mesa/src/glsl/lower_ubo_reference.cpp

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/*
* Copyright © 2012 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_ubo_reference.cpp
*
* IR lower pass to replace dereferences of variables in a uniform
* buffer object with usage of ir_binop_ubo_load expressions, each of
* which can read data up to the size of a vec4.
*
* This relieves drivers of the responsibility to deal with tricky UBO
* layout issues like std140 structures and row_major matrices on
* their own.
*/
#include "ir.h"
#include "ir_builder.h"
#include "ir_rvalue_visitor.h"
#include "main/macros.h"
#include "glsl_parser_extras.h"
using namespace ir_builder;
glsl: Correctly determine when the field of a UBO is row-major Previously if a field of an block with an instance name was marked row-major (but block itself was not), we would think the field (and it's sub-fields) were column-major. Fixes gles3conform failures in: ES3-CTS.shaders.uniform_block.random.basic_types.7 ES3-CTS.shaders.uniform_block.random.basic_types.9 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs.3 ES3-CTS.shaders.uniform_block.random.nested_structs.5 ES3-CTS.shaders.uniform_block.random.nested_structs.8 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.6 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.7 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.8 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.9 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.2 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.4 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.6 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.5 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.0 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.4 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.7 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.8 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.12 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.14 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.15 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.16 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.1 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.8 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.9 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.10 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.11 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.13 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.14 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.15 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.16 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.17 Fixes gles3conform failures (caused by previous commits) in: ES3-CTS.shaders.uniform_block.random.basic_types.8 ES3-CTS.shaders.uniform_block.random.basic_arrays.3 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.2 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.9 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.13 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.18 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.4 v2: Fix rebase failure noticed by Matt. v3: Use without_array() instead of older predicates. v4: s/GLSL_MATRIX_LAYOUT_DEFAULT/GLSL_MATRIX_LAYOUT_INHERITED/g Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com> [v2]
2014-06-30 10:05:27 -07:00
/**
* Determine if a thing being dereferenced is row-major
*
* There is some trickery here.
*
* If the thing being dereferenced is a member of uniform block \b without an
* instance name, then the name of the \c ir_variable is the field name of an
* interface type. If this field is row-major, then the thing referenced is
* row-major.
*
* If the thing being dereferenced is a member of uniform block \b with an
* instance name, then the last dereference in the tree will be an
* \c ir_dereference_record. If that record field is row-major, then the
* thing referenced is row-major.
*/
static bool
is_dereferenced_thing_row_major(const ir_rvalue *deref)
glsl: Correctly determine when the field of a UBO is row-major Previously if a field of an block with an instance name was marked row-major (but block itself was not), we would think the field (and it's sub-fields) were column-major. Fixes gles3conform failures in: ES3-CTS.shaders.uniform_block.random.basic_types.7 ES3-CTS.shaders.uniform_block.random.basic_types.9 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs.3 ES3-CTS.shaders.uniform_block.random.nested_structs.5 ES3-CTS.shaders.uniform_block.random.nested_structs.8 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.6 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.7 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.8 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.9 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.2 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.4 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.6 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.5 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.0 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.4 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.7 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.8 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.12 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.14 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.15 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.16 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.1 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.8 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.9 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.10 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.11 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.13 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.14 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.15 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.16 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.17 Fixes gles3conform failures (caused by previous commits) in: ES3-CTS.shaders.uniform_block.random.basic_types.8 ES3-CTS.shaders.uniform_block.random.basic_arrays.3 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.2 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.9 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.13 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.18 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.4 v2: Fix rebase failure noticed by Matt. v3: Use without_array() instead of older predicates. v4: s/GLSL_MATRIX_LAYOUT_DEFAULT/GLSL_MATRIX_LAYOUT_INHERITED/g Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com> [v2]
2014-06-30 10:05:27 -07:00
{
bool matrix = false;
const ir_rvalue *ir = deref;
while (true) {
matrix = matrix || ir->type->without_array()->is_matrix();
switch (ir->ir_type) {
case ir_type_dereference_array: {
const ir_dereference_array *const array_deref =
(const ir_dereference_array *) ir;
ir = array_deref->array;
break;
}
case ir_type_dereference_record: {
const ir_dereference_record *const record_deref =
(const ir_dereference_record *) ir;
ir = record_deref->record;
const int idx = ir->type->field_index(record_deref->field);
assert(idx >= 0);
const enum glsl_matrix_layout matrix_layout =
glsl_matrix_layout(ir->type->fields.structure[idx].matrix_layout);
switch (matrix_layout) {
case GLSL_MATRIX_LAYOUT_INHERITED:
break;
case GLSL_MATRIX_LAYOUT_COLUMN_MAJOR:
return false;
case GLSL_MATRIX_LAYOUT_ROW_MAJOR:
return matrix || deref->type->without_array()->is_record();
}
break;
}
case ir_type_dereference_variable: {
const ir_dereference_variable *const var_deref =
(const ir_dereference_variable *) ir;
const enum glsl_matrix_layout matrix_layout =
glsl_matrix_layout(var_deref->var->data.matrix_layout);
switch (matrix_layout) {
case GLSL_MATRIX_LAYOUT_INHERITED:
assert(!matrix);
return false;
case GLSL_MATRIX_LAYOUT_COLUMN_MAJOR:
return false;
case GLSL_MATRIX_LAYOUT_ROW_MAJOR:
return matrix || deref->type->without_array()->is_record();
glsl: Correctly determine when the field of a UBO is row-major Previously if a field of an block with an instance name was marked row-major (but block itself was not), we would think the field (and it's sub-fields) were column-major. Fixes gles3conform failures in: ES3-CTS.shaders.uniform_block.random.basic_types.7 ES3-CTS.shaders.uniform_block.random.basic_types.9 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs.3 ES3-CTS.shaders.uniform_block.random.nested_structs.5 ES3-CTS.shaders.uniform_block.random.nested_structs.8 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.6 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.7 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.8 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.9 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.2 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.4 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.6 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.5 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.0 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.4 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.7 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.8 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.12 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.14 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.15 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.16 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.1 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.8 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.9 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.10 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.11 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.13 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.14 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.15 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.16 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.17 Fixes gles3conform failures (caused by previous commits) in: ES3-CTS.shaders.uniform_block.random.basic_types.8 ES3-CTS.shaders.uniform_block.random.basic_arrays.3 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.2 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.9 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.13 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.18 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.4 v2: Fix rebase failure noticed by Matt. v3: Use without_array() instead of older predicates. v4: s/GLSL_MATRIX_LAYOUT_DEFAULT/GLSL_MATRIX_LAYOUT_INHERITED/g Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com> [v2]
2014-06-30 10:05:27 -07:00
}
unreachable("invalid matrix layout");
break;
}
default:
return false;
}
}
/* The tree must have ended with a dereference that wasn't an
* ir_dereference_variable. That is invalid, and it should be impossible.
*/
unreachable("invalid dereference tree");
return false;
}
namespace {
class lower_ubo_reference_visitor : public ir_rvalue_enter_visitor {
public:
lower_ubo_reference_visitor(struct gl_shader *shader)
: shader(shader)
{
}
void handle_rvalue(ir_rvalue **rvalue);
ir_visitor_status visit_enter(ir_assignment *ir);
void setup_for_load_or_store(ir_variable *var,
ir_rvalue *deref,
ir_rvalue **offset,
unsigned *const_offset,
bool *row_major,
int *matrix_columns,
unsigned packing);
ir_expression *ubo_load(const struct glsl_type *type,
ir_rvalue *offset);
ir_call *ssbo_load(const struct glsl_type *type,
ir_rvalue *offset);
void check_for_ssbo_store(ir_assignment *ir);
void write_to_memory(ir_dereference *deref,
ir_variable *var,
ir_variable *write_var,
unsigned write_mask);
ir_call *ssbo_store(ir_rvalue *deref, ir_rvalue *offset,
unsigned write_mask);
void emit_access(bool is_write, ir_dereference *deref,
ir_variable *base_offset, unsigned int deref_offset,
bool row_major, int matrix_columns,
unsigned packing, unsigned write_mask);
ir_visitor_status visit_enter(class ir_expression *);
ir_expression *calculate_ssbo_unsized_array_length(ir_expression *expr);
void check_ssbo_unsized_array_length_expression(class ir_expression *);
void check_ssbo_unsized_array_length_assignment(ir_assignment *ir);
ir_expression *process_ssbo_unsized_array_length(ir_rvalue **,
ir_dereference *,
ir_variable *);
ir_expression *emit_ssbo_get_buffer_size();
unsigned calculate_unsized_array_stride(ir_dereference *deref,
unsigned packing);
ir_call *lower_ssbo_atomic_intrinsic(ir_call *ir);
ir_call *check_for_ssbo_atomic_intrinsic(ir_call *ir);
ir_visitor_status visit_enter(ir_call *ir);
void *mem_ctx;
struct gl_shader *shader;
struct gl_uniform_buffer_variable *ubo_var;
ir_rvalue *uniform_block;
bool progress;
bool is_shader_storage;
};
/**
* Determine the name of the interface block field
*
* This is the name of the specific member as it would appear in the
* \c gl_uniform_buffer_variable::Name field in the shader's
* \c UniformBlocks array.
*/
static const char *
interface_field_name(void *mem_ctx, char *base_name, ir_rvalue *d,
ir_rvalue **nonconst_block_index)
{
*nonconst_block_index = NULL;
char *name_copy = NULL;
size_t base_length = 0;
/* Loop back through the IR until we find the uniform block */
ir_rvalue *ir = d;
while (ir != NULL) {
switch (ir->ir_type) {
case ir_type_dereference_variable: {
/* Exit loop */
ir = NULL;
break;
}
case ir_type_dereference_record: {
ir_dereference_record *r = (ir_dereference_record *) ir;
ir = r->record->as_dereference();
/* If we got here it means any previous array subscripts belong to
* block members and not the block itself so skip over them in the
* next pass.
*/
d = ir;
break;
}
case ir_type_dereference_array: {
ir_dereference_array *a = (ir_dereference_array *) ir;
ir = a->array->as_dereference();
break;
}
case ir_type_swizzle: {
ir_swizzle *s = (ir_swizzle *) ir;
ir = s->val->as_dereference();
/* Skip swizzle in the next pass */
d = ir;
break;
}
default:
assert(!"Should not get here.");
break;
}
}
while (d != NULL) {
switch (d->ir_type) {
case ir_type_dereference_variable: {
ir_dereference_variable *v = (ir_dereference_variable *) d;
if (name_copy != NULL &&
v->var->is_interface_instance() &&
v->var->type->is_array()) {
return name_copy;
} else {
*nonconst_block_index = NULL;
return base_name;
}
break;
}
case ir_type_dereference_array: {
ir_dereference_array *a = (ir_dereference_array *) d;
size_t new_length;
if (name_copy == NULL) {
name_copy = ralloc_strdup(mem_ctx, base_name);
base_length = strlen(name_copy);
}
/* For arrays of arrays we start at the innermost array and work our
* way out so we need to insert the subscript at the base of the
* name string rather than just attaching it to the end.
*/
new_length = base_length;
ir_constant *const_index = a->array_index->as_constant();
char *end = ralloc_strdup(NULL, &name_copy[new_length]);
if (!const_index) {
ir_rvalue *array_index = a->array_index;
if (array_index->type != glsl_type::uint_type)
array_index = i2u(array_index);
if (a->array->type->is_array() &&
a->array->type->fields.array->is_array()) {
ir_constant *base_size = new(mem_ctx)
ir_constant(a->array->type->fields.array->arrays_of_arrays_size());
array_index = mul(array_index, base_size);
}
if (*nonconst_block_index) {
*nonconst_block_index = add(*nonconst_block_index, array_index);
} else {
*nonconst_block_index = array_index;
}
ralloc_asprintf_rewrite_tail(&name_copy, &new_length, "[0]%s",
end);
} else {
ralloc_asprintf_rewrite_tail(&name_copy, &new_length, "[%d]%s",
const_index->get_uint_component(0),
end);
}
ralloc_free(end);
d = a->array->as_dereference();
break;
}
default:
assert(!"Should not get here.");
break;
}
}
assert(!"Should not get here.");
return NULL;
}
void
lower_ubo_reference_visitor::setup_for_load_or_store(ir_variable *var,
ir_rvalue *deref,
ir_rvalue **offset,
unsigned *const_offset,
bool *row_major,
int *matrix_columns,
unsigned packing)
{
/* Determine the name of the interface block */
ir_rvalue *nonconst_block_index;
const char *const field_name =
interface_field_name(mem_ctx, (char *) var->get_interface_type()->name,
deref, &nonconst_block_index);
/* Locate the block by interface name */
this->is_shader_storage = var->is_in_shader_storage_block();
unsigned num_blocks;
struct gl_uniform_block **blocks;
if (this->is_shader_storage) {
num_blocks = shader->NumShaderStorageBlocks;
blocks = shader->ShaderStorageBlocks;
} else {
num_blocks = shader->NumUniformBlocks;
blocks = shader->UniformBlocks;
}
this->uniform_block = NULL;
for (unsigned i = 0; i < num_blocks; i++) {
if (strcmp(field_name, blocks[i]->Name) == 0) {
ir_constant *index = new(mem_ctx) ir_constant(i);
if (nonconst_block_index) {
this->uniform_block = add(nonconst_block_index, index);
} else {
this->uniform_block = index;
}
this->ubo_var = var->is_interface_instance()
? &blocks[i]->Uniforms[0] : &blocks[i]->Uniforms[var->data.location];
break;
}
}
assert(this->uniform_block);
*offset = new(mem_ctx) ir_constant(0u);
*const_offset = 0;
*row_major = is_dereferenced_thing_row_major(deref);
*matrix_columns = 1;
/* Calculate the offset to the start of the region of the UBO
* dereferenced by *rvalue. This may be a variable offset if an
* array dereference has a variable index.
*/
while (deref) {
switch (deref->ir_type) {
case ir_type_dereference_variable: {
*const_offset += ubo_var->Offset;
deref = NULL;
break;
}
case ir_type_dereference_array: {
ir_dereference_array *deref_array = (ir_dereference_array *) deref;
unsigned array_stride;
if (deref_array->array->type->is_matrix() && *row_major) {
/* When loading a vector out of a row major matrix, the
* step between the columns (vectors) is the size of a
* float, while the step between the rows (elements of a
* vector) is handled below in emit_ubo_loads.
*/
array_stride = 4;
if (deref_array->array->type->is_double())
array_stride *= 2;
*matrix_columns = deref_array->array->type->matrix_columns;
} else if (deref_array->type->without_array()->is_interface()) {
/* We're processing an array dereference of an interface instance
* array. The thing being dereferenced *must* be a variable
* dereference because interfaces cannot be embedded in other
* types. In terms of calculating the offsets for the lowering
* pass, we don't care about the array index. All elements of an
* interface instance array will have the same offsets relative to
* the base of the block that backs them.
*/
deref = deref_array->array->as_dereference();
break;
} else {
/* Whether or not the field is row-major (because it might be a
* bvec2 or something) does not affect the array itself. We need
* to know whether an array element in its entirety is row-major.
*/
const bool array_row_major =
is_dereferenced_thing_row_major(deref_array);
/* The array type will give the correct interface packing
* information
*/
if (packing == GLSL_INTERFACE_PACKING_STD430) {
array_stride = deref_array->type->std430_array_stride(array_row_major);
} else {
array_stride = deref_array->type->std140_size(array_row_major);
array_stride = glsl_align(array_stride, 16);
}
}
ir_rvalue *array_index = deref_array->array_index;
if (array_index->type->base_type == GLSL_TYPE_INT)
array_index = i2u(array_index);
ir_constant *const_index =
array_index->constant_expression_value(NULL);
if (const_index) {
*const_offset += array_stride * const_index->value.u[0];
} else {
*offset = add(*offset,
mul(array_index,
new(mem_ctx) ir_constant(array_stride)));
}
deref = deref_array->array->as_dereference();
break;
}
case ir_type_dereference_record: {
ir_dereference_record *deref_record = (ir_dereference_record *) deref;
const glsl_type *struct_type = deref_record->record->type;
unsigned intra_struct_offset = 0;
for (unsigned int i = 0; i < struct_type->length; i++) {
const glsl_type *type = struct_type->fields.structure[i].type;
glsl: Correctly determine when the field of a UBO is row-major Previously if a field of an block with an instance name was marked row-major (but block itself was not), we would think the field (and it's sub-fields) were column-major. Fixes gles3conform failures in: ES3-CTS.shaders.uniform_block.random.basic_types.7 ES3-CTS.shaders.uniform_block.random.basic_types.9 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs.3 ES3-CTS.shaders.uniform_block.random.nested_structs.5 ES3-CTS.shaders.uniform_block.random.nested_structs.8 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.6 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.7 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.8 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.9 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.2 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.4 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.6 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.5 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.0 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.4 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.7 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.8 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.12 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.14 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.15 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.16 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.1 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.8 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.9 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.10 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.11 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.13 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.14 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.15 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.16 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.17 Fixes gles3conform failures (caused by previous commits) in: ES3-CTS.shaders.uniform_block.random.basic_types.8 ES3-CTS.shaders.uniform_block.random.basic_arrays.3 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.2 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.9 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.13 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.18 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.4 v2: Fix rebase failure noticed by Matt. v3: Use without_array() instead of older predicates. v4: s/GLSL_MATRIX_LAYOUT_DEFAULT/GLSL_MATRIX_LAYOUT_INHERITED/g Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com> [v2]
2014-06-30 10:05:27 -07:00
ir_dereference_record *field_deref = new(mem_ctx)
ir_dereference_record(deref_record->record,
struct_type->fields.structure[i].name);
glsl: Correctly determine when the field of a UBO is row-major Previously if a field of an block with an instance name was marked row-major (but block itself was not), we would think the field (and it's sub-fields) were column-major. Fixes gles3conform failures in: ES3-CTS.shaders.uniform_block.random.basic_types.7 ES3-CTS.shaders.uniform_block.random.basic_types.9 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs.3 ES3-CTS.shaders.uniform_block.random.nested_structs.5 ES3-CTS.shaders.uniform_block.random.nested_structs.8 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.6 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.7 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.8 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.9 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.2 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.4 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.6 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.5 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.0 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.4 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.7 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.8 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.12 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.14 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.15 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.16 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.1 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.8 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.9 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.10 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.11 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.13 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.14 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.15 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.16 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.17 Fixes gles3conform failures (caused by previous commits) in: ES3-CTS.shaders.uniform_block.random.basic_types.8 ES3-CTS.shaders.uniform_block.random.basic_arrays.3 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.2 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.9 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.13 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.18 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.4 v2: Fix rebase failure noticed by Matt. v3: Use without_array() instead of older predicates. v4: s/GLSL_MATRIX_LAYOUT_DEFAULT/GLSL_MATRIX_LAYOUT_INHERITED/g Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com> [v2]
2014-06-30 10:05:27 -07:00
const bool field_row_major =
is_dereferenced_thing_row_major(field_deref);
ralloc_free(field_deref);
unsigned field_align = 0;
if (packing == GLSL_INTERFACE_PACKING_STD430)
field_align = type->std430_base_alignment(field_row_major);
else
field_align = type->std140_base_alignment(field_row_major);
glsl: Correctly determine when the field of a UBO is row-major Previously if a field of an block with an instance name was marked row-major (but block itself was not), we would think the field (and it's sub-fields) were column-major. Fixes gles3conform failures in: ES3-CTS.shaders.uniform_block.random.basic_types.7 ES3-CTS.shaders.uniform_block.random.basic_types.9 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs.3 ES3-CTS.shaders.uniform_block.random.nested_structs.5 ES3-CTS.shaders.uniform_block.random.nested_structs.8 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.6 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.7 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.8 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.9 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.2 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.4 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.6 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.5 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.0 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.4 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.7 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.8 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.12 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.14 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.15 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.16 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.1 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.8 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.9 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.10 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.11 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.13 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.14 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.15 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.16 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.17 Fixes gles3conform failures (caused by previous commits) in: ES3-CTS.shaders.uniform_block.random.basic_types.8 ES3-CTS.shaders.uniform_block.random.basic_arrays.3 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.2 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.9 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.13 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.18 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.4 v2: Fix rebase failure noticed by Matt. v3: Use without_array() instead of older predicates. v4: s/GLSL_MATRIX_LAYOUT_DEFAULT/GLSL_MATRIX_LAYOUT_INHERITED/g Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com> [v2]
2014-06-30 10:05:27 -07:00
intra_struct_offset = glsl_align(intra_struct_offset, field_align);
if (strcmp(struct_type->fields.structure[i].name,
deref_record->field) == 0)
break;
if (packing == GLSL_INTERFACE_PACKING_STD430)
intra_struct_offset += type->std430_size(field_row_major);
else
intra_struct_offset += type->std140_size(field_row_major);
/* If the field just examined was itself a structure, apply rule
* #9:
*
* "The structure may have padding at the end; the base offset
* of the member following the sub-structure is rounded up to
* the next multiple of the base alignment of the structure."
*/
if (type->without_array()->is_record()) {
intra_struct_offset = glsl_align(intra_struct_offset,
field_align);
}
}
*const_offset += intra_struct_offset;
deref = deref_record->record->as_dereference();
break;
}
case ir_type_swizzle: {
ir_swizzle *deref_swizzle = (ir_swizzle *) deref;
assert(deref_swizzle->mask.num_components == 1);
*const_offset += deref_swizzle->mask.x * sizeof(int);
deref = deref_swizzle->val->as_dereference();
break;
}
default:
assert(!"not reached");
deref = NULL;
break;
}
}
}
void
lower_ubo_reference_visitor::handle_rvalue(ir_rvalue **rvalue)
{
if (!*rvalue)
return;
ir_dereference *deref = (*rvalue)->as_dereference();
if (!deref)
return;
ir_variable *var = deref->variable_referenced();
if (!var || !var->is_in_buffer_block())
return;
mem_ctx = ralloc_parent(shader->ir);
ir_rvalue *offset = NULL;
unsigned const_offset;
bool row_major;
int matrix_columns;
unsigned packing = var->get_interface_type()->interface_packing;
/* Compute the offset to the start if the dereference as well as other
* information we need to configure the write
*/
setup_for_load_or_store(var, deref,
&offset, &const_offset,
&row_major, &matrix_columns,
packing);
assert(offset);
/* Now that we've calculated the offset to the start of the
* dereference, walk over the type and emit loads into a temporary.
*/
const glsl_type *type = (*rvalue)->type;
ir_variable *load_var = new(mem_ctx) ir_variable(type,
"ubo_load_temp",
ir_var_temporary);
base_ir->insert_before(load_var);
ir_variable *load_offset = new(mem_ctx) ir_variable(glsl_type::uint_type,
"ubo_load_temp_offset",
ir_var_temporary);
base_ir->insert_before(load_offset);
base_ir->insert_before(assign(load_offset, offset));
deref = new(mem_ctx) ir_dereference_variable(load_var);
emit_access(false, deref, load_offset, const_offset,
row_major, matrix_columns, packing, 0);
*rvalue = deref;
progress = true;
}
ir_expression *
lower_ubo_reference_visitor::ubo_load(const glsl_type *type,
ir_rvalue *offset)
{
ir_rvalue *block_ref = this->uniform_block->clone(mem_ctx, NULL);
return new(mem_ctx)
ir_expression(ir_binop_ubo_load,
type,
block_ref,
offset);
}
static bool
shader_storage_buffer_object(const _mesa_glsl_parse_state *state)
{
return state->ARB_shader_storage_buffer_object_enable;
}
ir_call *
lower_ubo_reference_visitor::ssbo_store(ir_rvalue *deref,
ir_rvalue *offset,
unsigned write_mask)
{
exec_list sig_params;
ir_variable *block_ref = new(mem_ctx)
ir_variable(glsl_type::uint_type, "block_ref" , ir_var_function_in);
sig_params.push_tail(block_ref);
ir_variable *offset_ref = new(mem_ctx)
ir_variable(glsl_type::uint_type, "offset" , ir_var_function_in);
sig_params.push_tail(offset_ref);
ir_variable *val_ref = new(mem_ctx)
ir_variable(deref->type, "value" , ir_var_function_in);
sig_params.push_tail(val_ref);
ir_variable *writemask_ref = new(mem_ctx)
ir_variable(glsl_type::uint_type, "write_mask" , ir_var_function_in);
sig_params.push_tail(writemask_ref);
ir_function_signature *sig = new(mem_ctx)
ir_function_signature(glsl_type::void_type, shader_storage_buffer_object);
assert(sig);
sig->replace_parameters(&sig_params);
sig->is_intrinsic = true;
ir_function *f = new(mem_ctx) ir_function("__intrinsic_store_ssbo");
f->add_signature(sig);
exec_list call_params;
call_params.push_tail(this->uniform_block->clone(mem_ctx, NULL));
call_params.push_tail(offset->clone(mem_ctx, NULL));
call_params.push_tail(deref->clone(mem_ctx, NULL));
call_params.push_tail(new(mem_ctx) ir_constant(write_mask));
return new(mem_ctx) ir_call(sig, NULL, &call_params);
}
ir_call *
lower_ubo_reference_visitor::ssbo_load(const struct glsl_type *type,
ir_rvalue *offset)
{
exec_list sig_params;
ir_variable *block_ref = new(mem_ctx)
ir_variable(glsl_type::uint_type, "block_ref" , ir_var_function_in);
sig_params.push_tail(block_ref);
ir_variable *offset_ref = new(mem_ctx)
ir_variable(glsl_type::uint_type, "offset_ref" , ir_var_function_in);
sig_params.push_tail(offset_ref);
ir_function_signature *sig =
new(mem_ctx) ir_function_signature(type, shader_storage_buffer_object);
assert(sig);
sig->replace_parameters(&sig_params);
sig->is_intrinsic = true;
ir_function *f = new(mem_ctx) ir_function("__intrinsic_load_ssbo");
f->add_signature(sig);
ir_variable *result = new(mem_ctx)
ir_variable(type, "ssbo_load_result", ir_var_temporary);
base_ir->insert_before(result);
ir_dereference_variable *deref_result = new(mem_ctx)
ir_dereference_variable(result);
exec_list call_params;
call_params.push_tail(this->uniform_block->clone(mem_ctx, NULL));
call_params.push_tail(offset->clone(mem_ctx, NULL));
return new(mem_ctx) ir_call(sig, deref_result, &call_params);
}
static inline int
writemask_for_size(unsigned n)
{
return ((1 << n) - 1);
}
/**
* Takes a deref and recursively calls itself to break the deref down to the
* point that the reads or writes generated are contiguous scalars or vectors.
*/
void
lower_ubo_reference_visitor::emit_access(bool is_write,
ir_dereference *deref,
ir_variable *base_offset,
unsigned int deref_offset,
bool row_major,
int matrix_columns,
unsigned packing,
unsigned write_mask)
{
if (deref->type->is_record()) {
unsigned int field_offset = 0;
for (unsigned i = 0; i < deref->type->length; i++) {
const struct glsl_struct_field *field =
&deref->type->fields.structure[i];
ir_dereference *field_deref =
new(mem_ctx) ir_dereference_record(deref->clone(mem_ctx, NULL),
field->name);
field_offset =
glsl_align(field_offset,
glsl: Correctly determine when the field of a UBO is row-major Previously if a field of an block with an instance name was marked row-major (but block itself was not), we would think the field (and it's sub-fields) were column-major. Fixes gles3conform failures in: ES3-CTS.shaders.uniform_block.random.basic_types.7 ES3-CTS.shaders.uniform_block.random.basic_types.9 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs.3 ES3-CTS.shaders.uniform_block.random.nested_structs.5 ES3-CTS.shaders.uniform_block.random.nested_structs.8 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.6 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.7 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.8 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.9 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.2 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.4 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.6 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.5 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.0 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.4 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.7 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.8 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.12 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.14 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.15 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.16 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.1 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.8 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.9 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.10 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.11 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.13 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.14 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.15 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.16 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.17 Fixes gles3conform failures (caused by previous commits) in: ES3-CTS.shaders.uniform_block.random.basic_types.8 ES3-CTS.shaders.uniform_block.random.basic_arrays.3 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.2 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.9 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.13 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.18 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.4 v2: Fix rebase failure noticed by Matt. v3: Use without_array() instead of older predicates. v4: s/GLSL_MATRIX_LAYOUT_DEFAULT/GLSL_MATRIX_LAYOUT_INHERITED/g Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com> [v2]
2014-06-30 10:05:27 -07:00
field->type->std140_base_alignment(row_major));
emit_access(is_write, field_deref, base_offset,
deref_offset + field_offset,
row_major, 1, packing,
writemask_for_size(field_deref->type->vector_elements));
field_offset += field->type->std140_size(row_major);
}
return;
}
if (deref->type->is_array()) {
unsigned array_stride = packing == GLSL_INTERFACE_PACKING_STD430 ?
deref->type->fields.array->std430_array_stride(row_major) :
glsl_align(deref->type->fields.array->std140_size(row_major), 16);
for (unsigned i = 0; i < deref->type->length; i++) {
ir_constant *element = new(mem_ctx) ir_constant(i);
ir_dereference *element_deref =
new(mem_ctx) ir_dereference_array(deref->clone(mem_ctx, NULL),
element);
emit_access(is_write, element_deref, base_offset,
deref_offset + i * array_stride,
row_major, 1, packing,
writemask_for_size(element_deref->type->vector_elements));
}
return;
}
if (deref->type->is_matrix()) {
for (unsigned i = 0; i < deref->type->matrix_columns; i++) {
ir_constant *col = new(mem_ctx) ir_constant(i);
ir_dereference *col_deref =
new(mem_ctx) ir_dereference_array(deref->clone(mem_ctx, NULL), col);
glsl: Correctly determine when the field of a UBO is row-major Previously if a field of an block with an instance name was marked row-major (but block itself was not), we would think the field (and it's sub-fields) were column-major. Fixes gles3conform failures in: ES3-CTS.shaders.uniform_block.random.basic_types.7 ES3-CTS.shaders.uniform_block.random.basic_types.9 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs.3 ES3-CTS.shaders.uniform_block.random.nested_structs.5 ES3-CTS.shaders.uniform_block.random.nested_structs.8 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.6 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.7 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.8 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.9 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.2 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.4 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.6 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.5 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.0 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.4 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.7 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.8 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.12 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.14 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.15 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.16 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.1 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.8 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.9 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.10 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.11 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.13 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.14 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.15 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.16 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.17 Fixes gles3conform failures (caused by previous commits) in: ES3-CTS.shaders.uniform_block.random.basic_types.8 ES3-CTS.shaders.uniform_block.random.basic_arrays.3 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.2 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.9 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.13 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.18 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.4 v2: Fix rebase failure noticed by Matt. v3: Use without_array() instead of older predicates. v4: s/GLSL_MATRIX_LAYOUT_DEFAULT/GLSL_MATRIX_LAYOUT_INHERITED/g Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com> [v2]
2014-06-30 10:05:27 -07:00
if (row_major) {
glsl: Correctly load columns of a row-major matrix For a row-major matrix, the next column starts at the next element. Fixes gles3conform failures in: ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat2 ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat3 ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat4 ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat2x3 ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat2x4 ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat3x2 ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat3x4 ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat4x2 ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat4x3 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat2 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat3 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat4 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat2x3 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat2x4 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat3x2 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat3x4 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat4x2 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat4x3 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat2 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat3 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat4 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat2x3 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat2x4 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat3x2 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat3x4 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat4x2 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat4x3 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.9 Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-07-15 19:59:18 -07:00
/* For a row-major matrix, the next column starts at the next
* element.
*/
int size_mul = deref->type->is_double() ? 8 : 4;
emit_access(is_write, col_deref, base_offset,
deref_offset + i * size_mul,
row_major, deref->type->matrix_columns, packing,
writemask_for_size(col_deref->type->vector_elements));
glsl: Correctly load columns of a row-major matrix For a row-major matrix, the next column starts at the next element. Fixes gles3conform failures in: ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat2 ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat3 ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat4 ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat2x3 ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat2x4 ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat3x2 ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat3x4 ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat4x2 ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat4x3 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat2 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat3 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat4 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat2x3 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat2x4 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat3x2 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat3x4 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat4x2 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat4x3 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat2 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat3 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat4 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat2x3 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat2x4 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat3x2 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat3x4 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat4x2 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat4x3 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.9 Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-07-15 19:59:18 -07:00
} else {
int size_mul;
/* std430 doesn't round up vec2 size to a vec4 size */
if (packing == GLSL_INTERFACE_PACKING_STD430 &&
deref->type->vector_elements == 2 &&
!deref->type->is_double()) {
size_mul = 8;
} else {
/* std140 always rounds the stride of arrays (and matrices) to a
* vec4, so matrices are always 16 between columns/rows. With
* doubles, they will be 32 apart when there are more than 2 rows.
*
* For both std140 and std430, if the member is a
* three-'component vector with components consuming N basic
* machine units, the base alignment is 4N. For vec4, base
* alignment is 4N.
*/
size_mul = (deref->type->is_double() &&
deref->type->vector_elements > 2) ? 32 : 16;
}
emit_access(is_write, col_deref, base_offset,
deref_offset + i * size_mul,
row_major, deref->type->matrix_columns, packing,
writemask_for_size(col_deref->type->vector_elements));
glsl: Correctly load columns of a row-major matrix For a row-major matrix, the next column starts at the next element. Fixes gles3conform failures in: ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat2 ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat3 ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat4 ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat2x3 ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat2x4 ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat3x2 ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat3x4 ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat4x2 ES3-CTS.shaders.uniform_block.single_basic_array.shared.row_major_mat4x3 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat2 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat3 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat4 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat2x3 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat2x4 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat3x2 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat3x4 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat4x2 ES3-CTS.shaders.uniform_block.single_basic_array.packed.row_major_mat4x3 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat2 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat3 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat4 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat2x3 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat2x4 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat3x2 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat3x4 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat4x2 ES3-CTS.shaders.uniform_block.single_basic_array.std140.row_major_mat4x3 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.9 Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
2014-07-15 19:59:18 -07:00
}
}
return;
}
assert(deref->type->is_scalar() || deref->type->is_vector());
glsl: Correctly determine when the field of a UBO is row-major Previously if a field of an block with an instance name was marked row-major (but block itself was not), we would think the field (and it's sub-fields) were column-major. Fixes gles3conform failures in: ES3-CTS.shaders.uniform_block.random.basic_types.7 ES3-CTS.shaders.uniform_block.random.basic_types.9 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs.3 ES3-CTS.shaders.uniform_block.random.nested_structs.5 ES3-CTS.shaders.uniform_block.random.nested_structs.8 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.6 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.7 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.8 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.9 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.2 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.3 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.4 ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.6 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.1 ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.5 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.0 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.4 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.7 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.8 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.12 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.14 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.15 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.16 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.1 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.8 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.9 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.10 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.11 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.13 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.14 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.15 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.16 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.17 Fixes gles3conform failures (caused by previous commits) in: ES3-CTS.shaders.uniform_block.random.basic_types.8 ES3-CTS.shaders.uniform_block.random.basic_arrays.3 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.0 ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.2 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.9 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.13 ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.18 ES3-CTS.shaders.uniform_block.random.all_shared_buffer.4 v2: Fix rebase failure noticed by Matt. v3: Use without_array() instead of older predicates. v4: s/GLSL_MATRIX_LAYOUT_DEFAULT/GLSL_MATRIX_LAYOUT_INHERITED/g Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com> [v2]
2014-06-30 10:05:27 -07:00
if (!row_major) {
ir_rvalue *offset =
add(base_offset, new(mem_ctx) ir_constant(deref_offset));
if (is_write)
base_ir->insert_after(ssbo_store(deref, offset, write_mask));
else {
if (!this->is_shader_storage) {
base_ir->insert_before(assign(deref->clone(mem_ctx, NULL),
ubo_load(deref->type, offset)));
} else {
ir_call *load_ssbo = ssbo_load(deref->type, offset);
base_ir->insert_before(load_ssbo);
ir_rvalue *value = load_ssbo->return_deref->as_rvalue()->clone(mem_ctx, NULL);
base_ir->insert_before(assign(deref->clone(mem_ctx, NULL), value));
}
}
} else {
unsigned N = deref->type->is_double() ? 8 : 4;
/* We're dereffing a column out of a row-major matrix, so we
* gather the vector from each stored row.
*/
assert(deref->type->base_type == GLSL_TYPE_FLOAT ||
deref->type->base_type == GLSL_TYPE_DOUBLE);
/* Matrices, row_major or not, are stored as if they were
* arrays of vectors of the appropriate size in std140.
* Arrays have their strides rounded up to a vec4, so the
* matrix stride is always 16. However a double matrix may either be 16
* or 32 depending on the number of columns.
*/
assert(matrix_columns <= 4);
glsl: fix matrix stride calculation for std430's row_major matrices with two columns This is the result of applying several rules: From OpenGL 4.3 spec, section 7.6.2.2 "Standard Uniform Block Layout": "2. If the member is a two- or four-component vector with components consuming N basic machine units, the base alignment is 2N or 4N, respectively." [...] "4. If the member is an array of scalars or vectors, the base alignment and array stride are set to match the base alignment of a single array element, according to rules (1), (2), and (3), and rounded up to the base alignment of a vec4." [...] "7. If the member is a row-major matrix with C columns and R rows, the matrix is stored identically to an array of R row vectors with C components each, according to rule (4)." [...] "When using the std430 storage layout, shader storage blocks will be laid out in buffer storage identically to uniform and shader storage blocks using the std140 layout, except that the base alignment and stride of arrays of scalars and vectors in rule 4 and of structures in rule 9 are not rounded up a multiple of the base alignment of a vec4." In summary: vec2 has a base alignment of 2*N, a row-major mat2xY is stored like an array of Y row vectors with 2 components each. Because of std430 storage layout, the base alignment of the array of vectors is not rounded up to vec4, so it is still 2*N. Fixes 15 dEQP tests: dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_lowp_mat2 dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_mediump_mat2 dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_highp_mat2 dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_lowp_mat2x3 dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_mediump_mat2x3 dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_highp_mat2x3 dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_lowp_mat2x4 dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_mediump_mat2x4 dEQP-GLES31.functional.ssbo.layout.single_basic_type.std430.row_major_highp_mat2x4 dEQP-GLES31.functional.ssbo.layout.single_basic_array.std430.row_major_mat2 dEQP-GLES31.functional.ssbo.layout.single_basic_array.std430.row_major_mat2x3 dEQP-GLES31.functional.ssbo.layout.single_basic_array.std430.row_major_mat2x4 dEQP-GLES31.functional.ssbo.layout.instance_array_basic_type.std430.row_major_mat2 dEQP-GLES31.functional.ssbo.layout.instance_array_basic_type.std430.row_major_mat2x3 dEQP-GLES31.functional.ssbo.layout.instance_array_basic_type.std430.row_major_mat2x4 v2: - Add spec quote in both commit log and code (Timothy) Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com> Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
2015-10-01 16:46:55 +02:00
unsigned matrix_stride = 0;
/* Matrix stride for std430 mat2xY matrices are not rounded up to
* vec4 size. From OpenGL 4.3 spec, section 7.6.2.2 "Standard Uniform
* Block Layout":
*
* "2. If the member is a two- or four-component vector with components
* consuming N basic machine units, the base alignment is 2N or 4N,
* respectively." [...]
* "4. If the member is an array of scalars or vectors, the base alignment
* and array stride are set to match the base alignment of a single array
* element, according to rules (1), (2), and (3), and rounded up to the
* base alignment of a vec4." [...]
* "7. If the member is a row-major matrix with C columns and R rows, the
* matrix is stored identically to an array of R row vectors with C
* components each, according to rule (4)." [...]
* "When using the std430 storage layout, shader storage blocks will be
* laid out in buffer storage identically to uniform and shader storage
* blocks using the std140 layout, except that the base alignment and
* stride of arrays of scalars and vectors in rule 4 and of structures in
* rule 9 are not rounded up a multiple of the base alignment of a vec4."
*/
if (packing == GLSL_INTERFACE_PACKING_STD430 && matrix_columns == 2)
matrix_stride = 2 * N;
else
matrix_stride = glsl_align(matrix_columns * N, 16);
const glsl_type *deref_type = deref->type->base_type == GLSL_TYPE_FLOAT ?
glsl_type::float_type : glsl_type::double_type;
for (unsigned i = 0; i < deref->type->vector_elements; i++) {
ir_rvalue *chan_offset =
add(base_offset,
new(mem_ctx) ir_constant(deref_offset + i * matrix_stride));
if (is_write) {
/* If the component is not in the writemask, then don't
* store any value.
*/
if (!((1 << i) & write_mask))
continue;
base_ir->insert_after(ssbo_store(swizzle(deref, i, 1), chan_offset, 1));
} else {
if (!this->is_shader_storage) {
base_ir->insert_before(assign(deref->clone(mem_ctx, NULL),
ubo_load(deref_type, chan_offset),
(1U << i)));
} else {
ir_call *load_ssbo = ssbo_load(deref_type, chan_offset);
base_ir->insert_before(load_ssbo);
ir_rvalue *value = load_ssbo->return_deref->as_rvalue()->clone(mem_ctx, NULL);
base_ir->insert_before(assign(deref->clone(mem_ctx, NULL),
value,
(1U << i)));
}
}
}
}
}
void
lower_ubo_reference_visitor::write_to_memory(ir_dereference *deref,
ir_variable *var,
ir_variable *write_var,
unsigned write_mask)
{
ir_rvalue *offset = NULL;
unsigned const_offset;
bool row_major;
int matrix_columns;
unsigned packing = var->get_interface_type()->interface_packing;
/* Compute the offset to the start if the dereference as well as other
* information we need to configure the write
*/
setup_for_load_or_store(var, deref,
&offset, &const_offset,
&row_major, &matrix_columns,
packing);
assert(offset);
/* Now emit writes from the temporary to memory */
ir_variable *write_offset =
new(mem_ctx) ir_variable(glsl_type::uint_type,
"ssbo_store_temp_offset",
ir_var_temporary);
base_ir->insert_before(write_offset);
base_ir->insert_before(assign(write_offset, offset));
deref = new(mem_ctx) ir_dereference_variable(write_var);
emit_access(true, deref, write_offset, const_offset,
row_major, matrix_columns, packing, write_mask);
}
ir_visitor_status
lower_ubo_reference_visitor::visit_enter(ir_expression *ir)
{
check_ssbo_unsized_array_length_expression(ir);
return rvalue_visit(ir);
}
ir_expression *
lower_ubo_reference_visitor::calculate_ssbo_unsized_array_length(ir_expression *expr)
{
if (expr->operation !=
ir_expression_operation(ir_unop_ssbo_unsized_array_length))
return NULL;
ir_rvalue *rvalue = expr->operands[0]->as_rvalue();
if (!rvalue ||
!rvalue->type->is_array() || !rvalue->type->is_unsized_array())
return NULL;
ir_dereference *deref = expr->operands[0]->as_dereference();
if (!deref)
return NULL;
ir_variable *var = expr->operands[0]->variable_referenced();
if (!var || !var->is_in_shader_storage_block())
return NULL;
return process_ssbo_unsized_array_length(&rvalue, deref, var);
}
void
lower_ubo_reference_visitor::check_ssbo_unsized_array_length_expression(ir_expression *ir)
{
if (ir->operation ==
ir_expression_operation(ir_unop_ssbo_unsized_array_length)) {
/* Don't replace this unop if it is found alone. It is going to be
* removed by the optimization passes or replaced if it is part of
* an ir_assignment or another ir_expression.
*/
return;
}
for (unsigned i = 0; i < ir->get_num_operands(); i++) {
if (ir->operands[i]->ir_type != ir_type_expression)
continue;
ir_expression *expr = (ir_expression *) ir->operands[i];
ir_expression *temp = calculate_ssbo_unsized_array_length(expr);
if (!temp)
continue;
delete expr;
ir->operands[i] = temp;
}
}
void
lower_ubo_reference_visitor::check_ssbo_unsized_array_length_assignment(ir_assignment *ir)
{
if (!ir->rhs || ir->rhs->ir_type != ir_type_expression)
return;
ir_expression *expr = (ir_expression *) ir->rhs;
ir_expression *temp = calculate_ssbo_unsized_array_length(expr);
if (!temp)
return;
delete expr;
ir->rhs = temp;
return;
}
ir_expression *
lower_ubo_reference_visitor::emit_ssbo_get_buffer_size()
{
ir_rvalue *block_ref = this->uniform_block->clone(mem_ctx, NULL);
return new(mem_ctx) ir_expression(ir_unop_get_buffer_size,
glsl_type::int_type,
block_ref);
}
unsigned
lower_ubo_reference_visitor::calculate_unsized_array_stride(ir_dereference *deref,
unsigned packing)
{
unsigned array_stride = 0;
switch (deref->ir_type) {
case ir_type_dereference_variable:
{
ir_dereference_variable *deref_var = (ir_dereference_variable *)deref;
const struct glsl_type *unsized_array_type = NULL;
/* An unsized array can be sized by other lowering passes, so pick
* the first field of the array which has the data type of the unsized
* array.
*/
unsized_array_type = deref_var->var->type->fields.array;
/* Whether or not the field is row-major (because it might be a
* bvec2 or something) does not affect the array itself. We need
* to know whether an array element in its entirety is row-major.
*/
const bool array_row_major =
is_dereferenced_thing_row_major(deref_var);
if (packing == GLSL_INTERFACE_PACKING_STD430) {
array_stride = unsized_array_type->std430_array_stride(array_row_major);
} else {
array_stride = unsized_array_type->std140_size(array_row_major);
array_stride = glsl_align(array_stride, 16);
}
break;
}
case ir_type_dereference_record:
{
ir_dereference_record *deref_record = (ir_dereference_record *) deref;
ir_dereference *interface_deref =
deref_record->record->as_dereference();
assert(interface_deref != NULL);
const struct glsl_type *interface_type = interface_deref->type;
unsigned record_length = interface_type->length;
/* Unsized array is always the last element of the interface */
const struct glsl_type *unsized_array_type =
interface_type->fields.structure[record_length - 1].type->fields.array;
const bool array_row_major =
is_dereferenced_thing_row_major(deref_record);
if (packing == GLSL_INTERFACE_PACKING_STD430) {
array_stride = unsized_array_type->std430_array_stride(array_row_major);
} else {
array_stride = unsized_array_type->std140_size(array_row_major);
array_stride = glsl_align(array_stride, 16);
}
break;
}
default:
unreachable("Unsupported dereference type");
}
return array_stride;
}
ir_expression *
lower_ubo_reference_visitor::process_ssbo_unsized_array_length(ir_rvalue **rvalue,
ir_dereference *deref,
ir_variable *var)
{
mem_ctx = ralloc_parent(*rvalue);
ir_rvalue *base_offset = NULL;
unsigned const_offset;
bool row_major;
int matrix_columns;
unsigned packing = var->get_interface_type()->interface_packing;
int unsized_array_stride = calculate_unsized_array_stride(deref, packing);
/* Compute the offset to the start if the dereference as well as other
* information we need to calculate the length.
*/
setup_for_load_or_store(var, deref,
&base_offset, &const_offset,
&row_major, &matrix_columns,
packing);
/* array.length() =
* max((buffer_object_size - offset_of_array) / stride_of_array, 0)
*/
ir_expression *buffer_size = emit_ssbo_get_buffer_size();
ir_expression *offset_of_array = new(mem_ctx)
ir_expression(ir_binop_add, base_offset,
new(mem_ctx) ir_constant(const_offset));
ir_expression *offset_of_array_int = new(mem_ctx)
ir_expression(ir_unop_u2i, offset_of_array);
ir_expression *sub = new(mem_ctx)
ir_expression(ir_binop_sub, buffer_size, offset_of_array_int);
ir_expression *div = new(mem_ctx)
ir_expression(ir_binop_div, sub,
new(mem_ctx) ir_constant(unsized_array_stride));
ir_expression *max = new(mem_ctx)
ir_expression(ir_binop_max, div, new(mem_ctx) ir_constant(0));
return max;
}
void
lower_ubo_reference_visitor::check_for_ssbo_store(ir_assignment *ir)
{
if (!ir || !ir->lhs)
return;
ir_rvalue *rvalue = ir->lhs->as_rvalue();
if (!rvalue)
return;
ir_dereference *deref = ir->lhs->as_dereference();
if (!deref)
return;
ir_variable *var = ir->lhs->variable_referenced();
if (!var || !var->is_in_buffer_block())
return;
/* We have a write to a buffer variable, so declare a temporary and rewrite
* the assignment so that the temporary is the LHS.
*/
mem_ctx = ralloc_parent(shader->ir);
const glsl_type *type = rvalue->type;
ir_variable *write_var = new(mem_ctx) ir_variable(type,
"ssbo_store_temp",
ir_var_temporary);
base_ir->insert_before(write_var);
ir->lhs = new(mem_ctx) ir_dereference_variable(write_var);
/* Now we have to write the value assigned to the temporary back to memory */
write_to_memory(deref, var, write_var, ir->write_mask);
progress = true;
}
ir_visitor_status
lower_ubo_reference_visitor::visit_enter(ir_assignment *ir)
{
check_ssbo_unsized_array_length_assignment(ir);
check_for_ssbo_store(ir);
return rvalue_visit(ir);
}
/* Lowers the intrinsic call to a new internal intrinsic that swaps the
* access to the buffer variable in the first parameter by an offset
* and block index. This involves creating the new internal intrinsic
* (i.e. the new function signature).
*/
ir_call *
lower_ubo_reference_visitor::lower_ssbo_atomic_intrinsic(ir_call *ir)
{
/* SSBO atomics usually have 2 parameters, the buffer variable and an
* integer argument. The exception is CompSwap, that has an additional
* integer parameter.
*/
int param_count = ir->actual_parameters.length();
assert(param_count == 2 || param_count == 3);
/* First argument must be a scalar integer buffer variable */
exec_node *param = ir->actual_parameters.get_head();
ir_instruction *inst = (ir_instruction *) param;
assert(inst->ir_type == ir_type_dereference_variable ||
inst->ir_type == ir_type_dereference_array ||
inst->ir_type == ir_type_dereference_record ||
inst->ir_type == ir_type_swizzle);
ir_rvalue *deref = (ir_rvalue *) inst;
assert(deref->type->is_scalar() && deref->type->is_integer());
ir_variable *var = deref->variable_referenced();
assert(var);
/* Compute the offset to the start if the dereference and the
* block index
*/
mem_ctx = ralloc_parent(shader->ir);
ir_rvalue *offset = NULL;
unsigned const_offset;
bool row_major;
int matrix_columns;
unsigned packing = var->get_interface_type()->interface_packing;
setup_for_load_or_store(var, deref,
&offset, &const_offset,
&row_major, &matrix_columns,
packing);
assert(offset);
assert(!row_major);
assert(matrix_columns == 1);
ir_rvalue *deref_offset =
add(offset, new(mem_ctx) ir_constant(const_offset));
ir_rvalue *block_index = this->uniform_block->clone(mem_ctx, NULL);
/* Create the new internal function signature that will take a block
* index and offset instead of a buffer variable
*/
exec_list sig_params;
ir_variable *sig_param = new(mem_ctx)
ir_variable(glsl_type::uint_type, "block_ref" , ir_var_function_in);
sig_params.push_tail(sig_param);
sig_param = new(mem_ctx)
ir_variable(glsl_type::uint_type, "offset" , ir_var_function_in);
sig_params.push_tail(sig_param);
const glsl_type *type = deref->type->base_type == GLSL_TYPE_INT ?
glsl_type::int_type : glsl_type::uint_type;
sig_param = new(mem_ctx)
ir_variable(type, "data1", ir_var_function_in);
sig_params.push_tail(sig_param);
if (param_count == 3) {
sig_param = new(mem_ctx)
ir_variable(type, "data2", ir_var_function_in);
sig_params.push_tail(sig_param);
}
ir_function_signature *sig =
new(mem_ctx) ir_function_signature(deref->type,
shader_storage_buffer_object);
assert(sig);
sig->replace_parameters(&sig_params);
sig->is_intrinsic = true;
char func_name[64];
sprintf(func_name, "%s_internal", ir->callee_name());
ir_function *f = new(mem_ctx) ir_function(func_name);
f->add_signature(sig);
/* Now, create the call to the internal intrinsic */
exec_list call_params;
call_params.push_tail(block_index);
call_params.push_tail(deref_offset);
param = ir->actual_parameters.get_head()->get_next();
ir_rvalue *param_as_rvalue = ((ir_instruction *) param)->as_rvalue();
call_params.push_tail(param_as_rvalue->clone(mem_ctx, NULL));
if (param_count == 3) {
param = param->get_next();
param_as_rvalue = ((ir_instruction *) param)->as_rvalue();
call_params.push_tail(param_as_rvalue->clone(mem_ctx, NULL));
}
ir_dereference_variable *return_deref =
ir->return_deref->clone(mem_ctx, NULL);
return new(mem_ctx) ir_call(sig, return_deref, &call_params);
}
ir_call *
lower_ubo_reference_visitor::check_for_ssbo_atomic_intrinsic(ir_call *ir)
{
const char *callee = ir->callee_name();
if (!strcmp("__intrinsic_ssbo_atomic_add", callee) ||
!strcmp("__intrinsic_ssbo_atomic_min", callee) ||
!strcmp("__intrinsic_ssbo_atomic_max", callee) ||
!strcmp("__intrinsic_ssbo_atomic_and", callee) ||
!strcmp("__intrinsic_ssbo_atomic_or", callee) ||
!strcmp("__intrinsic_ssbo_atomic_xor", callee) ||
!strcmp("__intrinsic_ssbo_atomic_exchange", callee) ||
!strcmp("__intrinsic_ssbo_atomic_comp_swap", callee)) {
return lower_ssbo_atomic_intrinsic(ir);
}
return ir;
}
ir_visitor_status
lower_ubo_reference_visitor::visit_enter(ir_call *ir)
{
ir_call *new_ir = check_for_ssbo_atomic_intrinsic(ir);
if (new_ir != ir) {
progress = true;
base_ir->replace_with(new_ir);
return visit_continue_with_parent;
}
return rvalue_visit(ir);
}
} /* unnamed namespace */
void
lower_ubo_reference(struct gl_shader *shader, exec_list *instructions)
{
lower_ubo_reference_visitor v(shader);
/* Loop over the instructions lowering references, because we take
* a deref of a UBO array using a UBO dereference as the index will
* produce a collection of instructions all of which have cloned
* UBO dereferences for that array index.
*/
do {
v.progress = false;
visit_list_elements(&v, instructions);
} while (v.progress);
}