From: Jordan Justen Date: Sun, 10 Mar 2013 10:20:03 +0000 (-0700) Subject: glsl linker: remove interface block instance names X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=5ebf5473125d1e7ccf3636a0ca07d196550d2383;p=mesa.git glsl linker: remove interface block instance names Convert interface blocks with instance names into flat interface blocks without an instance name. Signed-off-by: Jordan Justen Reviewed-by: Kenneth Graunke --- diff --git a/src/glsl/Makefile.sources b/src/glsl/Makefile.sources index e1112c3572a..b9fd2836c68 100644 --- a/src/glsl/Makefile.sources +++ b/src/glsl/Makefile.sources @@ -63,6 +63,7 @@ LIBGLSL_FILES = \ $(GLSL_SRCDIR)/lower_mat_op_to_vec.cpp \ $(GLSL_SRCDIR)/lower_noise.cpp \ $(GLSL_SRCDIR)/lower_packed_varyings.cpp \ + $(GLSL_SRCDIR)/lower_named_interface_blocks.cpp \ $(GLSL_SRCDIR)/lower_packing_builtins.cpp \ $(GLSL_SRCDIR)/lower_texture_projection.cpp \ $(GLSL_SRCDIR)/lower_variable_index_to_cond_assign.cpp \ diff --git a/src/glsl/ir_optimization.h b/src/glsl/ir_optimization.h index 1c3bc60088f..d38d5e30365 100644 --- a/src/glsl/ir_optimization.h +++ b/src/glsl/ir_optimization.h @@ -110,6 +110,7 @@ void lower_packed_varyings(void *mem_ctx, unsigned location_base, unsigned locations_used, ir_variable_mode mode, gl_shader *shader); bool lower_vector_insert(exec_list *instructions, bool lower_nonconstant_index); +void lower_named_interface_blocks(void *mem_ctx, gl_shader *shader); bool optimize_redundant_jumps(exec_list *instructions); bool optimize_split_arrays(exec_list *instructions, bool linked); diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index dea58387160..c8d430caf57 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -1733,6 +1733,12 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) prog->LinkStatus = true; } + + for (unsigned int i = 0; i < MESA_SHADER_TYPES; i++) { + if (prog->_LinkedShaders[i] != NULL) + lower_named_interface_blocks(mem_ctx, prog->_LinkedShaders[i]); + } + /* Implement the GLSL 1.30+ rule for discard vs infinite loops Do * it before optimization because we want most of the checks to get * dropped thanks to constant propagation. diff --git a/src/glsl/lower_named_interface_blocks.cpp b/src/glsl/lower_named_interface_blocks.cpp new file mode 100644 index 00000000000..f3a2ad5d7de --- /dev/null +++ b/src/glsl/lower_named_interface_blocks.cpp @@ -0,0 +1,199 @@ +/* + * Copyright (c) 2013 Intel Corporation + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice (including the next + * paragraph) shall be included in all copies or substantial portions of the + * Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/** + * \file lower_named_interface_blocks.cpp + * + * This lowering pass converts all interface blocks with instance names + * into interface blocks without an instance name. + * + * For example, the following shader: + * + * out block { + * float block_var; + * } inst_name; + * + * main() + * { + * inst_name.block_var = 0.0; + * } + * + * Is rewritten to: + * + * out block { + * float block_var; + * }; + * + * main() + * { + * block_var = 0.0; + * } + * + * This takes place after the shader code has already been verified with + * the interface name in place. + * + * The linking phase will use the interface block name rather than the + * interface's instance name when linking interfaces. + * + * This modification to the ir allows our currently existing dead code + * elimination to work with interface blocks without changes. + */ + +#include "glsl_symbol_table.h" +#include "ir.h" +#include "ir_optimization.h" +#include "ir_rvalue_visitor.h" +#include "program/hash_table.h" + +class flatten_named_interface_blocks_declarations : public ir_rvalue_visitor +{ +public: + void * const mem_ctx; + hash_table *interface_namespace; + + flatten_named_interface_blocks_declarations(void *mem_ctx) + : mem_ctx(mem_ctx) + { + } + + void run(exec_list *instructions); + + virtual ir_visitor_status visit_leave(ir_assignment *); + virtual void handle_rvalue(ir_rvalue **rvalue); +}; + +void +flatten_named_interface_blocks_declarations::run(exec_list *instructions) +{ + interface_namespace = hash_table_ctor(0, hash_table_string_hash, + hash_table_string_compare); + + /* First pass: adjust instance block variables with an instance name + * to not have an instance name. + * + * The interface block variables are stored in the interface_namespace + * hash table so they can be used in the second pass. + */ + foreach_list_safe(node, instructions) { + ir_variable *var = ((ir_instruction *) node)->as_variable(); + if (!var || !var->is_interface_instance()) + continue; + + /* It should be possible to handle uniforms during this pass, + * but, this will require changes to the other uniform block + * support code. + */ + if (var->mode == ir_var_uniform) + continue; + + const glsl_type *const t = var->type; + exec_node *insert_pos = var; + char *iface_field_name; + for (unsigned i = 0; i < t->length; i++) { + iface_field_name = ralloc_asprintf(mem_ctx, "%s.%s", t->name, + t->fields.structure[i].name); + + ir_variable *found_var = + (ir_variable *) hash_table_find(interface_namespace, + iface_field_name); + if (!found_var) { + ir_variable *new_var = + new(mem_ctx) ir_variable(t->fields.structure[i].type, + ralloc_strdup(mem_ctx, t->fields.structure[i].name), + (ir_variable_mode) var->mode); + new_var->interface_type = t; + hash_table_insert(interface_namespace, new_var, + iface_field_name); + insert_pos->insert_after(new_var); + insert_pos = new_var; + } + } + var->remove(); + } + + /* Second pass: visit all ir_dereference_record instances, and if they + * reference an interface block, then flatten the refererence out. + */ + visit_list_elements(this, instructions); + hash_table_dtor(interface_namespace); + interface_namespace = NULL; +} + +ir_visitor_status +flatten_named_interface_blocks_declarations::visit_leave(ir_assignment *ir) +{ + ir_dereference_record *lhs_rec = ir->lhs->as_dereference_record(); + if (lhs_rec) { + ir_rvalue *lhs_rec_tmp = lhs_rec; + handle_rvalue(&lhs_rec_tmp); + if (lhs_rec_tmp != lhs_rec) { + ir->set_lhs(lhs_rec_tmp); + } + } + return rvalue_visit(ir); +} + +void +flatten_named_interface_blocks_declarations::handle_rvalue(ir_rvalue **rvalue) +{ + if (*rvalue == NULL) + return; + + ir_dereference_record *ir = (*rvalue)->as_dereference_record(); + if (ir == NULL) + return; + + ir_variable *var = ir->variable_referenced(); + + if (!var->is_interface_instance()) + return; + + /* It should be possible to handle uniforms during this pass, + * but, this will require changes to the other uniform block + * support code. + */ + if (var->mode == ir_var_uniform) + return; + + if (var->interface_type != NULL) { + char *iface_field_name = + ralloc_asprintf(mem_ctx, "%s.%s", var->interface_type->name, + ir->field); + /* Find the variable in the set of flattened interface blocks */ + ir_variable *found_var = + (ir_variable *) hash_table_find(interface_namespace, + iface_field_name); + assert(found_var); + ir_dereference_variable *deref_var = + new(mem_ctx) ir_dereference_variable(found_var); + *rvalue = deref_var; + } +} + +void +lower_named_interface_blocks(void *mem_ctx, gl_shader *shader) +{ + flatten_named_interface_blocks_declarations v_decl(mem_ctx); + v_decl.run(shader->ir); +} +