| // |
| // Copyright (c) 2002-2012 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. |
| // |
| |
| #include <algorithm> |
| |
| #include "angle_gl.h" |
| |
| #include "compiler/translator/VariablePacker.h" |
| #include "common/utilities.h" |
| |
| int VariablePacker::GetNumComponentsPerRow(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 VariablePacker::GetNumRows(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; |
| } |
| } |
| |
| 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.arraySize > rhs.arraySize; |
| } |
| }; |
| |
| 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::CheckVariablesWithinPackingLimits( |
| unsigned int maxVectors, |
| const std::vector<sh::ShaderVariable> &in_variables) |
| { |
| ASSERT(maxVectors > 0); |
| maxRows_ = maxVectors; |
| topNonFullRow_ = 0; |
| bottomNonFullRow_ = maxRows_ - 1; |
| std::vector<sh::ShaderVariable> variables; |
| |
| for (const auto &variable : in_variables) |
| { |
| ExpandVariable(variable, variable.name, variable.mappedName, variable.staticUse, |
| &variables); |
| } |
| |
| // Check whether each variable fits in the available vectors. |
| for (size_t i = 0; i < variables.size(); i++) |
| { |
| const sh::ShaderVariable &variable = variables[i]; |
| if (variable.elementCount() > maxVectors / GetNumRows(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 (GetNumComponentsPerRow(variable.type) != 4) |
| { |
| break; |
| } |
| topNonFullRow_ += GetNumRows(variable.type) * variable.elementCount(); |
| } |
| |
| 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 (GetNumComponentsPerRow(variable.type) != 3) |
| { |
| break; |
| } |
| num3ColumnRows += GetNumRows(variable.type) * variable.elementCount(); |
| } |
| |
| 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 (GetNumComponentsPerRow(variable.type) != 2) |
| { |
| break; |
| } |
| int numRows = GetNumRows(variable.type) * variable.elementCount(); |
| 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 == GetNumComponentsPerRow(variable.type)); |
| int numRows = GetNumRows(variable.type) * variable.elementCount(); |
| 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; |
| } |