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authorBrian Paul <[email protected]>2009-01-06 17:24:23 -0700
committerBrian Paul <[email protected]>2009-01-06 17:24:23 -0700
commit1fa978c8911d00e7cac0a114110e98ebdbe4d57d (patch)
tree64ed642fe02792f27e43eaaf09b0138f9a048a82 /src/mesa/shader/slang/slang_codegen.c
parent338ae34d227fce8b6f358ca90d383d0cfb87c868 (diff)
glsl: implement loop unrolling for simple 'for' loops
Loops such as this will be unrolled: for (i = 0; i < 4; ++i) { body; } where 'body' isn't too large. This also helps to fix the issue reported in bug #19190. The problem there is indexing vector types with a variable index. For example: vec4 v; v[2] = 1.0; // equivalent to v.z = 1.0 v[i] = 2.0; // variable index into vector!! Since the for-i loop can be unrolled, we can avoid the problems associated with variable indexing into a vector (at least in this case).
Diffstat (limited to 'src/mesa/shader/slang/slang_codegen.c')
-rw-r--r--src/mesa/shader/slang/slang_codegen.c229
1 files changed, 205 insertions, 24 deletions
diff --git a/src/mesa/shader/slang/slang_codegen.c b/src/mesa/shader/slang/slang_codegen.c
index e8e496f915d..0d9674f05c4 100644
--- a/src/mesa/shader/slang/slang_codegen.c
+++ b/src/mesa/shader/slang/slang_codegen.c
@@ -57,6 +57,14 @@
#include "slang_print.h"
+/** Max iterations to unroll */
+const GLuint MAX_FOR_LOOP_UNROLL_ITERATIONS = 4;
+
+/** Max for-loop body size (in slang operations) to unroll */
+const GLuint MAX_FOR_LOOP_UNROLL_BODY_SIZE = 50;
+
+
+
static slang_ir_node *
_slang_gen_operation(slang_assemble_ctx * A, slang_operation *oper);
@@ -2439,40 +2447,213 @@ _slang_gen_do(slang_assemble_ctx * A, const slang_operation *oper)
/**
- * Generate for-loop using high-level IR_LOOP instruction.
+ * Recursively count the number of operations rooted at 'oper'.
+ * This gives some kind of indication of the size/complexity of an operation.
+ */
+static GLuint
+sizeof_operation(const slang_operation *oper)
+{
+ if (oper) {
+ GLuint count = 1; /* me */
+ GLuint i;
+ for (i = 0; i < oper->num_children; i++) {
+ count += sizeof_operation(&oper->children[i]);
+ }
+ return count;
+ }
+ else {
+ return 0;
+ }
+}
+
+
+/**
+ * Determine if a for-loop can be unrolled.
+ * At this time, only a rather narrow class of for loops can be unrolled.
+ * See code for details.
+ * When a loop can't be unrolled because it's too large we'll emit a
+ * message to the log.
+ */
+static GLboolean
+_slang_can_unroll_for_loop(slang_assemble_ctx * A, const slang_operation *oper)
+{
+ GLuint bodySize;
+ GLint start, end;
+ const char *varName;
+
+ assert(oper->type == SLANG_OPER_FOR);
+ assert(oper->num_children == 4);
+
+ /* children[0] must be "i=constant" */
+ if (oper->children[0].type != SLANG_OPER_EXPRESSION)
+ return GL_FALSE;
+ if (oper->children[0].children[0].type != SLANG_OPER_ASSIGN)
+ return GL_FALSE;
+ if (oper->children[0].children[0].children[0].type != SLANG_OPER_IDENTIFIER)
+ return GL_FALSE;
+ if (oper->children[0].children[0].children[1].type != SLANG_OPER_LITERAL_INT)
+ return GL_FALSE;
+
+ /* children[1] must be "i<constant" */
+ if (oper->children[1].type != SLANG_OPER_EXPRESSION)
+ return GL_FALSE;
+ if (oper->children[1].children[0].type != SLANG_OPER_LESS)
+ return GL_FALSE;
+ if (oper->children[1].children[0].children[0].type != SLANG_OPER_IDENTIFIER)
+ return GL_FALSE;
+ if (oper->children[1].children[0].children[1].type != SLANG_OPER_LITERAL_INT)
+ return GL_FALSE;
+
+ /* children[2] must be "i++" or "++i" */
+ if (oper->children[2].type != SLANG_OPER_POSTINCREMENT &&
+ oper->children[2].type != SLANG_OPER_PREINCREMENT)
+ return GL_FALSE;
+ if (oper->children[2].children[0].type != SLANG_OPER_IDENTIFIER)
+ return GL_FALSE;
+
+ /* make sure the same variable name is used in all places */
+ if ((oper->children[0].children[0].children[0].a_id !=
+ oper->children[1].children[0].children[0].a_id) ||
+ (oper->children[0].children[0].children[0].a_id !=
+ oper->children[2].children[0].a_id))
+ return GL_FALSE;
+
+ varName = (const char *) oper->children[0].children[0].children[0].a_id;
+
+ /* children[3], the loop body, can't be too large */
+ bodySize = sizeof_operation(&oper->children[3]);
+ if (bodySize > MAX_FOR_LOOP_UNROLL_BODY_SIZE) {
+ slang_info_log_print(A->log,
+ "Note: 'for (%s ... )' body is too large/complex"
+ " to unroll",
+ varName);
+ return GL_FALSE;
+ }
+
+ /* get/check loop iteration limits */
+ start = (GLint) oper->children[0].children[0].children[1].literal[0];
+ end = (GLint) oper->children[1].children[0].children[1].literal[0];
+ if (end - start > MAX_FOR_LOOP_UNROLL_ITERATIONS) {
+ slang_info_log_print(A->log,
+ "Note: 'for (%s=%d; %s<%d; ++%s)' is too"
+ " many iterations to unroll",
+ varName, start, varName, end, varName);
+ return GL_FALSE;
+ }
+
+ return GL_TRUE; /* we can unroll the loop */
+}
+
+
+/**
+ * Unroll a for-loop.
+ * First we determine the number of iterations to unroll.
+ * Then for each iteration:
+ * make a copy of the loop body
+ * replace instances of the loop variable with the current iteration value
+ * generate IR code for the body
+ * \return pointer to generated IR code or NULL if error, out of memory, etc.
+ */
+static slang_ir_node *
+_slang_unroll_for_loop(slang_assemble_ctx * A, const slang_operation *oper)
+{
+ GLint start, end, iter;
+ slang_ir_node *n, *root = NULL;
+
+ start = (GLint) oper->children[0].children[0].children[1].literal[0];
+ end = (GLint) oper->children[1].children[0].children[1].literal[0];
+
+ for (iter = start; iter < end; iter++) {
+ slang_operation *body;
+ slang_atom id;
+
+ /* make a copy of the loop body */
+ body = slang_operation_new(1);
+ if (!body)
+ return NULL;
+
+ if (!slang_operation_copy(body, &oper->children[3]))
+ return NULL;
+
+ id = oper->children[0].children[0].children[0].a_id;
+
+ /* in body, replace instances of 'id' with literal 'iter' */
+ {
+ slang_variable *oldVar;
+ slang_operation *newOper;
+
+ oldVar = _slang_variable_locate(oper->locals, id, GL_TRUE);
+ if (!oldVar) {
+ /* undeclared loop variable */
+ slang_operation_delete(body);
+ return NULL;
+ }
+
+ newOper = slang_operation_new(1);
+ newOper->type = SLANG_OPER_LITERAL_INT;
+ newOper->literal_size = 1;
+ newOper->literal[0] = iter;
+
+ /* replace instances of the loop variable with newOper */
+ slang_substitute(A, body, 1, &oldVar, &newOper, GL_FALSE);
+ }
+
+ /* do IR codegen for body */
+ n = _slang_gen_operation(A, body);
+ root = new_seq(root, n);
+
+ slang_operation_delete(body);
+ }
+
+ return root;
+}
+
+
+/**
+ * Generate IR for a for-loop. Unrolling will be done when possible.
*/
static slang_ir_node *
_slang_gen_for(slang_assemble_ctx * A, const slang_operation *oper)
{
- /*
- * init code (child[0])
- * LOOP:
- * BREAK if !expr (child[1])
- * body code (child[3])
- * tail code:
- * incr code (child[2]) // XXX continue here
- */
- slang_ir_node *prevLoop, *loop, *cond, *breakIf, *body, *init, *incr;
+ GLboolean unroll = _slang_can_unroll_for_loop(A, oper);
- init = _slang_gen_operation(A, &oper->children[0]);
- loop = new_loop(NULL);
+ if (unroll) {
+ slang_ir_node *code = _slang_unroll_for_loop(A, oper);
+ if (code)
+ return code;
+ }
- /* save old, push new loop */
- prevLoop = A->CurLoop;
- A->CurLoop = loop;
+ /* conventional for-loop code generation */
+ {
+ /*
+ * init code (child[0])
+ * LOOP:
+ * BREAK if !expr (child[1])
+ * body code (child[3])
+ * tail code:
+ * incr code (child[2]) // XXX continue here
+ */
+ slang_ir_node *prevLoop, *loop, *cond, *breakIf, *body, *init, *incr;
+ init = _slang_gen_operation(A, &oper->children[0]);
+ loop = new_loop(NULL);
- cond = new_cond(new_not(_slang_gen_operation(A, &oper->children[1])));
- breakIf = new_break_if_true(A->CurLoop, cond);
- body = _slang_gen_operation(A, &oper->children[3]);
- incr = _slang_gen_operation(A, &oper->children[2]);
+ /* save old, push new loop */
+ prevLoop = A->CurLoop;
+ A->CurLoop = loop;
- loop->Children[0] = new_seq(breakIf, body);
- loop->Children[1] = incr; /* tail code */
+ cond = new_cond(new_not(_slang_gen_operation(A, &oper->children[1])));
+ breakIf = new_break_if_true(A->CurLoop, cond);
+ body = _slang_gen_operation(A, &oper->children[3]);
+ incr = _slang_gen_operation(A, &oper->children[2]);
- /* pop loop, restore prev */
- A->CurLoop = prevLoop;
+ loop->Children[0] = new_seq(breakIf, body);
+ loop->Children[1] = incr; /* tail code */
- return new_seq(init, loop);
+ /* pop loop, restore prev */
+ A->CurLoop = prevLoop;
+
+ return new_seq(init, loop);
+ }
}