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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /gfx/angle/src/compiler/translator/ScalarizeVecAndMatConstructorArgs.cpp | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/compiler/translator/ScalarizeVecAndMatConstructorArgs.cpp')
-rwxr-xr-x | gfx/angle/src/compiler/translator/ScalarizeVecAndMatConstructorArgs.cpp | 306 |
1 files changed, 306 insertions, 0 deletions
diff --git a/gfx/angle/src/compiler/translator/ScalarizeVecAndMatConstructorArgs.cpp b/gfx/angle/src/compiler/translator/ScalarizeVecAndMatConstructorArgs.cpp new file mode 100755 index 000000000..5afa0d308 --- /dev/null +++ b/gfx/angle/src/compiler/translator/ScalarizeVecAndMatConstructorArgs.cpp @@ -0,0 +1,306 @@ +// +// Copyright (c) 2002-2014 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. +// +// Scalarize vector and matrix constructor args, so that vectors built from components don't have +// matrix arguments, and matrices built from components don't have vector arguments. This avoids +// driver bugs around vector and matrix constructors. +// + +#include "common/debug.h" +#include "compiler/translator/ScalarizeVecAndMatConstructorArgs.h" + +#include <algorithm> + +#include "angle_gl.h" +#include "common/angleutils.h" +#include "compiler/translator/IntermNode.h" + +namespace sh +{ + +namespace +{ + +bool ContainsMatrixNode(const TIntermSequence &sequence) +{ + for (size_t ii = 0; ii < sequence.size(); ++ii) + { + TIntermTyped *node = sequence[ii]->getAsTyped(); + if (node && node->isMatrix()) + return true; + } + return false; +} + +bool ContainsVectorNode(const TIntermSequence &sequence) +{ + for (size_t ii = 0; ii < sequence.size(); ++ii) + { + TIntermTyped *node = sequence[ii]->getAsTyped(); + if (node && node->isVector()) + return true; + } + return false; +} + +TIntermBinary *ConstructVectorIndexBinaryNode(TIntermSymbol *symbolNode, int index) +{ + return new TIntermBinary(EOpIndexDirect, symbolNode, TIntermTyped::CreateIndexNode(index)); +} + +TIntermBinary *ConstructMatrixIndexBinaryNode( + TIntermSymbol *symbolNode, int colIndex, int rowIndex) +{ + TIntermBinary *colVectorNode = + ConstructVectorIndexBinaryNode(symbolNode, colIndex); + + return new TIntermBinary(EOpIndexDirect, colVectorNode, + TIntermTyped::CreateIndexNode(rowIndex)); +} + +class ScalarizeArgsTraverser : public TIntermTraverser +{ + public: + ScalarizeArgsTraverser(sh::GLenum shaderType, + bool fragmentPrecisionHigh, + unsigned int *temporaryIndex) + : TIntermTraverser(true, false, false), + mShaderType(shaderType), + mFragmentPrecisionHigh(fragmentPrecisionHigh) + { + useTemporaryIndex(temporaryIndex); + } + + protected: + bool visitAggregate(Visit visit, TIntermAggregate *node) override; + bool visitBlock(Visit visit, TIntermBlock *node) override; + + private: + void scalarizeArgs(TIntermAggregate *aggregate, bool scalarizeVector, bool scalarizeMatrix); + + // If we have the following code: + // mat4 m(0); + // vec4 v(1, m); + // We will rewrite to: + // mat4 m(0); + // mat4 s0 = m; + // vec4 v(1, s0[0][0], s0[0][1], s0[0][2]); + // This function is to create nodes for "mat4 s0 = m;" and insert it to the code sequence. This + // way the possible side effects of the constructor argument will only be evaluated once. + void createTempVariable(TIntermTyped *original); + + std::vector<TIntermSequence> mBlockStack; + + sh::GLenum mShaderType; + bool mFragmentPrecisionHigh; +}; + +bool ScalarizeArgsTraverser::visitAggregate(Visit visit, TIntermAggregate *node) +{ + if (visit == PreVisit) + { + switch (node->getOp()) + { + case EOpConstructVec2: + case EOpConstructVec3: + case EOpConstructVec4: + case EOpConstructBVec2: + case EOpConstructBVec3: + case EOpConstructBVec4: + case EOpConstructIVec2: + case EOpConstructIVec3: + case EOpConstructIVec4: + if (ContainsMatrixNode(*(node->getSequence()))) + scalarizeArgs(node, false, true); + break; + case EOpConstructMat2: + case EOpConstructMat2x3: + case EOpConstructMat2x4: + case EOpConstructMat3x2: + case EOpConstructMat3: + case EOpConstructMat3x4: + case EOpConstructMat4x2: + case EOpConstructMat4x3: + case EOpConstructMat4: + if (ContainsVectorNode(*(node->getSequence()))) + scalarizeArgs(node, true, false); + break; + default: + break; + } + } + return true; +} + +bool ScalarizeArgsTraverser::visitBlock(Visit visit, TIntermBlock *node) +{ + mBlockStack.push_back(TIntermSequence()); + { + for (TIntermNode *child : *node->getSequence()) + { + ASSERT(child != nullptr); + child->traverse(this); + mBlockStack.back().push_back(child); + } + } + if (mBlockStack.back().size() > node->getSequence()->size()) + { + node->getSequence()->clear(); + *(node->getSequence()) = mBlockStack.back(); + } + mBlockStack.pop_back(); + return false; +} + +void ScalarizeArgsTraverser::scalarizeArgs(TIntermAggregate *aggregate, + bool scalarizeVector, + bool scalarizeMatrix) +{ + ASSERT(aggregate); + int size = 0; + switch (aggregate->getOp()) + { + case EOpConstructVec2: + case EOpConstructBVec2: + case EOpConstructIVec2: + size = 2; + break; + case EOpConstructVec3: + case EOpConstructBVec3: + case EOpConstructIVec3: + size = 3; + break; + case EOpConstructVec4: + case EOpConstructBVec4: + case EOpConstructIVec4: + case EOpConstructMat2: + size = 4; + break; + case EOpConstructMat2x3: + case EOpConstructMat3x2: + size = 6; + break; + case EOpConstructMat2x4: + case EOpConstructMat4x2: + size = 8; + break; + case EOpConstructMat3: + size = 9; + break; + case EOpConstructMat3x4: + case EOpConstructMat4x3: + size = 12; + break; + case EOpConstructMat4: + size = 16; + break; + default: + break; + } + TIntermSequence *sequence = aggregate->getSequence(); + TIntermSequence original(*sequence); + sequence->clear(); + for (size_t ii = 0; ii < original.size(); ++ii) + { + ASSERT(size > 0); + TIntermTyped *node = original[ii]->getAsTyped(); + ASSERT(node); + createTempVariable(node); + if (node->isScalar()) + { + sequence->push_back(createTempSymbol(node->getType())); + size--; + } + else if (node->isVector()) + { + if (scalarizeVector) + { + int repeat = std::min(size, node->getNominalSize()); + size -= repeat; + for (int index = 0; index < repeat; ++index) + { + TIntermSymbol *symbolNode = createTempSymbol(node->getType()); + TIntermBinary *newNode = ConstructVectorIndexBinaryNode( + symbolNode, index); + sequence->push_back(newNode); + } + } + else + { + TIntermSymbol *symbolNode = createTempSymbol(node->getType()); + sequence->push_back(symbolNode); + size -= node->getNominalSize(); + } + } + else + { + ASSERT(node->isMatrix()); + if (scalarizeMatrix) + { + int colIndex = 0, rowIndex = 0; + int repeat = std::min(size, node->getCols() * node->getRows()); + size -= repeat; + while (repeat > 0) + { + TIntermSymbol *symbolNode = createTempSymbol(node->getType()); + TIntermBinary *newNode = ConstructMatrixIndexBinaryNode( + symbolNode, colIndex, rowIndex); + sequence->push_back(newNode); + rowIndex++; + if (rowIndex >= node->getRows()) + { + rowIndex = 0; + colIndex++; + } + repeat--; + } + } + else + { + TIntermSymbol *symbolNode = createTempSymbol(node->getType()); + sequence->push_back(symbolNode); + size -= node->getCols() * node->getRows(); + } + } + } +} + +void ScalarizeArgsTraverser::createTempVariable(TIntermTyped *original) +{ + ASSERT(original); + nextTemporaryIndex(); + TIntermDeclaration *decl = createTempInitDeclaration(original); + + TType type = original->getType(); + if (mShaderType == GL_FRAGMENT_SHADER && + type.getBasicType() == EbtFloat && + type.getPrecision() == EbpUndefined) + { + // We use the highest available precision for the temporary variable + // to avoid computing the actual precision using the rules defined + // in GLSL ES 1.0 Section 4.5.2. + TIntermBinary *init = decl->getSequence()->at(0)->getAsBinaryNode(); + init->getTypePointer()->setPrecision(mFragmentPrecisionHigh ? EbpHigh : EbpMedium); + init->getLeft()->getTypePointer()->setPrecision(mFragmentPrecisionHigh ? EbpHigh + : EbpMedium); + } + + ASSERT(mBlockStack.size() > 0); + TIntermSequence &sequence = mBlockStack.back(); + sequence.push_back(decl); +} + +} // namespace anonymous + +void ScalarizeVecAndMatConstructorArgs(TIntermBlock *root, + sh::GLenum shaderType, + bool fragmentPrecisionHigh, + unsigned int *temporaryIndex) +{ + ScalarizeArgsTraverser scalarizer(shaderType, fragmentPrecisionHigh, temporaryIndex); + root->traverse(&scalarizer); +} + +} // namespace sh |