/* * Copyright © 2011 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ /** * \file lower_clip_distance.cpp * * This pass accounts for the difference between the way * gl_ClipDistance is declared in standard GLSL (as an array of * floats), and the way it is frequently implemented in hardware (as * a pair of vec4s, with four clip distances packed into each). * * The declaration of gl_ClipDistance is replaced with a declaration * of gl_ClipDistanceMESA, and any references to gl_ClipDistance are * translated to refer to gl_ClipDistanceMESA with the appropriate * swizzling of array indices. For instance: * * gl_ClipDistance[i] * * is translated into: * * gl_ClipDistanceMESA[i>>2][i&3] * * Since some hardware may not internally represent gl_ClipDistance as a pair * of vec4's, this lowering pass is optional. To enable it, set the * LowerClipDistance flag in gl_shader_compiler_options to true. */ #include "glsl_symbol_table.h" #include "ir_rvalue_visitor.h" #include "ir.h" class lower_clip_distance_visitor : public ir_rvalue_visitor { public: lower_clip_distance_visitor() : progress(false), old_clip_distance_var(NULL), new_clip_distance_var(NULL) { } virtual ir_visitor_status visit(ir_variable *); void create_indices(ir_rvalue*, ir_rvalue *&, ir_rvalue *&); virtual ir_visitor_status visit_leave(ir_assignment *); void visit_new_assignment(ir_assignment *ir); virtual ir_visitor_status visit_leave(ir_call *); virtual void handle_rvalue(ir_rvalue **rvalue); bool progress; /** * Pointer to the declaration of gl_ClipDistance, if found. */ ir_variable *old_clip_distance_var; /** * Pointer to the newly-created gl_ClipDistanceMESA variable. */ ir_variable *new_clip_distance_var; }; /** * Replace any declaration of gl_ClipDistance as an array of floats with a * declaration of gl_ClipDistanceMESA as an array of vec4's. */ ir_visitor_status lower_clip_distance_visitor::visit(ir_variable *ir) { /* No point in looking for the declaration of gl_ClipDistance if * we've already found it. */ if (this->old_clip_distance_var) return visit_continue; if (ir->name && strcmp(ir->name, "gl_ClipDistance") == 0) { this->progress = true; this->old_clip_distance_var = ir; assert (ir->type->is_array()); assert (ir->type->element_type() == glsl_type::float_type); unsigned new_size = (ir->type->array_size() + 3) / 4; /* Clone the old var so that we inherit all of its properties */ this->new_clip_distance_var = ir->clone(ralloc_parent(ir), NULL); /* And change the properties that we need to change */ this->new_clip_distance_var->name = ralloc_strdup(this->new_clip_distance_var, "gl_ClipDistanceMESA"); this->new_clip_distance_var->type = glsl_type::get_array_instance(glsl_type::vec4_type, new_size); this->new_clip_distance_var->max_array_access = ir->max_array_access / 4; ir->replace_with(this->new_clip_distance_var); } return visit_continue; } /** * Create the necessary GLSL rvalues to index into gl_ClipDistanceMESA based * on the rvalue previously used to index into gl_ClipDistance. * * \param array_index Selects one of the vec4's in gl_ClipDistanceMESA * \param swizzle_index Selects a component within the vec4 selected by * array_index. */ void lower_clip_distance_visitor::create_indices(ir_rvalue *old_index, ir_rvalue *&array_index, ir_rvalue *&swizzle_index) { void *ctx = ralloc_parent(old_index); /* Make sure old_index is a signed int so that the bitwise "shift" and * "and" operations below type check properly. */ if (old_index->type != glsl_type::int_type) { assert (old_index->type == glsl_type::uint_type); old_index = new(ctx) ir_expression(ir_unop_u2i, old_index); } ir_constant *old_index_constant = old_index->constant_expression_value(); if (old_index_constant) { /* gl_ClipDistance is being accessed via a constant index. Don't bother * creating expressions to calculate the lowered indices. Just create * constants. */ int const_val = old_index_constant->get_int_component(0); array_index = new(ctx) ir_constant(const_val / 4); swizzle_index = new(ctx) ir_constant(const_val % 4); } else { /* Create a variable to hold the value of old_index (so that we * don't compute it twice). */ ir_variable *old_index_var = new(ctx) ir_variable( glsl_type::int_type, "clip_distance_index", ir_var_temporary); this->base_ir->insert_before(old_index_var); this->base_ir->insert_before(new(ctx) ir_assignment( new(ctx) ir_dereference_variable(old_index_var), old_index)); /* Create the expression clip_distance_index / 4. Do this as a bit * shift because that's likely to be more efficient. */ array_index = new(ctx) ir_expression( ir_binop_rshift, new(ctx) ir_dereference_variable(old_index_var), new(ctx) ir_constant(2)); /* Create the expression clip_distance_index % 4. Do this as a bitwise * AND because that's likely to be more efficient. */ swizzle_index = new(ctx) ir_expression( ir_binop_bit_and, new(ctx) ir_dereference_variable(old_index_var), new(ctx) ir_constant(3)); } } void lower_clip_distance_visitor::handle_rvalue(ir_rvalue **rv) { /* If the gl_ClipDistance var hasn't been declared yet, then * there's no way this deref can refer to it. */ if (!this->old_clip_distance_var || *rv == NULL) return; ir_dereference_array *const array_deref = (*rv)->as_dereference_array(); if (array_deref == NULL) return; /* Replace any expression that indexes into the gl_ClipDistance array * with an expression that indexes into one of the vec4's in * gl_ClipDistanceMESA and accesses the appropriate component. */ ir_dereference_variable *old_var_ref = array_deref->array->as_dereference_variable(); if (old_var_ref && old_var_ref->var == this->old_clip_distance_var) { this->progress = true; ir_rvalue *array_index; ir_rvalue *swizzle_index; this->create_indices(array_deref->array_index, array_index, swizzle_index); void *mem_ctx = ralloc_parent(array_deref); array_deref->array = new(mem_ctx) ir_dereference_array( this->new_clip_distance_var, array_index); array_deref->array_index = swizzle_index; } } /** * Replace any assignment having gl_ClipDistance (undereferenced) as its LHS * or RHS with a sequence of assignments, one for each component of the array. * Each of these assignments is lowered to refer to gl_ClipDistanceMESA as * appropriate. */ ir_visitor_status lower_clip_distance_visitor::visit_leave(ir_assignment *ir) { ir_dereference_variable *lhs_var = ir->lhs->as_dereference_variable(); ir_dereference_variable *rhs_var = ir->rhs->as_dereference_variable(); if ((lhs_var && lhs_var->var == this->old_clip_distance_var) || (rhs_var && rhs_var->var == this->old_clip_distance_var)) { /* LHS or RHS of the assignment is the entire gl_ClipDistance array. * Since we are reshaping gl_ClipDistance from an array of floats to an * array of vec4's, this isn't going to work as a bulk assignment * anymore, so unroll it to element-by-element assignments and lower * each of them. * * Note: to unroll into element-by-element assignments, we need to make * clones of the LHS and RHS. This is only safe if the LHS and RHS are * side-effect free. Fortunately, we know that they are, because the * only kind of rvalue that can have side effects is an ir_call, and * ir_calls only appear (a) as a statement on their own, or (b) as the * RHS of an assignment that stores the result of the call in a * temporary variable. */ void *ctx = ralloc_parent(ir); int array_size = this->old_clip_distance_var->type->array_size(); for (int i = 0; i < array_size; ++i) { ir_dereference_array *new_lhs = new(ctx) ir_dereference_array( ir->lhs->clone(ctx, NULL), new(ctx) ir_constant(i)); this->handle_rvalue((ir_rvalue **) &new_lhs); ir_dereference_array *new_rhs = new(ctx) ir_dereference_array( ir->rhs->clone(ctx, NULL), new(ctx) ir_constant(i)); this->handle_rvalue((ir_rvalue **) &new_rhs); this->base_ir->insert_before( new(ctx) ir_assignment(new_lhs, new_rhs)); } ir->remove(); return visit_continue; } /* Handle the LHS as if it were an r-value. Normally * rvalue_visit(ir_assignment *) only visits the RHS, but we need to lower * expressions in the LHS as well. */ handle_rvalue((ir_rvalue **)&ir->lhs); return rvalue_visit(ir); } /** * Set up base_ir properly and call visit_leave() on a newly created * ir_assignment node. This is used in cases where we have to insert an * ir_assignment in a place where we know the hierarchical visitor won't see * it. */ void lower_clip_distance_visitor::visit_new_assignment(ir_assignment *ir) { ir_instruction *old_base_ir = this->base_ir; this->base_ir = ir; ir->accept(this); this->base_ir = old_base_ir; } /** * If gl_ClipDistance appears as an argument in an ir_call expression, replace * it with a temporary variable, and make sure the ir_call is preceded and/or * followed by assignments that copy the contents of the temporary variable to * and/or from gl_ClipDistance. Each of these assignments is then lowered to * refer to gl_ClipDistanceMESA. */ ir_visitor_status lower_clip_distance_visitor::visit_leave(ir_call *ir) { void *ctx = ralloc_parent(ir); const exec_node *formal_param_node = ir->callee->parameters.head; const exec_node *actual_param_node = ir->actual_parameters.head; while (!actual_param_node->is_tail_sentinel()) { ir_variable *formal_param = (ir_variable *) formal_param_node; ir_rvalue *actual_param = (ir_rvalue *) actual_param_node; /* Advance formal_param_node and actual_param_node now so that we can * safely replace actual_param with another node, if necessary, below. */ formal_param_node = formal_param_node->next; actual_param_node = actual_param_node->next; ir_dereference_variable *deref = actual_param->as_dereference_variable(); if (deref && deref->var == this->old_clip_distance_var) { /* User is trying to pass the whole gl_ClipDistance array to a * function call. Since we are reshaping gl_ClipDistance from an * array of floats to an array of vec4's, this isn't going to work * anymore, so use a temporary array instead. */ ir_variable *temp_clip_distance = new(ctx) ir_variable( actual_param->type, "temp_clip_distance", ir_var_temporary); this->base_ir->insert_before(temp_clip_distance); actual_param->replace_with( new(ctx) ir_dereference_variable(temp_clip_distance)); if (formal_param->mode == ir_var_function_in || formal_param->mode == ir_var_function_inout) { /* Copy from gl_ClipDistance to the temporary before the call. * Since we are going to insert this copy before the current * instruction, we need to visit it afterwards to make sure it * gets lowered. */ ir_assignment *new_assignment = new(ctx) ir_assignment( new(ctx) ir_dereference_variable(temp_clip_distance), new(ctx) ir_dereference_variable(old_clip_distance_var)); this->base_ir->insert_before(new_assignment); this->visit_new_assignment(new_assignment); } if (formal_param->mode == ir_var_function_out || formal_param->mode == ir_var_function_inout) { /* Copy from the temporary to gl_ClipDistance after the call. * Since visit_list_elements() has already decided which * instruction it's going to visit next, we need to visit * afterwards to make sure it gets lowered. */ ir_assignment *new_assignment = new(ctx) ir_assignment( new(ctx) ir_dereference_variable(old_clip_distance_var), new(ctx) ir_dereference_variable(temp_clip_distance)); this->base_ir->insert_after(new_assignment); this->visit_new_assignment(new_assignment); } } } return rvalue_visit(ir); } bool lower_clip_distance(gl_shader *shader) { lower_clip_distance_visitor v; visit_list_elements(&v, shader->ir); if (v.new_clip_distance_var) shader->symbols->add_variable(v.new_clip_distance_var); return v.progress; }