctx) ir_constant(i));
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ir_dereference_array *new_rhs = new(ctx) ir_dereference_array(
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ir->rhs->clone(ctx, NULL), new(ctx) ir_constant(i));
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this->handle_rvalue((ir_rvalue **) &new_rhs);
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/* Handle the LHS after creating the new assignment. This must
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* happen in this order because handle_rvalue may replace the old LHS
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* with an ir_expression of ir_binop_vector_extract. Since this is
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* not a valide l-value, this will cause an assertion in the
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* ir_assignment constructor to fail.
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*
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* If this occurs, replace the mangled LHS with a dereference of the
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* vector, and replace the RHS with an ir_triop_vector_insert.
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*/
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ir_assignment *const assign = new(ctx) ir_assignment(new_lhs, new_rhs);
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this->handle_rvalue((ir_rvalue **) &assign->lhs);
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this->fix_lhs(assign);
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this->base_ir->insert_before(assign);
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}
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ir->remove();
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return visit_continue;
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}
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/* Handle the LHS as if it were an r-value. Normally
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* rvalue_visit(ir_assignment *) only visits the RHS, but we need to lower
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* expressions in the LHS as well.
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*
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* This may cause the LHS to get replaced with an ir_expression of
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* ir_binop_vector_extract. If this occurs, replace it with a dereference
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* of the vector, and replace the RHS with an ir_triop_vector_insert.
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*/
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handle_rvalue((ir_rvalue **)&ir->lhs);
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this->fix_lhs(ir);
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return rvalue_visit(ir);
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}
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/**
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* Set up base_ir properly and call visit_leave() on a newly created
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* ir_assignment node. This is used in cases where we have to insert an
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* ir_assignment in a place where we know the hierarchical visitor won't see
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* it.
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*/
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void
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lower_tess_level_visitor::visit_new_assignment(ir_assignment *ir)
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{
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ir_instruction *old_base_ir = this->base_ir;
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this->base_ir = ir;
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ir->accept(this);
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this->base_ir = old_base_ir;
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}
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/**
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* If a gl_TessLevel* variable appears as an argument in an ir_call
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* expression, replace it with a temporary variable, and make sure the ir_call
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* is preceded and/or followed by assignments that copy the contents of the
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* temporary variable to and/or from gl_TessLevel*. Each of these
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* assignments is then lowered to refer to gl_TessLevel*MESA.
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*/
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ir_visitor_status
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lower_tess_level_visitor::visit_leave(ir_call *ir)
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{
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void *ctx = ralloc_parent(ir);
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const exec_node *formal_param_node = ir->callee->parameters.get_head_raw();
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const exec_node *actual_param_node = ir->actual_parameters.get_head_raw();
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while (!actual_param_node->is_tail_sentinel()) {
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ir_variable *formal_param = (ir_variable *) formal_param_node;
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ir_rvalue *actual_param = (ir_rvalue *) actual_param_node;
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/* Advance formal_param_node and actual_param_node now so that we can
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* safely replace actual_param with another node, if necessary, below.
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*/
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formal_param_node = formal_param_node->next;
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actual_param_node = actual_param_node->next;
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if (!this->is_tess_level_array(actual_param))
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continue;
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/* User is trying to pass a whole gl_TessLevel* array to a function
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* call. Since we are reshaping gl_TessLevel* from an array of floats
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* to a vec4, this isn't going to work anymore, so use a temporary
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* array instead.
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*/
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ir_variable *temp = new(ctx) ir_variable(
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actual_param->type, "temp_tess_level", ir_var_temporary);
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this->base_ir->insert_before(temp);
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actual_param->replace_with(
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new(ctx) ir_dereference_variable(temp));
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if (formal_param->data.mode == ir_var_function_in
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|| formal_param->data.mode == ir_var_function_inout) {
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/* Copy from gl_TessLevel* to the temporary before the call.
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* Since we are going to insert this copy before the current
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* instruction, we need to visit it afterwards to make sure it
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* gets lowered.
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*/
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ir_assignment *new_assignment = new(ctx) ir_assignment(
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new(ctx) ir_dereference_variable(temp),
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actual_param->clone(ctx, NULL));
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this->base_ir->insert_before(new_assignment);
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this->visit_new_assignment(new_assignment);
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}
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if (formal_param->data.mode == ir_var_function_out
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|| formal_param->data.mode == ir_var_function_inout) {
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/* Copy from the temporary to gl_TessLevel* after the call.
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* Since visit_list_elements() has already decided which
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* instruction it's going to visit next, we need to visit
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* afterwards to make sure it gets lowered.
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*/
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ir_assignment *new_assignment = new(ctx) ir_assignment(
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actual_param->clone(ctx, NULL),
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new(ctx) ir_dereference_variable(temp));
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this->base_ir->insert_after(new_assignment);
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this->visit_new_assignment(new_assignment);
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}
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}
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return rvalue_visit(ir);
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}
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bool
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lower_tess_level(gl_linked_shader *shader)
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{
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if ((shader->Stage != MESA_SHADER_TESS_CTRL) &&
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(shader->Stage != MESA_SHADER_TESS_EVAL))
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return false;
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lower_tess_level_visitor v(shader->Stage);
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visit_list_elements(&v, shader->ir);
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if (v.new_tess_level_outer_var)
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shader->symbols->add_variable(v.new_tess_level_outer_var);
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if (v.new_tess_level_inner_var)
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shader->symbols->add_variable(v.new_tess_level_inner_var);
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return v.progress;
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}
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