glsl: Replace constant-index vector array accesses with swizzles

Search and replace:

    ][0] -> ].x
    ][1] -> ].y
    ][2] -> ].z
    ][3] -> ].w

Fixes piglit tests inverse-mat[234].{vert,frag}.  These tests call the
inverse function with constant parameters and expect proper constant
folding to happen.  My suspicion is that this patch papers over some bug
in constant propagation involving array accesses.

Either way, all of these accesses eventually get lowered to swizzles.
This cuts out the middle man (saving a trivial amount of CPU).

NOTE: This is a candidate for the 9.1 branch.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Cc: Eric Anholt <eric@anholt.net>
Cc: Paul Berry <stereotype441@gmail.com>
This commit is contained in:
Ian Romanick 2013-03-15 18:05:55 -07:00
parent c770faea0a
commit dbf94d105a
2 changed files with 87 additions and 87 deletions

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@ -24,47 +24,47 @@
#version 120 #version 120
float determinant(mat2 m) float determinant(mat2 m)
{ {
return m[0][0] * m[1][1] - m[1][0] * m[0][1]; return m[0].x * m[1].y - m[1].x * m[0].y;
} }
float determinant(mat3 m) float determinant(mat3 m)
{ {
return (+ m[0][0] * (m[1][1] * m[2][2] - m[1][2] * m[2][1]) return (+ m[0].x * (m[1].y * m[2].z - m[1].z * m[2].y)
- m[0][1] * (m[1][0] * m[2][2] - m[1][2] * m[2][0]) - m[0].y * (m[1].x * m[2].z - m[1].z * m[2].x)
+ m[0][2] * (m[1][0] * m[2][1] - m[1][1] * m[2][0])); + m[0].z * (m[1].x * m[2].y - m[1].y * m[2].x));
} }
float determinant(mat4 m) float determinant(mat4 m)
{ {
float SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; float SubFactor00 = m[2].z * m[3].w - m[3].z * m[2].w;
float SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; float SubFactor01 = m[2].y * m[3].w - m[3].y * m[2].w;
float SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; float SubFactor02 = m[2].y * m[3].z - m[3].y * m[2].z;
float SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; float SubFactor03 = m[2].x * m[3].w - m[3].x * m[2].w;
float SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; float SubFactor04 = m[2].x * m[3].z - m[3].x * m[2].z;
float SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; float SubFactor05 = m[2].x * m[3].y - m[3].x * m[2].y;
float SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3]; float SubFactor06 = m[1].z * m[3].w - m[3].z * m[1].w;
float SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3]; float SubFactor07 = m[1].y * m[3].w - m[3].y * m[1].w;
float SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2]; float SubFactor08 = m[1].y * m[3].z - m[3].y * m[1].z;
float SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3]; float SubFactor09 = m[1].x * m[3].w - m[3].x * m[1].w;
float SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2]; float SubFactor10 = m[1].x * m[3].z - m[3].x * m[1].z;
float SubFactor11 = m[1][1] * m[3][3] - m[3][1] * m[1][3]; float SubFactor11 = m[1].y * m[3].w - m[3].y * m[1].w;
float SubFactor12 = m[1][0] * m[3][1] - m[3][0] * m[1][1]; float SubFactor12 = m[1].x * m[3].y - m[3].x * m[1].y;
float SubFactor13 = m[1][2] * m[2][3] - m[2][2] * m[1][3]; float SubFactor13 = m[1].z * m[2].w - m[2].z * m[1].w;
float SubFactor14 = m[1][1] * m[2][3] - m[2][1] * m[1][3]; float SubFactor14 = m[1].y * m[2].w - m[2].y * m[1].w;
float SubFactor15 = m[1][1] * m[2][2] - m[2][1] * m[1][2]; float SubFactor15 = m[1].y * m[2].z - m[2].y * m[1].z;
float SubFactor16 = m[1][0] * m[2][3] - m[2][0] * m[1][3]; float SubFactor16 = m[1].x * m[2].w - m[2].x * m[1].w;
float SubFactor17 = m[1][0] * m[2][2] - m[2][0] * m[1][2]; float SubFactor17 = m[1].x * m[2].z - m[2].x * m[1].z;
float SubFactor18 = m[1][0] * m[2][1] - m[2][0] * m[1][1]; float SubFactor18 = m[1].x * m[2].y - m[2].x * m[1].y;
vec4 adj_0; vec4 adj_0;
adj_0[0] = + (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02); adj_0.x = + (m[1].y * SubFactor00 - m[1].z * SubFactor01 + m[1].w * SubFactor02);
adj_0[1] = - (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04); adj_0.y = - (m[1].x * SubFactor00 - m[1].z * SubFactor03 + m[1].w * SubFactor04);
adj_0[2] = + (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05); adj_0.z = + (m[1].x * SubFactor01 - m[1].y * SubFactor03 + m[1].w * SubFactor05);
adj_0[3] = - (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05); adj_0.w = - (m[1].x * SubFactor02 - m[1].y * SubFactor04 + m[1].z * SubFactor05);
return (+ m[0][0] * adj_0[0] return (+ m[0].x * adj_0.x
+ m[0][1] * adj_0[1] + m[0].y * adj_0.y
+ m[0][2] * adj_0[2] + m[0].z * adj_0.z
+ m[0][3] * adj_0[3]); + m[0].w * adj_0.w);
} }

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@ -24,82 +24,82 @@
mat2 inverse(mat2 m) mat2 inverse(mat2 m)
{ {
mat2 adj; mat2 adj;
adj[0][0] = m[1][1]; adj[0].x = m[1].y;
adj[0][1] = -m[0][1]; adj[0].y = -m[0].y;
adj[1][0] = -m[1][0]; adj[1].x = -m[1].x;
adj[1][1] = m[0][0]; adj[1].y = m[0].x;
float det = m[0][0] * m[1][1] - m[1][0] * m[0][1]; float det = m[0].x * m[1].y - m[1].x * m[0].y;
return adj / det; return adj / det;
} }
mat3 inverse(mat3 m) mat3 inverse(mat3 m)
{ {
mat3 adj; mat3 adj;
adj[0][0] = + (m[1][1] * m[2][2] - m[2][1] * m[1][2]); adj[0].x = + (m[1].y * m[2].z - m[2].y * m[1].z);
adj[1][0] = - (m[1][0] * m[2][2] - m[2][0] * m[1][2]); adj[1].x = - (m[1].x * m[2].z - m[2].x * m[1].z);
adj[2][0] = + (m[1][0] * m[2][1] - m[2][0] * m[1][1]); adj[2].x = + (m[1].x * m[2].y - m[2].x * m[1].y);
adj[0][1] = - (m[0][1] * m[2][2] - m[2][1] * m[0][2]); adj[0].y = - (m[0].y * m[2].z - m[2].y * m[0].z);
adj[1][1] = + (m[0][0] * m[2][2] - m[2][0] * m[0][2]); adj[1].y = + (m[0].x * m[2].z - m[2].x * m[0].z);
adj[2][1] = - (m[0][0] * m[2][1] - m[2][0] * m[0][1]); adj[2].y = - (m[0].x * m[2].y - m[2].x * m[0].y);
adj[0][2] = + (m[0][1] * m[1][2] - m[1][1] * m[0][2]); adj[0].z = + (m[0].y * m[1].z - m[1].y * m[0].z);
adj[1][2] = - (m[0][0] * m[1][2] - m[1][0] * m[0][2]); adj[1].z = - (m[0].x * m[1].z - m[1].x * m[0].z);
adj[2][2] = + (m[0][0] * m[1][1] - m[1][0] * m[0][1]); adj[2].z = + (m[0].x * m[1].y - m[1].x * m[0].y);
float det = (+ m[0][0] * (m[1][1] * m[2][2] - m[1][2] * m[2][1]) float det = (+ m[0].x * (m[1].y * m[2].z - m[1].z * m[2].y)
- m[0][1] * (m[1][0] * m[2][2] - m[1][2] * m[2][0]) - m[0].y * (m[1].x * m[2].z - m[1].z * m[2].x)
+ m[0][2] * (m[1][0] * m[2][1] - m[1][1] * m[2][0])); + m[0].z * (m[1].x * m[2].y - m[1].y * m[2].x));
return adj / det; return adj / det;
} }
mat4 inverse(mat4 m) mat4 inverse(mat4 m)
{ {
float SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3]; float SubFactor00 = m[2].z * m[3].w - m[3].z * m[2].w;
float SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3]; float SubFactor01 = m[2].y * m[3].w - m[3].y * m[2].w;
float SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2]; float SubFactor02 = m[2].y * m[3].z - m[3].y * m[2].z;
float SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3]; float SubFactor03 = m[2].x * m[3].w - m[3].x * m[2].w;
float SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2]; float SubFactor04 = m[2].x * m[3].z - m[3].x * m[2].z;
float SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1]; float SubFactor05 = m[2].x * m[3].y - m[3].x * m[2].y;
float SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3]; float SubFactor06 = m[1].z * m[3].w - m[3].z * m[1].w;
float SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3]; float SubFactor07 = m[1].y * m[3].w - m[3].y * m[1].w;
float SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2]; float SubFactor08 = m[1].y * m[3].z - m[3].y * m[1].z;
float SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3]; float SubFactor09 = m[1].x * m[3].w - m[3].x * m[1].w;
float SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2]; float SubFactor10 = m[1].x * m[3].z - m[3].x * m[1].z;
float SubFactor11 = m[1][1] * m[3][3] - m[3][1] * m[1][3]; float SubFactor11 = m[1].y * m[3].w - m[3].y * m[1].w;
float SubFactor12 = m[1][0] * m[3][1] - m[3][0] * m[1][1]; float SubFactor12 = m[1].x * m[3].y - m[3].x * m[1].y;
float SubFactor13 = m[1][2] * m[2][3] - m[2][2] * m[1][3]; float SubFactor13 = m[1].z * m[2].w - m[2].z * m[1].w;
float SubFactor14 = m[1][1] * m[2][3] - m[2][1] * m[1][3]; float SubFactor14 = m[1].y * m[2].w - m[2].y * m[1].w;
float SubFactor15 = m[1][1] * m[2][2] - m[2][1] * m[1][2]; float SubFactor15 = m[1].y * m[2].z - m[2].y * m[1].z;
float SubFactor16 = m[1][0] * m[2][3] - m[2][0] * m[1][3]; float SubFactor16 = m[1].x * m[2].w - m[2].x * m[1].w;
float SubFactor17 = m[1][0] * m[2][2] - m[2][0] * m[1][2]; float SubFactor17 = m[1].x * m[2].z - m[2].x * m[1].z;
float SubFactor18 = m[1][0] * m[2][1] - m[2][0] * m[1][1]; float SubFactor18 = m[1].x * m[2].y - m[2].x * m[1].y;
mat4 adj; mat4 adj;
adj[0][0] = + (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02); adj[0].x = + (m[1].y * SubFactor00 - m[1].z * SubFactor01 + m[1].w * SubFactor02);
adj[1][0] = - (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04); adj[1].x = - (m[1].x * SubFactor00 - m[1].z * SubFactor03 + m[1].w * SubFactor04);
adj[2][0] = + (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05); adj[2].x = + (m[1].x * SubFactor01 - m[1].y * SubFactor03 + m[1].w * SubFactor05);
adj[3][0] = - (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05); adj[3].x = - (m[1].x * SubFactor02 - m[1].y * SubFactor04 + m[1].z * SubFactor05);
adj[0][1] = - (m[0][1] * SubFactor00 - m[0][2] * SubFactor01 + m[0][3] * SubFactor02); adj[0].y = - (m[0].y * SubFactor00 - m[0].z * SubFactor01 + m[0].w * SubFactor02);
adj[1][1] = + (m[0][0] * SubFactor00 - m[0][2] * SubFactor03 + m[0][3] * SubFactor04); adj[1].y = + (m[0].x * SubFactor00 - m[0].z * SubFactor03 + m[0].w * SubFactor04);
adj[2][1] = - (m[0][0] * SubFactor01 - m[0][1] * SubFactor03 + m[0][3] * SubFactor05); adj[2].y = - (m[0].x * SubFactor01 - m[0].y * SubFactor03 + m[0].w * SubFactor05);
adj[3][1] = + (m[0][0] * SubFactor02 - m[0][1] * SubFactor04 + m[0][2] * SubFactor05); adj[3].y = + (m[0].x * SubFactor02 - m[0].y * SubFactor04 + m[0].z * SubFactor05);
adj[0][2] = + (m[0][1] * SubFactor06 - m[0][2] * SubFactor07 + m[0][3] * SubFactor08); adj[0].z = + (m[0].y * SubFactor06 - m[0].z * SubFactor07 + m[0].w * SubFactor08);
adj[1][2] = - (m[0][0] * SubFactor06 - m[0][2] * SubFactor09 + m[0][3] * SubFactor10); adj[1].z = - (m[0].x * SubFactor06 - m[0].z * SubFactor09 + m[0].w * SubFactor10);
adj[2][2] = + (m[0][0] * SubFactor11 - m[0][1] * SubFactor09 + m[0][3] * SubFactor12); adj[2].z = + (m[0].x * SubFactor11 - m[0].y * SubFactor09 + m[0].w * SubFactor12);
adj[3][2] = - (m[0][0] * SubFactor08 - m[0][1] * SubFactor10 + m[0][2] * SubFactor12); adj[3].z = - (m[0].x * SubFactor08 - m[0].y * SubFactor10 + m[0].z * SubFactor12);
adj[0][3] = - (m[0][1] * SubFactor13 - m[0][2] * SubFactor14 + m[0][3] * SubFactor15); adj[0].w = - (m[0].y * SubFactor13 - m[0].z * SubFactor14 + m[0].w * SubFactor15);
adj[1][3] = + (m[0][0] * SubFactor13 - m[0][2] * SubFactor16 + m[0][3] * SubFactor17); adj[1].w = + (m[0].x * SubFactor13 - m[0].z * SubFactor16 + m[0].w * SubFactor17);
adj[2][3] = - (m[0][0] * SubFactor14 - m[0][1] * SubFactor16 + m[0][3] * SubFactor18); adj[2].w = - (m[0].x * SubFactor14 - m[0].y * SubFactor16 + m[0].w * SubFactor18);
adj[3][3] = + (m[0][0] * SubFactor15 - m[0][1] * SubFactor17 + m[0][2] * SubFactor18); adj[3].w = + (m[0].x * SubFactor15 - m[0].y * SubFactor17 + m[0].z * SubFactor18);
float det = (+ m[0][0] * adj[0][0] float det = (+ m[0].x * adj[0].x
+ m[0][1] * adj[1][0] + m[0].y * adj[1].x
+ m[0][2] * adj[2][0] + m[0].z * adj[2].x
+ m[0][3] * adj[3][0]); + m[0].w * adj[3].x);
return adj / det; return adj / det;
} }