| // |
| // 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 |