ca63a5ed3e
The dynamic index of a vector (not array!) is lowered to a sequence of conditional assignments. However, the interpolate_at_* expressions require that the interpolant is an l-value of a shader input. So instead of doing conditional assignments of parts of the shader input and then interpolating that (which is nonsensical), we interpolate the entire shader input and then do conditional assignments of the interpolated result. Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
241 lines
8.0 KiB
C++
241 lines
8.0 KiB
C++
/*
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* Copyright © 2010 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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/**
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* \file lower_vec_index_to_cond_assign.cpp
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*
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* Turns indexing into vector types to a series of conditional moves
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* of each channel's swizzle into a temporary.
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*
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* Most GPUs don't have a native way to do this operation, and this
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* works around that. For drivers using both this pass and
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* ir_vec_index_to_swizzle, there's a risk that this pass will happen
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* before sufficient constant folding to find that the array index is
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* constant. However, we hope that other optimization passes,
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* particularly constant folding of assignment conditions and copy
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* propagation, will result in the same code in the end.
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*/
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#include "ir.h"
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#include "ir_visitor.h"
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#include "ir_optimization.h"
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#include "compiler/glsl_types.h"
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#include "ir_builder.h"
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using namespace ir_builder;
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namespace {
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/**
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* Visitor class for replacing expressions with ir_constant values.
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*/
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class ir_vec_index_to_cond_assign_visitor : public ir_hierarchical_visitor {
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public:
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ir_vec_index_to_cond_assign_visitor()
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: progress(false)
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{
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/* empty */
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}
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ir_rvalue *convert_vec_index_to_cond_assign(void *mem_ctx,
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ir_rvalue *orig_vector,
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ir_rvalue *orig_index,
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const glsl_type *type);
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ir_rvalue *convert_vector_extract_to_cond_assign(ir_rvalue *ir);
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virtual ir_visitor_status visit_enter(ir_expression *);
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virtual ir_visitor_status visit_enter(ir_swizzle *);
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virtual ir_visitor_status visit_leave(ir_assignment *);
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virtual ir_visitor_status visit_enter(ir_return *);
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virtual ir_visitor_status visit_enter(ir_call *);
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virtual ir_visitor_status visit_enter(ir_if *);
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bool progress;
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};
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} /* anonymous namespace */
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ir_rvalue *
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ir_vec_index_to_cond_assign_visitor::convert_vec_index_to_cond_assign(void *mem_ctx,
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ir_rvalue *orig_vector,
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ir_rvalue *orig_index,
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const glsl_type *type)
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{
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exec_list list;
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ir_factory body(&list, base_ir);
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/* Store the index to a temporary to avoid reusing its tree. */
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assert(orig_index->type == glsl_type::int_type ||
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orig_index->type == glsl_type::uint_type);
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ir_variable *const index =
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body.make_temp(orig_index->type, "vec_index_tmp_i");
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body.emit(assign(index, orig_index));
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/* Store the value inside a temp, thus avoiding matrixes duplication */
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ir_variable *const value =
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body.make_temp(orig_vector->type, "vec_value_tmp");
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body.emit(assign(value, orig_vector));
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/* Temporary where we store whichever value we swizzle out. */
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ir_variable *const var = body.make_temp(type, "vec_index_tmp_v");
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/* Generate a single comparison condition "mask" for all of the components
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* in the vector.
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*/
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ir_variable *const cond =
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compare_index_block(body, index, 0, orig_vector->type->vector_elements);
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/* Generate a conditional move of each vector element to the temp. */
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for (unsigned i = 0; i < orig_vector->type->vector_elements; i++)
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body.emit(assign(var, swizzle(value, i, 1), swizzle(cond, i, 1)));
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/* Put all of the new instructions in the IR stream before the old
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* instruction.
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*/
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base_ir->insert_before(&list);
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this->progress = true;
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return deref(var).val;
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}
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ir_rvalue *
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ir_vec_index_to_cond_assign_visitor::convert_vector_extract_to_cond_assign(ir_rvalue *ir)
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{
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ir_expression *const expr = ir->as_expression();
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if (expr == NULL)
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return ir;
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if (expr->operation == ir_unop_interpolate_at_centroid ||
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expr->operation == ir_binop_interpolate_at_offset ||
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expr->operation == ir_binop_interpolate_at_sample) {
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/* Lower interpolateAtXxx(some_vec[idx], ...) to
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* interpolateAtXxx(some_vec, ...)[idx] before lowering to conditional
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* assignments, to maintain the rule that the interpolant is an l-value
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* referring to a (part of a) shader input.
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*
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* This is required when idx is dynamic (otherwise it gets lowered to
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* a swizzle).
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*/
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ir_expression *const interpolant = expr->operands[0]->as_expression();
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if (!interpolant || interpolant->operation != ir_binop_vector_extract)
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return ir;
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ir_rvalue *vec_input = interpolant->operands[0];
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ir_expression *const vec_interpolate =
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new(base_ir) ir_expression(expr->operation, vec_input->type,
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vec_input, expr->operands[1]);
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return convert_vec_index_to_cond_assign(ralloc_parent(ir),
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vec_interpolate,
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interpolant->operands[1],
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ir->type);
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}
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if (expr->operation != ir_binop_vector_extract)
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return ir;
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return convert_vec_index_to_cond_assign(ralloc_parent(ir),
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expr->operands[0],
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expr->operands[1],
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ir->type);
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}
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ir_visitor_status
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ir_vec_index_to_cond_assign_visitor::visit_enter(ir_expression *ir)
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{
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for (unsigned i = 0; i < ir->num_operands; i++)
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ir->operands[i] = convert_vector_extract_to_cond_assign(ir->operands[i]);
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return visit_continue;
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}
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ir_visitor_status
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ir_vec_index_to_cond_assign_visitor::visit_enter(ir_swizzle *ir)
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{
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/* Can't be hit from normal GLSL, since you can't swizzle a scalar (which
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* the result of indexing a vector is. But maybe at some point we'll end up
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* using swizzling of scalars for vector construction.
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*/
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ir->val = convert_vector_extract_to_cond_assign(ir->val);
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return visit_continue;
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}
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ir_visitor_status
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ir_vec_index_to_cond_assign_visitor::visit_leave(ir_assignment *ir)
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{
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ir->rhs = convert_vector_extract_to_cond_assign(ir->rhs);
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if (ir->condition)
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ir->condition = convert_vector_extract_to_cond_assign(ir->condition);
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return visit_continue;
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}
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ir_visitor_status
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ir_vec_index_to_cond_assign_visitor::visit_enter(ir_call *ir)
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{
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foreach_in_list_safe(ir_rvalue, param, &ir->actual_parameters) {
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ir_rvalue *new_param = convert_vector_extract_to_cond_assign(param);
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if (new_param != param) {
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param->replace_with(new_param);
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}
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}
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return visit_continue;
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}
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ir_visitor_status
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ir_vec_index_to_cond_assign_visitor::visit_enter(ir_return *ir)
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{
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if (ir->value)
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ir->value = convert_vector_extract_to_cond_assign(ir->value);
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return visit_continue;
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}
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ir_visitor_status
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ir_vec_index_to_cond_assign_visitor::visit_enter(ir_if *ir)
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{
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ir->condition = convert_vector_extract_to_cond_assign(ir->condition);
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return visit_continue;
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}
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bool
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do_vec_index_to_cond_assign(exec_list *instructions)
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{
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ir_vec_index_to_cond_assign_visitor v;
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visit_list_elements(&v, instructions);
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return v.progress;
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}
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