diff options
Diffstat (limited to 'gfx/angle/src/compiler/translator/VariablePacker.cpp')
-rwxr-xr-x | gfx/angle/src/compiler/translator/VariablePacker.cpp | 269 |
1 files changed, 269 insertions, 0 deletions
diff --git a/gfx/angle/src/compiler/translator/VariablePacker.cpp b/gfx/angle/src/compiler/translator/VariablePacker.cpp new file mode 100755 index 000000000..a981c8ae0 --- /dev/null +++ b/gfx/angle/src/compiler/translator/VariablePacker.cpp @@ -0,0 +1,269 @@ +// +// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// + +#include <algorithm> + +#include "angle_gl.h" + +#include "compiler/translator/VariablePacker.h" +#include "common/utilities.h" + +int VariablePacker::GetNumComponentsPerRow(sh::GLenum type) +{ + switch (type) + { + case GL_FLOAT_MAT4: + case GL_FLOAT_MAT2: + case GL_FLOAT_MAT2x4: + case GL_FLOAT_MAT3x4: + case GL_FLOAT_MAT4x2: + case GL_FLOAT_MAT4x3: + case GL_FLOAT_VEC4: + case GL_INT_VEC4: + case GL_BOOL_VEC4: + case GL_UNSIGNED_INT_VEC4: + return 4; + case GL_FLOAT_MAT3: + case GL_FLOAT_MAT2x3: + case GL_FLOAT_MAT3x2: + case GL_FLOAT_VEC3: + case GL_INT_VEC3: + case GL_BOOL_VEC3: + case GL_UNSIGNED_INT_VEC3: + return 3; + case GL_FLOAT_VEC2: + case GL_INT_VEC2: + case GL_BOOL_VEC2: + case GL_UNSIGNED_INT_VEC2: + return 2; + default: + ASSERT(gl::VariableComponentCount(type) == 1); + return 1; + } +} + +int VariablePacker::GetNumRows(sh::GLenum type) +{ + switch (type) + { + case GL_FLOAT_MAT4: + case GL_FLOAT_MAT2x4: + case GL_FLOAT_MAT3x4: + case GL_FLOAT_MAT4x3: + case GL_FLOAT_MAT4x2: + return 4; + case GL_FLOAT_MAT3: + case GL_FLOAT_MAT2x3: + case GL_FLOAT_MAT3x2: + return 3; + case GL_FLOAT_MAT2: + return 2; + default: + ASSERT(gl::VariableRowCount(type) == 1); + return 1; + } +} + +struct TVariableInfoComparer +{ + bool operator()(const sh::ShaderVariable &lhs, const sh::ShaderVariable &rhs) const + { + int lhsSortOrder = gl::VariableSortOrder(lhs.type); + int rhsSortOrder = gl::VariableSortOrder(rhs.type); + if (lhsSortOrder != rhsSortOrder) { + return lhsSortOrder < rhsSortOrder; + } + // Sort by largest first. + return lhs.arraySize > rhs.arraySize; + } +}; + +unsigned VariablePacker::makeColumnFlags(int column, int numComponentsPerRow) +{ + return ((kColumnMask << (kNumColumns - numComponentsPerRow)) & + kColumnMask) >> column; +} + +void VariablePacker::fillColumns(int topRow, int numRows, int column, int numComponentsPerRow) +{ + unsigned columnFlags = makeColumnFlags(column, numComponentsPerRow); + for (int r = 0; r < numRows; ++r) { + int row = topRow + r; + ASSERT((rows_[row] & columnFlags) == 0); + rows_[row] |= columnFlags; + } +} + +bool VariablePacker::searchColumn(int column, int numRows, int* destRow, int* destSize) +{ + ASSERT(destRow); + + for (; topNonFullRow_ < maxRows_ && rows_[topNonFullRow_] == kColumnMask; + ++topNonFullRow_) { + } + + for (; bottomNonFullRow_ >= 0 && rows_[bottomNonFullRow_] == kColumnMask; + --bottomNonFullRow_) { + } + + if (bottomNonFullRow_ - topNonFullRow_ + 1 < numRows) { + return false; + } + + unsigned columnFlags = makeColumnFlags(column, 1); + int topGoodRow = 0; + int smallestGoodTop = -1; + int smallestGoodSize = maxRows_ + 1; + int bottomRow = bottomNonFullRow_ + 1; + bool found = false; + for (int row = topNonFullRow_; row <= bottomRow; ++row) { + bool rowEmpty = row < bottomRow ? ((rows_[row] & columnFlags) == 0) : false; + if (rowEmpty) { + if (!found) { + topGoodRow = row; + found = true; + } + } else { + if (found) { + int size = row - topGoodRow; + if (size >= numRows && size < smallestGoodSize) { + smallestGoodSize = size; + smallestGoodTop = topGoodRow; + } + } + found = false; + } + } + if (smallestGoodTop < 0) { + return false; + } + + *destRow = smallestGoodTop; + if (destSize) { + *destSize = smallestGoodSize; + } + return true; +} + +bool VariablePacker::CheckVariablesWithinPackingLimits( + unsigned int maxVectors, + const std::vector<sh::ShaderVariable> &in_variables) +{ + ASSERT(maxVectors > 0); + maxRows_ = maxVectors; + topNonFullRow_ = 0; + bottomNonFullRow_ = maxRows_ - 1; + std::vector<sh::ShaderVariable> variables; + + for (const auto &variable : in_variables) + { + ExpandVariable(variable, variable.name, variable.mappedName, variable.staticUse, + &variables); + } + + // Check whether each variable fits in the available vectors. + for (size_t i = 0; i < variables.size(); i++) { + const sh::ShaderVariable &variable = variables[i]; + if (variable.elementCount() > maxVectors / GetNumRows(variable.type)) { + return false; + } + } + + // As per GLSL 1.017 Appendix A, Section 7 variables are packed in specific + // order by type, then by size of array, largest first. + std::sort(variables.begin(), variables.end(), TVariableInfoComparer()); + rows_.clear(); + rows_.resize(maxVectors, 0); + + // Packs the 4 column variables. + size_t ii = 0; + for (; ii < variables.size(); ++ii) { + const sh::ShaderVariable &variable = variables[ii]; + if (GetNumComponentsPerRow(variable.type) != 4) { + break; + } + topNonFullRow_ += GetNumRows(variable.type) * variable.elementCount(); + } + + if (topNonFullRow_ > maxRows_) { + return false; + } + + // Packs the 3 column variables. + int num3ColumnRows = 0; + for (; ii < variables.size(); ++ii) { + const sh::ShaderVariable &variable = variables[ii]; + if (GetNumComponentsPerRow(variable.type) != 3) { + break; + } + num3ColumnRows += GetNumRows(variable.type) * variable.elementCount(); + } + + if (topNonFullRow_ + num3ColumnRows > maxRows_) { + return false; + } + + fillColumns(topNonFullRow_, num3ColumnRows, 0, 3); + + // Packs the 2 column variables. + int top2ColumnRow = topNonFullRow_ + num3ColumnRows; + int twoColumnRowsAvailable = maxRows_ - top2ColumnRow; + int rowsAvailableInColumns01 = twoColumnRowsAvailable; + int rowsAvailableInColumns23 = twoColumnRowsAvailable; + for (; ii < variables.size(); ++ii) { + const sh::ShaderVariable &variable = variables[ii]; + if (GetNumComponentsPerRow(variable.type) != 2) { + break; + } + int numRows = GetNumRows(variable.type) * variable.elementCount(); + if (numRows <= rowsAvailableInColumns01) { + rowsAvailableInColumns01 -= numRows; + } else if (numRows <= rowsAvailableInColumns23) { + rowsAvailableInColumns23 -= numRows; + } else { + return false; + } + } + + int numRowsUsedInColumns01 = + twoColumnRowsAvailable - rowsAvailableInColumns01; + int numRowsUsedInColumns23 = + twoColumnRowsAvailable - rowsAvailableInColumns23; + fillColumns(top2ColumnRow, numRowsUsedInColumns01, 0, 2); + fillColumns(maxRows_ - numRowsUsedInColumns23, numRowsUsedInColumns23, + 2, 2); + + // Packs the 1 column variables. + for (; ii < variables.size(); ++ii) { + const sh::ShaderVariable &variable = variables[ii]; + ASSERT(1 == GetNumComponentsPerRow(variable.type)); + int numRows = GetNumRows(variable.type) * variable.elementCount(); + int smallestColumn = -1; + int smallestSize = maxRows_ + 1; + int topRow = -1; + for (int column = 0; column < kNumColumns; ++column) { + int row = 0; + int size = 0; + if (searchColumn(column, numRows, &row, &size)) { + if (size < smallestSize) { + smallestSize = size; + smallestColumn = column; + topRow = row; + } + } + } + + if (smallestColumn < 0) { + return false; + } + + fillColumns(topRow, numRows, smallestColumn, 1); + } + + ASSERT(variables.size() == ii); + + return true; +} |