| // | |
| // Copyright 2002 The ANGLE Project Authors. All rights reserved. | |
| // 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> | |
| #include "angle_gl.h" | |
| #include "common/utilities.h" | |
| #include "compiler/translator/VariablePacker.h" | |
| namespace sh | |
| { | |
| 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++) | |
| { | |
| const ShaderVariable &field = fields[fieldIndex]; | |
| ExpandVariable(field, name + "." + field.name, expanded); | |
| } | |
| } | |
| void ExpandStructArrayVariable(const ShaderVariable &variable, | |
| unsigned int arrayNestingIndex, | |
| const std::string &name, | |
| std::vector<ShaderVariable> *expanded) | |
| { | |
| // 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) | |
| { | |
| 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) | |
| { | |
| return lhsSortOrder < rhsSortOrder; | |
| } | |
| // Sort by largest first. | |
| return lhs.getArraySizeProduct() > rhs.getArraySizeProduct(); | |
| } | |
| }; | |
| unsigned VariablePacker::makeColumnFlags(int column, int numComponentsPerRow) | |
| { | |
| 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) | |
| { | |
| int row = topRow + r; | |
| ASSERT((rows_[row] & columnFlags) == 0); | |
| rows_[row] |= columnFlags; | |
| } | |
| } | |
| bool VariablePacker::searchColumn(int column, int numRows, int *destRow, int *destSize) | |
| { | |
| ASSERT(destRow); | |
| for (; topNonFullRow_ < maxRows_ && rows_[topNonFullRow_] == kColumnMask; ++topNonFullRow_) | |
| { | |
| } | |
| for (; bottomNonFullRow_ >= 0 && rows_[bottomNonFullRow_] == kColumnMask; --bottomNonFullRow_) | |
| { | |
| } | |
| if (bottomNonFullRow_ - topNonFullRow_ + 1 < numRows) | |
| { | |
| return false; | |
| } | |
| unsigned columnFlags = makeColumnFlags(column, 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) | |
| { | |
| bool rowEmpty = row < bottomRow ? ((rows_[row] & columnFlags) == 0) : false; | |
| if (rowEmpty) | |
| { | |
| if (!found) | |
| { | |
| topGoodRow = row; | |
| found = true; | |
| } | |
| } | |
| else | |
| { | |
| if (found) | |
| { | |
| int size = row - topGoodRow; | |
| if (size >= numRows && size < smallestGoodSize) | |
| { | |
| smallestGoodSize = size; | |
| smallestGoodTop = topGoodRow; | |
| } | |
| } | |
| found = false; | |
| } | |
| } | |
| if (smallestGoodTop < 0) | |
| { | |
| return false; | |
| } | |
| *destRow = smallestGoodTop; | |
| if (destSize) | |
| { | |
| *destSize = smallestGoodSize; | |
| } | |
| return true; | |
| } | |
| bool VariablePacker::checkExpandedVariablesWithinPackingLimits( | |
| unsigned int maxVectors, | |
| std::vector<sh::ShaderVariable> *variables) | |
| { | |
| ASSERT(maxVectors > 0); | |
| maxRows_ = maxVectors; | |
| topNonFullRow_ = 0; | |
| bottomNonFullRow_ = maxRows_ - 1; | |
| // Check whether each variable fits in the available vectors. | |
| 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()); | |
| 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 (GetTypePackingComponentsPerRow(variable.type) != 4) | |
| { | |
| break; | |
| } | |
| topNonFullRow_ += GetVariablePackingRows(variable); | |
| } | |
| 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 (GetTypePackingComponentsPerRow(variable.type) != 3) | |
| { | |
| break; | |
| } | |
| num3ColumnRows += GetVariablePackingRows(variable); | |
| } | |
| 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 rowsAvailableInColumns01 = twoColumnRowsAvailable; | |
| int rowsAvailableInColumns23 = twoColumnRowsAvailable; | |
| for (; ii < variables->size(); ++ii) | |
| { | |
| const sh::ShaderVariable &variable = (*variables)[ii]; | |
| if (GetTypePackingComponentsPerRow(variable.type) != 2) | |
| { | |
| break; | |
| } | |
| int numRows = GetVariablePackingRows(variable); | |
| if (numRows <= rowsAvailableInColumns01) | |
| { | |
| rowsAvailableInColumns01 -= numRows; | |
| } | |
| else if (numRows <= rowsAvailableInColumns23) | |
| { | |
| rowsAvailableInColumns23 -= numRows; | |
| } | |
| else | |
| { | |
| return false; | |
| } | |
| } | |
| int numRowsUsedInColumns01 = twoColumnRowsAvailable - rowsAvailableInColumns01; | |
| int numRowsUsedInColumns23 = twoColumnRowsAvailable - rowsAvailableInColumns23; | |
| fillColumns(top2ColumnRow, numRowsUsedInColumns01, 0, 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 == 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 size = 0; | |
| if (searchColumn(column, numRows, &row, &size)) | |
| { | |
| if (size < smallestSize) | |
| { | |
| smallestSize = size; | |
| smallestColumn = column; | |
| topRow = row; | |
| } | |
| } | |
| } | |
| if (smallestColumn < 0) | |
| { | |
| return false; | |
| } | |
| fillColumns(topRow, numRows, smallestColumn, 1); | |
| } | |
| ASSERT(variables->size() == ii); | |
| return true; | |
| } | |
| } // 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; | |
| } | |
| } | |
| bool CheckVariablesInPackingLimits(unsigned int maxVectors, | |
| const std::vector<ShaderVariable> &variables) | |
| { | |
| VariablePacker packer; | |
| std::vector<sh::ShaderVariable> expandedVariables; | |
| for (const ShaderVariable &variable : variables) | |
| { | |
| ExpandVariable(variable, variable.name, &expandedVariables); | |
| } | |
| return packer.checkExpandedVariablesWithinPackingLimits(maxVectors, &expandedVariables); | |
| } | |
| bool CheckVariablesInPackingLimits(unsigned int maxVectors, | |
| const std::vector<ShaderVariable> &variables); | |
| } // namespace sh |