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//
// 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