glsl: Use array deref for access to vector components
We've assumed that we could lower per-component vector access from vec[i] = scalar to vec = ir_triop_vector_insert(vec, scalar, i) but with SSBOs (and compute shader SLM and tesselation outputs) this is no longer valid. If a vector is "externally visible", multiple threads can write independent components simultaneously. With lowering to ir_triop_vector_insert, each thread read the entire vector, changes one component, then writes out the entire vector. This is racy. Instead of generating a ir_binop_vector_extract when we see v[i], we generate ir_dereference_array. We then add a lowering pass to lower the ir_dereference_array to ir_binop_vector_extract for rvalues and for to vector_insert for lvalues in a separate lowering pass. The resulting IR is the same as before, but we now have a window between ast->ir conversion and the lowering pass where v[i] appears in the IR as an array deref. This lets us run lowering passes that lower the vector access to I/O (eg for SSBO load/store) before we lower the per-component access to full vector writes. Reviewed-by: Jordan Justen <jordan.l.justen@intel.com> Signed-off-by: Kristian Høgsberg Kristensen <krh@bitplanet.net>
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@@ -319,10 +319,9 @@ _mesa_ast_array_index_to_hir(void *mem_ctx,
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* expression.
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*/
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if (array->type->is_array()
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|| array->type->is_matrix()) {
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|| array->type->is_matrix()
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|| array->type->is_vector()) {
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return new(mem_ctx) ir_dereference_array(array, idx);
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} else if (array->type->is_vector()) {
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return new(mem_ctx) ir_expression(ir_binop_vector_extract, array, idx);
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} else if (array->type->is_error()) {
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return array;
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} else {
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