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-rw-r--r--src/3rdparty/angle/src/compiler/translator/VariablePacker.cpp394
1 files changed, 269 insertions, 125 deletions
diff --git a/src/3rdparty/angle/src/compiler/translator/VariablePacker.cpp b/src/3rdparty/angle/src/compiler/translator/VariablePacker.cpp
index e69052162a..6dd396ff02 100644
--- a/src/3rdparty/angle/src/compiler/translator/VariablePacker.cpp
+++ b/src/3rdparty/angle/src/compiler/translator/VariablePacker.cpp
@@ -3,6 +3,8 @@
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
+// Check whether variables fit within packing limits according to the packing rules from the GLSL ES
+// 1.00.17 spec, Appendix A, section 7.
#include <algorithm>
@@ -11,259 +13,401 @@
#include "compiler/translator/VariablePacker.h"
#include "common/utilities.h"
-int VariablePacker::GetNumComponentsPerRow(sh::GLenum type)
+namespace sh
{
- switch (type)
+
+namespace
+{
+
+// Expand the variable so that struct variables are split into their individual fields.
+// Will not set the mappedName or staticUse fields on the expanded variables.
+void ExpandVariable(const ShaderVariable &variable,
+ const std::string &name,
+ std::vector<ShaderVariable> *expanded);
+
+void ExpandStructVariable(const ShaderVariable &variable,
+ const std::string &name,
+ std::vector<ShaderVariable> *expanded)
+{
+ ASSERT(variable.isStruct());
+
+ const std::vector<ShaderVariable> &fields = variable.fields;
+
+ for (size_t fieldIndex = 0; fieldIndex < fields.size(); fieldIndex++)
{
- case GL_FLOAT_MAT4:
- case GL_FLOAT_MAT2:
- case GL_FLOAT_MAT2x4:
- case GL_FLOAT_MAT3x4:
- case GL_FLOAT_MAT4x2:
- case GL_FLOAT_MAT4x3:
- case GL_FLOAT_VEC4:
- case GL_INT_VEC4:
- case GL_BOOL_VEC4:
- case GL_UNSIGNED_INT_VEC4:
- return 4;
- case GL_FLOAT_MAT3:
- case GL_FLOAT_MAT2x3:
- case GL_FLOAT_MAT3x2:
- case GL_FLOAT_VEC3:
- case GL_INT_VEC3:
- case GL_BOOL_VEC3:
- case GL_UNSIGNED_INT_VEC3:
- return 3;
- case GL_FLOAT_VEC2:
- case GL_INT_VEC2:
- case GL_BOOL_VEC2:
- case GL_UNSIGNED_INT_VEC2:
- return 2;
- default:
- ASSERT(gl::VariableComponentCount(type) == 1);
- return 1;
+ const ShaderVariable &field = fields[fieldIndex];
+ ExpandVariable(field, name + "." + field.name, expanded);
}
}
-int VariablePacker::GetNumRows(sh::GLenum type)
+void ExpandStructArrayVariable(const ShaderVariable &variable,
+ unsigned int arrayNestingIndex,
+ const std::string &name,
+ std::vector<ShaderVariable> *expanded)
{
- switch (type)
+ // Nested arrays are processed starting from outermost (arrayNestingIndex 0u) and ending at the
+ // innermost.
+ const unsigned int currentArraySize = variable.getNestedArraySize(arrayNestingIndex);
+ for (unsigned int arrayElement = 0u; arrayElement < currentArraySize; ++arrayElement)
{
- case GL_FLOAT_MAT4:
- case GL_FLOAT_MAT2x4:
- case GL_FLOAT_MAT3x4:
- case GL_FLOAT_MAT4x3:
- case GL_FLOAT_MAT4x2:
- return 4;
- case GL_FLOAT_MAT3:
- case GL_FLOAT_MAT2x3:
- case GL_FLOAT_MAT3x2:
- return 3;
- case GL_FLOAT_MAT2:
- return 2;
- default:
- ASSERT(gl::VariableRowCount(type) == 1);
- return 1;
+ const std::string elementName = name + ArrayString(arrayElement);
+ if (arrayNestingIndex + 1u < variable.arraySizes.size())
+ {
+ ExpandStructArrayVariable(variable, arrayNestingIndex + 1u, elementName, expanded);
+ }
+ else
+ {
+ ExpandStructVariable(variable, elementName, expanded);
+ }
}
}
+void ExpandVariable(const ShaderVariable &variable,
+ const std::string &name,
+ std::vector<ShaderVariable> *expanded)
+{
+ if (variable.isStruct())
+ {
+ if (variable.isArray())
+ {
+ ExpandStructArrayVariable(variable, 0u, name, expanded);
+ }
+ else
+ {
+ ExpandStructVariable(variable, name, expanded);
+ }
+ }
+ else
+ {
+ ShaderVariable expandedVar = variable;
+ expandedVar.name = name;
+
+ expanded->push_back(expandedVar);
+ }
+}
+
+int GetVariablePackingRows(const ShaderVariable &variable)
+{
+ return GetTypePackingRows(variable.type) * variable.getArraySizeProduct();
+}
+
+class VariablePacker
+{
+ public:
+ bool checkExpandedVariablesWithinPackingLimits(unsigned int maxVectors,
+ std::vector<sh::ShaderVariable> *variables);
+
+ private:
+ static const int kNumColumns = 4;
+ static const unsigned kColumnMask = (1 << kNumColumns) - 1;
+
+ unsigned makeColumnFlags(int column, int numComponentsPerRow);
+ void fillColumns(int topRow, int numRows, int column, int numComponentsPerRow);
+ bool searchColumn(int column, int numRows, int *destRow, int *destSize);
+
+ int topNonFullRow_;
+ int bottomNonFullRow_;
+ int maxRows_;
+ std::vector<unsigned> rows_;
+};
+
struct TVariableInfoComparer
{
bool operator()(const sh::ShaderVariable &lhs, const sh::ShaderVariable &rhs) const
{
int lhsSortOrder = gl::VariableSortOrder(lhs.type);
int rhsSortOrder = gl::VariableSortOrder(rhs.type);
- if (lhsSortOrder != rhsSortOrder) {
+ if (lhsSortOrder != rhsSortOrder)
+ {
return lhsSortOrder < rhsSortOrder;
}
// Sort by largest first.
- return lhs.arraySize > rhs.arraySize;
+ return lhs.getArraySizeProduct() > rhs.getArraySizeProduct();
}
};
unsigned VariablePacker::makeColumnFlags(int column, int numComponentsPerRow)
{
- return ((kColumnMask << (kNumColumns - numComponentsPerRow)) &
- kColumnMask) >> column;
+ return ((kColumnMask << (kNumColumns - numComponentsPerRow)) & kColumnMask) >> column;
}
void VariablePacker::fillColumns(int topRow, int numRows, int column, int numComponentsPerRow)
{
unsigned columnFlags = makeColumnFlags(column, numComponentsPerRow);
- for (int r = 0; r < numRows; ++r) {
+ for (int r = 0; r < numRows; ++r)
+ {
int row = topRow + r;
ASSERT((rows_[row] & columnFlags) == 0);
rows_[row] |= columnFlags;
}
}
-bool VariablePacker::searchColumn(int column, int numRows, int* destRow, int* destSize)
+bool VariablePacker::searchColumn(int column, int numRows, int *destRow, int *destSize)
{
ASSERT(destRow);
- for (; topNonFullRow_ < maxRows_ && rows_[topNonFullRow_] == kColumnMask;
- ++topNonFullRow_) {
+ for (; topNonFullRow_ < maxRows_ && rows_[topNonFullRow_] == kColumnMask; ++topNonFullRow_)
+ {
}
- for (; bottomNonFullRow_ >= 0 && rows_[bottomNonFullRow_] == kColumnMask;
- --bottomNonFullRow_) {
+ for (; bottomNonFullRow_ >= 0 && rows_[bottomNonFullRow_] == kColumnMask; --bottomNonFullRow_)
+ {
}
- if (bottomNonFullRow_ - topNonFullRow_ + 1 < numRows) {
+ if (bottomNonFullRow_ - topNonFullRow_ + 1 < numRows)
+ {
return false;
}
unsigned columnFlags = makeColumnFlags(column, 1);
- int topGoodRow = 0;
- int smallestGoodTop = -1;
+ int topGoodRow = 0;
+ int smallestGoodTop = -1;
int smallestGoodSize = maxRows_ + 1;
- int bottomRow = bottomNonFullRow_ + 1;
- bool found = false;
- for (int row = topNonFullRow_; row <= bottomRow; ++row) {
+ int bottomRow = bottomNonFullRow_ + 1;
+ bool found = false;
+ for (int row = topNonFullRow_; row <= bottomRow; ++row)
+ {
bool rowEmpty = row < bottomRow ? ((rows_[row] & columnFlags) == 0) : false;
- if (rowEmpty) {
- if (!found) {
+ if (rowEmpty)
+ {
+ if (!found)
+ {
topGoodRow = row;
- found = true;
+ found = true;
}
- } else {
- if (found) {
+ }
+ else
+ {
+ if (found)
+ {
int size = row - topGoodRow;
- if (size >= numRows && size < smallestGoodSize) {
+ if (size >= numRows && size < smallestGoodSize)
+ {
smallestGoodSize = size;
- smallestGoodTop = topGoodRow;
+ smallestGoodTop = topGoodRow;
}
}
found = false;
}
}
- if (smallestGoodTop < 0) {
+ if (smallestGoodTop < 0)
+ {
return false;
}
*destRow = smallestGoodTop;
- if (destSize) {
+ if (destSize)
+ {
*destSize = smallestGoodSize;
}
return true;
}
-template <typename VarT>
-bool VariablePacker::CheckVariablesWithinPackingLimits(unsigned int maxVectors,
- const std::vector<VarT> &in_variables)
+bool VariablePacker::checkExpandedVariablesWithinPackingLimits(
+ unsigned int maxVectors,
+ std::vector<sh::ShaderVariable> *variables)
{
ASSERT(maxVectors > 0);
- maxRows_ = maxVectors;
- topNonFullRow_ = 0;
+ maxRows_ = maxVectors;
+ topNonFullRow_ = 0;
bottomNonFullRow_ = maxRows_ - 1;
- std::vector<VarT> variables(in_variables);
// Check whether each variable fits in the available vectors.
- for (size_t i = 0; i < variables.size(); i++) {
- const sh::ShaderVariable &variable = variables[i];
- if (variable.elementCount() > maxVectors / GetNumRows(variable.type)) {
+ for (const sh::ShaderVariable &variable : *variables)
+ {
+ // Structs should have been expanded before reaching here.
+ ASSERT(!variable.isStruct());
+ if (variable.getArraySizeProduct() > maxVectors / GetTypePackingRows(variable.type))
+ {
return false;
}
}
// As per GLSL 1.017 Appendix A, Section 7 variables are packed in specific
// order by type, then by size of array, largest first.
- std::sort(variables.begin(), variables.end(), TVariableInfoComparer());
+ std::sort(variables->begin(), variables->end(), TVariableInfoComparer());
rows_.clear();
rows_.resize(maxVectors, 0);
// Packs the 4 column variables.
size_t ii = 0;
- for (; ii < variables.size(); ++ii) {
- const sh::ShaderVariable &variable = variables[ii];
- if (GetNumComponentsPerRow(variable.type) != 4) {
+ for (; ii < variables->size(); ++ii)
+ {
+ const sh::ShaderVariable &variable = (*variables)[ii];
+ if (GetTypePackingComponentsPerRow(variable.type) != 4)
+ {
break;
}
- topNonFullRow_ += GetNumRows(variable.type) * variable.elementCount();
+ topNonFullRow_ += GetVariablePackingRows(variable);
}
- if (topNonFullRow_ > maxRows_) {
+ if (topNonFullRow_ > maxRows_)
+ {
return false;
}
// Packs the 3 column variables.
int num3ColumnRows = 0;
- for (; ii < variables.size(); ++ii) {
- const sh::ShaderVariable &variable = variables[ii];
- if (GetNumComponentsPerRow(variable.type) != 3) {
+ for (; ii < variables->size(); ++ii)
+ {
+ const sh::ShaderVariable &variable = (*variables)[ii];
+ if (GetTypePackingComponentsPerRow(variable.type) != 3)
+ {
break;
}
- num3ColumnRows += GetNumRows(variable.type) * variable.elementCount();
+ num3ColumnRows += GetVariablePackingRows(variable);
}
- if (topNonFullRow_ + num3ColumnRows > maxRows_) {
+ if (topNonFullRow_ + num3ColumnRows > maxRows_)
+ {
return false;
}
fillColumns(topNonFullRow_, num3ColumnRows, 0, 3);
// Packs the 2 column variables.
- int top2ColumnRow = topNonFullRow_ + num3ColumnRows;
- int twoColumnRowsAvailable = maxRows_ - top2ColumnRow;
+ int top2ColumnRow = topNonFullRow_ + num3ColumnRows;
+ int twoColumnRowsAvailable = maxRows_ - top2ColumnRow;
int rowsAvailableInColumns01 = twoColumnRowsAvailable;
int rowsAvailableInColumns23 = twoColumnRowsAvailable;
- for (; ii < variables.size(); ++ii) {
- const sh::ShaderVariable &variable = variables[ii];
- if (GetNumComponentsPerRow(variable.type) != 2) {
+ for (; ii < variables->size(); ++ii)
+ {
+ const sh::ShaderVariable &variable = (*variables)[ii];
+ if (GetTypePackingComponentsPerRow(variable.type) != 2)
+ {
break;
}
- int numRows = GetNumRows(variable.type) * variable.elementCount();
- if (numRows <= rowsAvailableInColumns01) {
+ int numRows = GetVariablePackingRows(variable);
+ if (numRows <= rowsAvailableInColumns01)
+ {
rowsAvailableInColumns01 -= numRows;
- } else if (numRows <= rowsAvailableInColumns23) {
+ }
+ else if (numRows <= rowsAvailableInColumns23)
+ {
rowsAvailableInColumns23 -= numRows;
- } else {
+ }
+ else
+ {
return false;
}
}
- int numRowsUsedInColumns01 =
- twoColumnRowsAvailable - rowsAvailableInColumns01;
- int numRowsUsedInColumns23 =
- twoColumnRowsAvailable - rowsAvailableInColumns23;
+ int numRowsUsedInColumns01 = twoColumnRowsAvailable - rowsAvailableInColumns01;
+ int numRowsUsedInColumns23 = twoColumnRowsAvailable - rowsAvailableInColumns23;
fillColumns(top2ColumnRow, numRowsUsedInColumns01, 0, 2);
- fillColumns(maxRows_ - numRowsUsedInColumns23, numRowsUsedInColumns23,
- 2, 2);
+ fillColumns(maxRows_ - numRowsUsedInColumns23, numRowsUsedInColumns23, 2, 2);
// Packs the 1 column variables.
- for (; ii < variables.size(); ++ii) {
- const sh::ShaderVariable &variable = variables[ii];
- ASSERT(1 == GetNumComponentsPerRow(variable.type));
- int numRows = GetNumRows(variable.type) * variable.elementCount();
+ for (; ii < variables->size(); ++ii)
+ {
+ const sh::ShaderVariable &variable = (*variables)[ii];
+ ASSERT(1 == GetTypePackingComponentsPerRow(variable.type));
+ int numRows = GetVariablePackingRows(variable);
int smallestColumn = -1;
- int smallestSize = maxRows_ + 1;
- int topRow = -1;
- for (int column = 0; column < kNumColumns; ++column) {
- int row = 0;
+ int smallestSize = maxRows_ + 1;
+ int topRow = -1;
+ for (int column = 0; column < kNumColumns; ++column)
+ {
+ int row = 0;
int size = 0;
- if (searchColumn(column, numRows, &row, &size)) {
- if (size < smallestSize) {
- smallestSize = size;
+ if (searchColumn(column, numRows, &row, &size))
+ {
+ if (size < smallestSize)
+ {
+ smallestSize = size;
smallestColumn = column;
- topRow = row;
+ topRow = row;
}
}
}
- if (smallestColumn < 0) {
+ if (smallestColumn < 0)
+ {
return false;
}
fillColumns(topRow, numRows, smallestColumn, 1);
}
- ASSERT(variables.size() == ii);
+ ASSERT(variables->size() == ii);
return true;
}
-// Instantiate all possible variable packings
-template bool VariablePacker::CheckVariablesWithinPackingLimits(unsigned int, const std::vector<sh::ShaderVariable> &);
-template bool VariablePacker::CheckVariablesWithinPackingLimits(unsigned int, const std::vector<sh::Attribute> &);
-template bool VariablePacker::CheckVariablesWithinPackingLimits(unsigned int, const std::vector<sh::Uniform> &);
-template bool VariablePacker::CheckVariablesWithinPackingLimits(unsigned int, const std::vector<sh::Varying> &);
+} // anonymous namespace
+
+int GetTypePackingComponentsPerRow(sh::GLenum type)
+{
+ switch (type)
+ {
+ case GL_FLOAT_MAT4:
+ case GL_FLOAT_MAT2:
+ case GL_FLOAT_MAT2x4:
+ case GL_FLOAT_MAT3x4:
+ case GL_FLOAT_MAT4x2:
+ case GL_FLOAT_MAT4x3:
+ case GL_FLOAT_VEC4:
+ case GL_INT_VEC4:
+ case GL_BOOL_VEC4:
+ case GL_UNSIGNED_INT_VEC4:
+ return 4;
+ case GL_FLOAT_MAT3:
+ case GL_FLOAT_MAT2x3:
+ case GL_FLOAT_MAT3x2:
+ case GL_FLOAT_VEC3:
+ case GL_INT_VEC3:
+ case GL_BOOL_VEC3:
+ case GL_UNSIGNED_INT_VEC3:
+ return 3;
+ case GL_FLOAT_VEC2:
+ case GL_INT_VEC2:
+ case GL_BOOL_VEC2:
+ case GL_UNSIGNED_INT_VEC2:
+ return 2;
+ default:
+ ASSERT(gl::VariableComponentCount(type) == 1);
+ return 1;
+ }
+}
+
+int GetTypePackingRows(sh::GLenum type)
+{
+ switch (type)
+ {
+ case GL_FLOAT_MAT4:
+ case GL_FLOAT_MAT2x4:
+ case GL_FLOAT_MAT3x4:
+ case GL_FLOAT_MAT4x3:
+ case GL_FLOAT_MAT4x2:
+ return 4;
+ case GL_FLOAT_MAT3:
+ case GL_FLOAT_MAT2x3:
+ case GL_FLOAT_MAT3x2:
+ return 3;
+ case GL_FLOAT_MAT2:
+ return 2;
+ default:
+ ASSERT(gl::VariableRowCount(type) == 1);
+ return 1;
+ }
+}
+
+template <typename T>
+bool CheckVariablesInPackingLimits(unsigned int maxVectors, const std::vector<T> &variables)
+{
+ VariablePacker packer;
+ std::vector<sh::ShaderVariable> expandedVariables;
+ for (const ShaderVariable &variable : variables)
+ {
+ ExpandVariable(variable, variable.name, &expandedVariables);
+ }
+ return packer.checkExpandedVariablesWithinPackingLimits(maxVectors, &expandedVariables);
+}
+
+template bool CheckVariablesInPackingLimits<ShaderVariable>(
+ unsigned int maxVectors,
+ const std::vector<ShaderVariable> &variables);
+template bool CheckVariablesInPackingLimits<Uniform>(unsigned int maxVectors,
+ const std::vector<Uniform> &variables);
+
+} // namespace sh