From a08c4ebbe841e22076c6d3929248876c60b3dfcd Mon Sep 17 00:00:00 2001 From: Dave Airlie Date: Mon, 16 May 2016 08:47:32 +1000 Subject: [PATCH] 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 Signed-off-by: Dave Airlie --- src/compiler/glsl/ir_optimization.h | 2 +- src/compiler/glsl/linker.cpp | 2 +- src/compiler/glsl/lower_distance.cpp | 229 ++++++++++++++++++++------- 3 files changed, 170 insertions(+), 63 deletions(-) diff --git a/src/compiler/glsl/ir_optimization.h b/src/compiler/glsl/ir_optimization.h index 5fc27409a05..71b10e4d643 100644 --- a/src/compiler/glsl/ir_optimization.h +++ b/src/compiler/glsl/ir_optimization.h @@ -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); diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp index f4d443b3f8e..ca2f0604a3a 100644 --- a/src/compiler/glsl/linker.cpp +++ b/src/compiler/glsl/linker.cpp @@ -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) { diff --git a/src/compiler/glsl/lower_distance.cpp b/src/compiler/glsl/lower_distance.cpp index 301afe46fc6..49a71c2cedd 100644 --- a/src/compiler/glsl/lower_distance.cpp +++ b/src/compiler/glsl/lower_distance.cpp @@ -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); + + 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 v.progress; + return v2.progress; } -- 2.30.2