glsl: Make more use of gl_shader_stage enum in lower_clip_distance.cpp.
[mesa.git] / src / glsl / lower_clip_distance.cpp
1 /*
2 * Copyright © 2011 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 */
23
24 /**
25 * \file lower_clip_distance.cpp
26 *
27 * This pass accounts for the difference between the way
28 * gl_ClipDistance is declared in standard GLSL (as an array of
29 * floats), and the way it is frequently implemented in hardware (as
30 * a pair of vec4s, with four clip distances packed into each).
31 *
32 * The declaration of gl_ClipDistance is replaced with a declaration
33 * of gl_ClipDistanceMESA, and any references to gl_ClipDistance are
34 * translated to refer to gl_ClipDistanceMESA with the appropriate
35 * swizzling of array indices. For instance:
36 *
37 * gl_ClipDistance[i]
38 *
39 * is translated into:
40 *
41 * gl_ClipDistanceMESA[i>>2][i&3]
42 *
43 * Since some hardware may not internally represent gl_ClipDistance as a pair
44 * of vec4's, this lowering pass is optional. To enable it, set the
45 * LowerClipDistance flag in gl_shader_compiler_options to true.
46 */
47
48 #include "glsl_symbol_table.h"
49 #include "ir_rvalue_visitor.h"
50 #include "ir.h"
51 #include "program/prog_instruction.h" /* For WRITEMASK_* */
52
53 namespace {
54
55 class lower_clip_distance_visitor : public ir_rvalue_visitor {
56 public:
57 explicit lower_clip_distance_visitor(gl_shader_stage shader_stage)
58 : progress(false), old_clip_distance_1d_var(NULL),
59 old_clip_distance_2d_var(NULL), new_clip_distance_1d_var(NULL),
60 new_clip_distance_2d_var(NULL), shader_stage(shader_stage)
61 {
62 }
63
64 virtual ir_visitor_status visit(ir_variable *);
65 void create_indices(ir_rvalue*, ir_rvalue *&, ir_rvalue *&);
66 bool is_clip_distance_vec8(ir_rvalue *ir);
67 ir_rvalue *lower_clip_distance_vec8(ir_rvalue *ir);
68 virtual ir_visitor_status visit_leave(ir_assignment *);
69 void visit_new_assignment(ir_assignment *ir);
70 virtual ir_visitor_status visit_leave(ir_call *);
71
72 virtual void handle_rvalue(ir_rvalue **rvalue);
73
74 void fix_lhs(ir_assignment *);
75
76 bool progress;
77
78 /**
79 * Pointer to the declaration of gl_ClipDistance, if found.
80 *
81 * Note:
82 *
83 * - the 2d_var is for geometry shader input only.
84 *
85 * - since gl_ClipDistance is available in geometry shaders as both an
86 * input and an output, it's possible for both old_clip_distance_1d_var
87 * and old_clip_distance_2d_var to be non-null.
88 */
89 ir_variable *old_clip_distance_1d_var;
90 ir_variable *old_clip_distance_2d_var;
91
92 /**
93 * Pointer to the newly-created gl_ClipDistanceMESA variable.
94 */
95 ir_variable *new_clip_distance_1d_var;
96 ir_variable *new_clip_distance_2d_var;
97
98 /**
99 * Type of shader we are compiling (e.g. MESA_SHADER_VERTEX)
100 */
101 const gl_shader_stage shader_stage;
102 };
103
104 } /* anonymous namespace */
105
106 /**
107 * Replace any declaration of gl_ClipDistance as an array of floats with a
108 * declaration of gl_ClipDistanceMESA as an array of vec4's.
109 */
110 ir_visitor_status
111 lower_clip_distance_visitor::visit(ir_variable *ir)
112 {
113 if (!ir->name || strcmp(ir->name, "gl_ClipDistance") != 0)
114 return visit_continue;
115 assert (ir->type->is_array());
116
117 if (!ir->type->element_type()->is_array()) {
118 /* 1D gl_ClipDistance (used for vertex and geometry output, and fragment
119 * input).
120 */
121 if (this->old_clip_distance_1d_var)
122 return visit_continue;
123
124 this->progress = true;
125 this->old_clip_distance_1d_var = ir;
126 assert (ir->type->element_type() == glsl_type::float_type);
127 unsigned new_size = (ir->type->array_size() + 3) / 4;
128
129 /* Clone the old var so that we inherit all of its properties */
130 this->new_clip_distance_1d_var = ir->clone(ralloc_parent(ir), NULL);
131
132 /* And change the properties that we need to change */
133 this->new_clip_distance_1d_var->name
134 = ralloc_strdup(this->new_clip_distance_1d_var,
135 "gl_ClipDistanceMESA");
136 this->new_clip_distance_1d_var->type
137 = glsl_type::get_array_instance(glsl_type::vec4_type, new_size);
138 this->new_clip_distance_1d_var->data.max_array_access
139 = ir->data.max_array_access / 4;
140
141 ir->replace_with(this->new_clip_distance_1d_var);
142 } else {
143 /* 2D gl_ClipDistance (used for geometry input). */
144 assert(ir->data.mode == ir_var_shader_in &&
145 this->shader_stage == MESA_SHADER_GEOMETRY);
146 if (this->old_clip_distance_2d_var)
147 return visit_continue;
148
149 this->progress = true;
150 this->old_clip_distance_2d_var = ir;
151 assert (ir->type->element_type()->element_type() == glsl_type::float_type);
152 unsigned new_size = (ir->type->element_type()->array_size() + 3) / 4;
153
154 /* Clone the old var so that we inherit all of its properties */
155 this->new_clip_distance_2d_var = ir->clone(ralloc_parent(ir), NULL);
156
157 /* And change the properties that we need to change */
158 this->new_clip_distance_2d_var->name
159 = ralloc_strdup(this->new_clip_distance_2d_var, "gl_ClipDistanceMESA");
160 this->new_clip_distance_2d_var->type = glsl_type::get_array_instance(
161 glsl_type::get_array_instance(glsl_type::vec4_type,
162 new_size),
163 ir->type->array_size());
164 this->new_clip_distance_2d_var->data.max_array_access
165 = ir->data.max_array_access / 4;
166
167 ir->replace_with(this->new_clip_distance_2d_var);
168 }
169 return visit_continue;
170 }
171
172
173 /**
174 * Create the necessary GLSL rvalues to index into gl_ClipDistanceMESA based
175 * on the rvalue previously used to index into gl_ClipDistance.
176 *
177 * \param array_index Selects one of the vec4's in gl_ClipDistanceMESA
178 * \param swizzle_index Selects a component within the vec4 selected by
179 * array_index.
180 */
181 void
182 lower_clip_distance_visitor::create_indices(ir_rvalue *old_index,
183 ir_rvalue *&array_index,
184 ir_rvalue *&swizzle_index)
185 {
186 void *ctx = ralloc_parent(old_index);
187
188 /* Make sure old_index is a signed int so that the bitwise "shift" and
189 * "and" operations below type check properly.
190 */
191 if (old_index->type != glsl_type::int_type) {
192 assert (old_index->type == glsl_type::uint_type);
193 old_index = new(ctx) ir_expression(ir_unop_u2i, old_index);
194 }
195
196 ir_constant *old_index_constant = old_index->constant_expression_value();
197 if (old_index_constant) {
198 /* gl_ClipDistance is being accessed via a constant index. Don't bother
199 * creating expressions to calculate the lowered indices. Just create
200 * constants.
201 */
202 int const_val = old_index_constant->get_int_component(0);
203 array_index = new(ctx) ir_constant(const_val / 4);
204 swizzle_index = new(ctx) ir_constant(const_val % 4);
205 } else {
206 /* Create a variable to hold the value of old_index (so that we
207 * don't compute it twice).
208 */
209 ir_variable *old_index_var = new(ctx) ir_variable(
210 glsl_type::int_type, "clip_distance_index", ir_var_temporary);
211 this->base_ir->insert_before(old_index_var);
212 this->base_ir->insert_before(new(ctx) ir_assignment(
213 new(ctx) ir_dereference_variable(old_index_var), old_index));
214
215 /* Create the expression clip_distance_index / 4. Do this as a bit
216 * shift because that's likely to be more efficient.
217 */
218 array_index = new(ctx) ir_expression(
219 ir_binop_rshift, new(ctx) ir_dereference_variable(old_index_var),
220 new(ctx) ir_constant(2));
221
222 /* Create the expression clip_distance_index % 4. Do this as a bitwise
223 * AND because that's likely to be more efficient.
224 */
225 swizzle_index = new(ctx) ir_expression(
226 ir_binop_bit_and, new(ctx) ir_dereference_variable(old_index_var),
227 new(ctx) ir_constant(3));
228 }
229 }
230
231
232 /**
233 * Determine whether the given rvalue describes an array of 8 floats that
234 * needs to be lowered to an array of 2 vec4's; that is, determine whether it
235 * matches one of the following patterns:
236 *
237 * - gl_ClipDistance (if gl_ClipDistance is 1D)
238 * - gl_ClipDistance[i] (if gl_ClipDistance is 2D)
239 */
240 bool
241 lower_clip_distance_visitor::is_clip_distance_vec8(ir_rvalue *ir)
242 {
243 /* Note that geometry shaders contain gl_ClipDistance both as an input
244 * (which is a 2D array) and an output (which is a 1D array), so it's
245 * possible for both this->old_clip_distance_1d_var and
246 * this->old_clip_distance_2d_var to be non-NULL in the same shader.
247 */
248
249 if (this->old_clip_distance_1d_var) {
250 ir_dereference_variable *var_ref = ir->as_dereference_variable();
251 if (var_ref && var_ref->var == this->old_clip_distance_1d_var)
252 return true;
253 }
254 if (this->old_clip_distance_2d_var) {
255 /* 2D clip distance is only possible as a geometry input */
256 assert(this->shader_stage == MESA_SHADER_GEOMETRY);
257
258 ir_dereference_array *array_ref = ir->as_dereference_array();
259 if (array_ref) {
260 ir_dereference_variable *var_ref =
261 array_ref->array->as_dereference_variable();
262 if (var_ref && var_ref->var == this->old_clip_distance_2d_var)
263 return true;
264 }
265 }
266 return false;
267 }
268
269
270 /**
271 * If the given ir satisfies is_clip_distance_vec8(), return new ir
272 * representing its lowered equivalent. That is, map:
273 *
274 * - gl_ClipDistance => gl_ClipDistanceMESA (if gl_ClipDistance is 1D)
275 * - gl_ClipDistance[i] => gl_ClipDistanceMESA[i] (if gl_ClipDistance is 2D)
276 *
277 * Otherwise return NULL.
278 */
279 ir_rvalue *
280 lower_clip_distance_visitor::lower_clip_distance_vec8(ir_rvalue *ir)
281 {
282 if (this->old_clip_distance_1d_var) {
283 ir_dereference_variable *var_ref = ir->as_dereference_variable();
284 if (var_ref && var_ref->var == this->old_clip_distance_1d_var) {
285 return new(ralloc_parent(ir))
286 ir_dereference_variable(this->new_clip_distance_1d_var);
287 }
288 }
289 if (this->old_clip_distance_2d_var) {
290 /* 2D clip distance is only possible as a geometry input */
291 assert(this->shader_stage == MESA_SHADER_GEOMETRY);
292
293 ir_dereference_array *array_ref = ir->as_dereference_array();
294 if (array_ref) {
295 ir_dereference_variable *var_ref =
296 array_ref->array->as_dereference_variable();
297 if (var_ref && var_ref->var == this->old_clip_distance_2d_var) {
298 return new(ralloc_parent(ir))
299 ir_dereference_array(this->new_clip_distance_2d_var,
300 array_ref->array_index);
301 }
302 }
303 }
304 return NULL;
305 }
306
307
308 void
309 lower_clip_distance_visitor::handle_rvalue(ir_rvalue **rv)
310 {
311 if (*rv == NULL)
312 return;
313
314 ir_dereference_array *const array_deref = (*rv)->as_dereference_array();
315 if (array_deref == NULL)
316 return;
317
318 /* Replace any expression that indexes one of the floats in gl_ClipDistance
319 * with an expression that indexes into one of the vec4's in
320 * gl_ClipDistanceMESA and accesses the appropriate component.
321 */
322 ir_rvalue *lowered_vec8 =
323 this->lower_clip_distance_vec8(array_deref->array);
324 if (lowered_vec8 != NULL) {
325 this->progress = true;
326 ir_rvalue *array_index;
327 ir_rvalue *swizzle_index;
328 this->create_indices(array_deref->array_index, array_index, swizzle_index);
329 void *mem_ctx = ralloc_parent(array_deref);
330
331 ir_dereference_array *const new_array_deref =
332 new(mem_ctx) ir_dereference_array(lowered_vec8, array_index);
333
334 ir_expression *const expr =
335 new(mem_ctx) ir_expression(ir_binop_vector_extract,
336 new_array_deref,
337 swizzle_index);
338
339 *rv = expr;
340 }
341 }
342
343 void
344 lower_clip_distance_visitor::fix_lhs(ir_assignment *ir)
345 {
346 if (ir->lhs->ir_type == ir_type_expression) {
347 void *mem_ctx = ralloc_parent(ir);
348 ir_expression *const expr = (ir_expression *) ir->lhs;
349
350 /* The expression must be of the form:
351 *
352 * (vector_extract gl_ClipDistanceMESA[i], j).
353 */
354 assert(expr->operation == ir_binop_vector_extract);
355 assert(expr->operands[0]->ir_type == ir_type_dereference_array);
356 assert(expr->operands[0]->type == glsl_type::vec4_type);
357
358 ir_dereference *const new_lhs = (ir_dereference *) expr->operands[0];
359 ir->rhs = new(mem_ctx) ir_expression(ir_triop_vector_insert,
360 glsl_type::vec4_type,
361 new_lhs->clone(mem_ctx, NULL),
362 ir->rhs,
363 expr->operands[1]);
364 ir->set_lhs(new_lhs);
365 ir->write_mask = WRITEMASK_XYZW;
366 }
367 }
368
369 /**
370 * Replace any assignment having the 1D gl_ClipDistance (undereferenced) as
371 * its LHS or RHS with a sequence of assignments, one for each component of
372 * the array. Each of these assignments is lowered to refer to
373 * gl_ClipDistanceMESA as appropriate.
374 *
375 * We need to do a similar replacement for 2D gl_ClipDistance, however since
376 * it's an input, the only case we need to address is where a 1D slice of it
377 * is the entire RHS of an assignment, e.g.:
378 *
379 * foo = gl_in[i].gl_ClipDistance
380 */
381 ir_visitor_status
382 lower_clip_distance_visitor::visit_leave(ir_assignment *ir)
383 {
384 /* First invoke the base class visitor. This causes handle_rvalue() to be
385 * called on ir->rhs and ir->condition.
386 */
387 ir_rvalue_visitor::visit_leave(ir);
388
389 if (this->is_clip_distance_vec8(ir->lhs) ||
390 this->is_clip_distance_vec8(ir->rhs)) {
391 /* LHS or RHS of the assignment is the entire 1D gl_ClipDistance array
392 * (or a 1D slice of a 2D gl_ClipDistance input array). Since we are
393 * reshaping gl_ClipDistance from an array of floats to an array of
394 * vec4's, this isn't going to work as a bulk assignment anymore, so
395 * unroll it to element-by-element assignments and lower each of them.
396 *
397 * Note: to unroll into element-by-element assignments, we need to make
398 * clones of the LHS and RHS. This is safe because expressions and
399 * l-values are side-effect free.
400 */
401 void *ctx = ralloc_parent(ir);
402 int array_size = ir->lhs->type->array_size();
403 for (int i = 0; i < array_size; ++i) {
404 ir_dereference_array *new_lhs = new(ctx) ir_dereference_array(
405 ir->lhs->clone(ctx, NULL), new(ctx) ir_constant(i));
406 ir_dereference_array *new_rhs = new(ctx) ir_dereference_array(
407 ir->rhs->clone(ctx, NULL), new(ctx) ir_constant(i));
408 this->handle_rvalue((ir_rvalue **) &new_rhs);
409
410 /* Handle the LHS after creating the new assignment. This must
411 * happen in this order because handle_rvalue may replace the old LHS
412 * with an ir_expression of ir_binop_vector_extract. Since this is
413 * not a valide l-value, this will cause an assertion in the
414 * ir_assignment constructor to fail.
415 *
416 * If this occurs, replace the mangled LHS with a dereference of the
417 * vector, and replace the RHS with an ir_triop_vector_insert.
418 */
419 ir_assignment *const assign = new(ctx) ir_assignment(new_lhs, new_rhs);
420 this->handle_rvalue((ir_rvalue **) &assign->lhs);
421 this->fix_lhs(assign);
422
423 this->base_ir->insert_before(assign);
424 }
425 ir->remove();
426
427 return visit_continue;
428 }
429
430 /* Handle the LHS as if it were an r-value. Normally
431 * rvalue_visit(ir_assignment *) only visits the RHS, but we need to lower
432 * expressions in the LHS as well.
433 *
434 * This may cause the LHS to get replaced with an ir_expression of
435 * ir_binop_vector_extract. If this occurs, replace it with a dereference
436 * of the vector, and replace the RHS with an ir_triop_vector_insert.
437 */
438 handle_rvalue((ir_rvalue **)&ir->lhs);
439 this->fix_lhs(ir);
440
441 return rvalue_visit(ir);
442 }
443
444
445 /**
446 * Set up base_ir properly and call visit_leave() on a newly created
447 * ir_assignment node. This is used in cases where we have to insert an
448 * ir_assignment in a place where we know the hierarchical visitor won't see
449 * it.
450 */
451 void
452 lower_clip_distance_visitor::visit_new_assignment(ir_assignment *ir)
453 {
454 ir_instruction *old_base_ir = this->base_ir;
455 this->base_ir = ir;
456 ir->accept(this);
457 this->base_ir = old_base_ir;
458 }
459
460
461 /**
462 * If a 1D gl_ClipDistance variable appears as an argument in an ir_call
463 * expression, replace it with a temporary variable, and make sure the ir_call
464 * is preceded and/or followed by assignments that copy the contents of the
465 * temporary variable to and/or from gl_ClipDistance. Each of these
466 * assignments is then lowered to refer to gl_ClipDistanceMESA.
467 *
468 * We need to do a similar replacement for 2D gl_ClipDistance, however since
469 * it's an input, the only case we need to address is where a 1D slice of it
470 * is passed as an "in" parameter to an ir_call, e.g.:
471 *
472 * foo(gl_in[i].gl_ClipDistance)
473 */
474 ir_visitor_status
475 lower_clip_distance_visitor::visit_leave(ir_call *ir)
476 {
477 void *ctx = ralloc_parent(ir);
478
479 const exec_node *formal_param_node = ir->callee->parameters.head;
480 const exec_node *actual_param_node = ir->actual_parameters.head;
481 while (!actual_param_node->is_tail_sentinel()) {
482 ir_variable *formal_param = (ir_variable *) formal_param_node;
483 ir_rvalue *actual_param = (ir_rvalue *) actual_param_node;
484
485 /* Advance formal_param_node and actual_param_node now so that we can
486 * safely replace actual_param with another node, if necessary, below.
487 */
488 formal_param_node = formal_param_node->next;
489 actual_param_node = actual_param_node->next;
490
491 if (this->is_clip_distance_vec8(actual_param)) {
492 /* User is trying to pass the whole 1D gl_ClipDistance array (or a 1D
493 * slice of a 2D gl_ClipDistance array) to a function call. Since we
494 * are reshaping gl_ClipDistance from an array of floats to an array
495 * of vec4's, this isn't going to work anymore, so use a temporary
496 * array instead.
497 */
498 ir_variable *temp_clip_distance = new(ctx) ir_variable(
499 actual_param->type, "temp_clip_distance", ir_var_temporary);
500 this->base_ir->insert_before(temp_clip_distance);
501 actual_param->replace_with(
502 new(ctx) ir_dereference_variable(temp_clip_distance));
503 if (formal_param->data.mode == ir_var_function_in
504 || formal_param->data.mode == ir_var_function_inout) {
505 /* Copy from gl_ClipDistance to the temporary before the call.
506 * Since we are going to insert this copy before the current
507 * instruction, we need to visit it afterwards to make sure it
508 * gets lowered.
509 */
510 ir_assignment *new_assignment = new(ctx) ir_assignment(
511 new(ctx) ir_dereference_variable(temp_clip_distance),
512 actual_param->clone(ctx, NULL));
513 this->base_ir->insert_before(new_assignment);
514 this->visit_new_assignment(new_assignment);
515 }
516 if (formal_param->data.mode == ir_var_function_out
517 || formal_param->data.mode == ir_var_function_inout) {
518 /* Copy from the temporary to gl_ClipDistance after the call.
519 * Since visit_list_elements() has already decided which
520 * instruction it's going to visit next, we need to visit
521 * afterwards to make sure it gets lowered.
522 */
523 ir_assignment *new_assignment = new(ctx) ir_assignment(
524 actual_param->clone(ctx, NULL),
525 new(ctx) ir_dereference_variable(temp_clip_distance));
526 this->base_ir->insert_after(new_assignment);
527 this->visit_new_assignment(new_assignment);
528 }
529 }
530 }
531
532 return rvalue_visit(ir);
533 }
534
535
536 bool
537 lower_clip_distance(gl_shader *shader)
538 {
539 lower_clip_distance_visitor v(shader->Stage);
540
541 visit_list_elements(&v, shader->ir);
542
543 if (v.new_clip_distance_1d_var)
544 shader->symbols->add_variable(v.new_clip_distance_1d_var);
545 if (v.new_clip_distance_2d_var)
546 shader->symbols->add_variable(v.new_clip_distance_2d_var);
547
548 return v.progress;
549 }