* \file lower_distance.cpp
*
* This pass accounts for the difference between the way
- * gl_ClipDistance or gl_CullDistance is declared in standard GLSL
- * (as an array of floats), and the way it is frequently implemented
- * in hardware (as a pair of vec4s, with four clip or cull distances
- * packed into each).
+ * gl_ClipDistance is declared in standard GLSL (as an array of
+ * floats), and the way it is frequently implemented in hardware (as
+ * a pair of vec4s, with four clip distances packed into each).
*
- * The declarations of gl_ClipDistance or gl_CullDistance are replaced
- * with a single declaration of gl_ClipDistanceMESA.
- * Any references to the original gl_ClipDistance or gl_CullDistance
- * are translated to refer to gl_ClipDistanceMESA with the appropriate
- * swizzling of array indices.
- * For instance:
+ * The declaration of gl_ClipDistance is replaced with a declaration
+ * of gl_ClipDistanceMESA, and any references to gl_ClipDistance are
+ * translated to refer to gl_ClipDistanceMESA with the appropriate
+ * swizzling of array indices. For instance:
*
* gl_ClipDistance[i]
*
*
* gl_ClipDistanceMESA[i>>2][i&3]
*
- * Since some hardware may not internally represent these arrays as a
- * pair of vec4's, this lowering pass is optional. To enable it, set
- * the LowerCombinedClipCullDistance flag in gl_shader_compiler_options to true.
+ * Since some hardware may not internally represent gl_ClipDistance as a pair
+ * of vec4's, this lowering pass is optional. To enable it, set the
+ * 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_* */
+#include "main/mtypes.h"
+
+#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,
- const char *in_name, ir_variable *out_var,
- int num_clip_dist, int num_cull_dist,
- bool is_cull, bool replace_var)
+ 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),
- in_name(in_name), out_var(out_var),
- num_clip_dist(num_clip_dist), num_cull_dist(num_cull_dist),
- is_cull(is_cull), replace_var(replace_var)
+ 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)
{
}
bool progress;
/**
- * Pointer to the declaration of ou arrays, if found.
+ * Pointer to the declaration of gl_ClipDistance, if found.
*
* Note:
*
ir_variable *old_distance_in_var;
/**
- * Pointer to the newly-created variable.
+ * Pointer to the newly-created gl_ClipDistanceMESA variable.
*/
ir_variable *new_distance_out_var;
ir_variable *new_distance_in_var;
* Type of shader we are compiling (e.g. MESA_SHADER_VERTEX)
*/
const gl_shader_stage shader_stage;
-
- /**
- * Identifier of the variables we manipulate
- */
-
const char *in_name;
-
- ir_variable *out_var;
- uint8_t num_clip_dist;
- uint8_t num_cull_dist;
- bool is_cull;
- bool replace_var;
+ int total_size;
+ int offset;
};
} /* anonymous namespace */
-
/**
- * Replace any declaration of in_name as an array of floats with a
- * declaration of out_name as an array of vec4's.
+ * 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
lower_distance_visitor::visit(ir_variable *ir)
ir_variable **old_var;
ir_variable **new_var;
- if (!ir->name || strcmp(in_name, ir->name) != 0)
+ if (!ir->name || strcmp(ir->name, in_name) != 0)
return visit_continue;
assert (ir->type->is_array());
this->progress = true;
- if (!ir->type->fields.array->is_array()) {
- /* gl_ClipDistance / gl_CullDistance (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;
- assert (ir->type->fields.array == glsl_type::float_type);
- *new_var = out_var;
- if (replace_var == true) {
- ir->replace_with(*new_var);
- replace_var = false;
+ *old_var = ir;
+
+ 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.location = VARYING_SLOT_CLIP_DIST0;
+
+ 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);
+ (*new_var)->data.max_array_access = new_size - 1;
+
+ /* And change the properties that we need to change */
+ (*new_var)->type = glsl_type::get_array_instance(glsl_type::vec4_type,
+ new_size);
} else {
- ir->remove();
+ /* 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 / gl_CullDistance (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);
- *new_var = out_var;
- if (replace_var == true) {
- ir->replace_with(*new_var);
- replace_var = false;
- } else {
- ir->remove();
- }
+ ir->remove();
}
return visit_continue;
/**
- * Create the necessary GLSL rvalues to index into out_name based
+ * Create the necessary GLSL rvalues to index into gl_ClipDistanceMESA based
* on the rvalue previously used to index into gl_ClipDistance.
*
- * \param array_index Selects one of the vec4's in out_name
+ * \param array_index Selects one of the vec4's in gl_ClipDistanceMESA
* \param swizzle_index Selects a component within the vec4 selected by
* array_index.
*/
old_index = new(ctx) ir_expression(ir_unop_u2i, old_index);
}
- ir_constant *old_index_constant = old_index->constant_expression_value();
+ ir_constant *old_index_constant =
+ old_index->constant_expression_value(ctx);
if (old_index_constant) {
- /* gl_ClipDistance / gl_CullDistance is being accessed via a constant
- * index. Don't bother creating expressions to calculate the lowered
- * indices. Just create constants.
+ /* gl_ClipDistance is being accessed via a constant index. Don't bother
+ * creating expressions to calculate the lowered indices. Just create
+ * constants.
*/
- int const_val = old_index_constant->get_int_component(0);
- uint8_t offset = is_cull ? num_clip_dist : 0;
- array_index = new(ctx) ir_constant((const_val + offset) / 4);
- swizzle_index = new(ctx) ir_constant((const_val + offset) % 4);
+ 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 {
/* Create a variable to hold the value of old_index (so that we
* don't compute it twice).
this->base_ir->insert_before(new(ctx) ir_assignment(
new(ctx) ir_dereference_variable(old_index_var), old_index));
- /* Create the expression distance_index / 4. Do this as a bit shift
- * because that's likely to be more efficient.
+ /* Create the expression distance_index / 4. Do this as a bit
+ * 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.
+ /* 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));
}
}
bool
lower_distance_visitor::is_distance_vec8(ir_rvalue *ir)
{
- /* Note that geometry shaders contain in_name
- * both as an input (which is a 2D array) and an output (which is a 1D
- * array), so it's possible for both this->old_distance_out_var and
+ /* Note that geometry shaders contain gl_ClipDistance both as an input
+ * (which is a 2D array) and an output (which is a 1D array), so it's
+ * possible for both this->old_distance_out_var and
* this->old_distance_in_var to be non-NULL in the same shader.
*/
if (array_deref == NULL)
return;
- /* Replace any expression that indexes one of the floats in in_name
- * or in_name with an expression that indexes into one of the vec4's
- * in out_name and accesses the appropriate component.
+ /* Replace any expression that indexes one of the floats in gl_ClipDistance
+ * with an expression that indexes into one of the vec4's in
+ * gl_ClipDistanceMESA and accesses the appropriate component.
*/
ir_rvalue *lowered_vec8 =
this->lower_distance_vec8(array_deref->array);
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;
}
}
/**
- * Replace any assignment having the 1D in_name (undereferenced) as
+ * Replace any assignment having the 1D gl_ClipDistance (undereferenced) as
* its LHS or RHS with a sequence of assignments, one for each component of
* the array. Each of these assignments is lowered to refer to
- * out_name as appropriate.
+ * gl_ClipDistanceMESA as appropriate.
*
- * We need to do a similar replacement for 2D in_name, however since
+ * We need to do a similar replacement for 2D gl_ClipDistance, however since
* it's an input, the only case we need to address is where a 1D slice of it
* is the entire RHS of an assignment, e.g.:
*
if (this->is_distance_vec8(ir->lhs) ||
this->is_distance_vec8(ir->rhs)) {
- /* LHS or RHS of the assignment is the entire 1D in_name array
- * (or a 1D slice of a 2D in_name input array). Since we are
- * reshaping in_name from an array of floats to an array of
+ /* LHS or RHS of the assignment is the entire 1D gl_ClipDistance array
+ * (or a 1D slice of a 2D gl_ClipDistance input array). Since we are
+ * reshaping gl_ClipDistance from an array of floats to an array of
* vec4's, this isn't going to work as a bulk assignment anymore, so
* unroll it to element-by-element assignments and lower each of them.
*
/**
- * If a 1D in_name variable appears as an argument in an ir_call
+ * If a 1D gl_ClipDistance variable appears as an argument in an ir_call
* expression, replace it with a temporary variable, and make sure the ir_call
* is preceded and/or followed by assignments that copy the contents of the
- * temporary variable to and/or from in_name. Each of these
- * assignments is then lowered to refer to out_name.
+ * temporary variable to and/or from gl_ClipDistance. Each of these
+ * assignments is then lowered to refer to gl_ClipDistanceMESA.
*
- * We need to do a similar replacement for 2D in_name, however since
+ * We need to do a similar replacement for 2D gl_ClipDistance, however since
* it's an input, the only case we need to address is where a 1D slice of it
* is passed as an "in" parameter to an ir_call, e.g.:
*
{
void *ctx = ralloc_parent(ir);
- const exec_node *formal_param_node = ir->callee->parameters.head;
- const exec_node *actual_param_node = ir->actual_parameters.head;
+ const exec_node *formal_param_node = ir->callee->parameters.get_head_raw();
+ const exec_node *actual_param_node = ir->actual_parameters.get_head_raw();
while (!actual_param_node->is_tail_sentinel()) {
ir_variable *formal_param = (ir_variable *) formal_param_node;
ir_rvalue *actual_param = (ir_rvalue *) actual_param_node;
actual_param_node = actual_param_node->next;
if (this->is_distance_vec8(actual_param)) {
- /* User is trying to pass the whole 1D in_name array (or a 1D
- * slice of a 2D in_name array) to a function call. Since we
- * are reshaping in_name from an array of floats to an array
+ /* User is trying to pass the whole 1D gl_ClipDistance array (or a 1D
+ * slice of a 2D gl_ClipDistance array) to a function call. Since we
+ * are reshaping gl_ClipDistance from an array of floats to an array
* of vec4's, this isn't going to work anymore, so use a temporary
* array instead.
*/
- ir_variable *temp_distance = new(ctx) ir_variable(
- actual_param->type, "temp_distance", ir_var_temporary);
- this->base_ir->insert_before(temp_distance);
+ ir_variable *temp_clip_distance = new(ctx) ir_variable(
+ actual_param->type, "temp_clip_distance", ir_var_temporary);
+ this->base_ir->insert_before(temp_clip_distance);
actual_param->replace_with(
- new(ctx) ir_dereference_variable(temp_distance));
+ new(ctx) ir_dereference_variable(temp_clip_distance));
if (formal_param->data.mode == ir_var_function_in
|| formal_param->data.mode == ir_var_function_inout) {
- /* Copy from in_name to the temporary before the call.
+ /* Copy from gl_ClipDistance to the temporary before the call.
* Since we are going to insert this copy before the current
* instruction, we need to visit it afterwards to make sure it
* gets lowered.
*/
ir_assignment *new_assignment = new(ctx) ir_assignment(
- new(ctx) ir_dereference_variable(temp_distance),
+ new(ctx) ir_dereference_variable(temp_clip_distance),
actual_param->clone(ctx, NULL));
this->base_ir->insert_before(new_assignment);
this->visit_new_assignment(new_assignment);
}
if (formal_param->data.mode == ir_var_function_out
|| formal_param->data.mode == ir_var_function_inout) {
- /* Copy from the temporary to in_name after the call.
+ /* Copy from the temporary to gl_ClipDistance after the call.
* Since visit_list_elements() has already decided which
* instruction it's going to visit next, we need to visit
* afterwards to make sure it gets lowered.
*/
ir_assignment *new_assignment = new(ctx) ir_assignment(
actual_param->clone(ctx, NULL),
- new(ctx) ir_dereference_variable(temp_distance));
+ new(ctx) ir_dereference_variable(temp_clip_distance));
this->base_ir->insert_after(new_assignment);
this->visit_new_assignment(new_assignment);
}
return rvalue_visit(ir);
}
-static ir_variable *
-create_clip_distance_mesa(ir_variable *base, int new_size)
+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)
{
- ir_variable *new_var;
-
- if (!base->type->fields.array->is_array()) {
- new_var = base->clone(ralloc_parent(base), NULL);
- 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 = base->data.max_array_access / 4;
- } else {
- /* Clone the old var so that we inherit all of its properties */
- new_var = base->clone(ralloc_parent(base), 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),
- base->type->array_size());
- new_var->data.max_array_access = base->data.max_array_access / 4;
+ 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 new_var;
+ return visit_continue;
+}
+
+void
+lower_distance_visitor_counter::handle_rvalue(ir_rvalue **)
+{
+ return;
}
bool
-lower_combined_clip_cull_distance(gl_shader *shader,
- uint8_t ClipDistanceArraySize,
- uint8_t CullDistanceArraySize)
+lower_clip_cull_distance(struct gl_shader_program *prog,
+ struct gl_linked_shader *shader)
{
- ir_variable *clipdist = shader->symbols->get_variable("gl_ClipDistance");
- ir_variable *culldist = shader->symbols->get_variable("gl_CullDistance");
- ir_variable *new_var;
- unsigned new_size = ((ClipDistanceArraySize + CullDistanceArraySize) + 3) / 4;
- bool progress = false;
- bool replace_var = true;
-
- if (ClipDistanceArraySize == 0 && CullDistanceArraySize == 0)
- return false;
+ int clip_size, cull_size;
- new_var = create_clip_distance_mesa(clipdist ? clipdist : culldist, new_size);
+ lower_distance_visitor_counter count;
+ visit_list_elements(&count, shader->ir);
- if (ClipDistanceArraySize) {
- lower_distance_visitor v(shader->Stage, "gl_ClipDistance",
- new_var, ClipDistanceArraySize, CullDistanceArraySize, false, replace_var);
+ clip_size = MAX2(count.in_clip_size, count.out_clip_size);
+ cull_size = MAX2(count.in_cull_size, count.out_cull_size);
- visit_list_elements(&v, shader->ir);
- replace_var = v.replace_var;
- progress = v.progress;
- }
+ if (clip_size == 0 && cull_size == 0)
+ return false;
- if (CullDistanceArraySize) {
- lower_distance_visitor v2(shader->Stage, "gl_CullDistance",
- new_var, ClipDistanceArraySize, CullDistanceArraySize, true, replace_var);
+ lower_distance_visitor v(shader->Stage, "gl_ClipDistance", clip_size + cull_size, 0);
+ visit_list_elements(&v, shader->ir);
- visit_list_elements(&v2, shader->ir);
- progress |= v2.progress;
- }
+ lower_distance_visitor v2(shader->Stage, "gl_CullDistance", &v, clip_size);
+ visit_list_elements(&v2, shader->ir);
- shader->symbols->add_variable(new_var);
+ 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);
- validate_ir_tree(shader->ir);
- return progress;
+ return v2.progress;
}