[Mesa-dev] [PATCH 18/21] glsl: Write a new built-in function module.
Pohjolainen, Topi
topi.pohjolainen at intel.com
Thu Sep 5 04:27:04 PDT 2013
On Wed, Sep 04, 2013 at 03:22:41PM -0700, Kenneth Graunke wrote:
> This creates a new replacement for the existing built-in function code.
> The new module lives in builtin_functions.cpp (not builtin_function.cpp)
> and exists in parallel with the existing system. It isn't used yet.
>
> The new built-in function code takes a significantly different approach:
>
> Instead of implementing built-ins via printed IR, build time scripts,
> and run time parsing, we now implement them directly in C++, using
> ir_builder. This translates to faster load times, and a much less
> complex build system.
>
> It also takes a different approach to built-in availability: each
> signature now stores a boolean predicate, which makes it easy to
> construct arbitrary expressions based on _mesa_glsl_parse_state's
> fields. This is much more flexible than the old system, and also
> easier to use.
>
> Built-ins are also now stored in a single gl_shader object, rather
> than being spread out across a number of shaders that need to be linked.
> When searching for a matching prototype, we simply consult the
> availability predicate. This also simplifies the code.
>
> Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
> ---
> src/glsl/Makefile.sources | 1 +
> src/glsl/builtin_functions.cpp | 3466 ++++++++++++++++++++++++++++++++++++++++
> src/glsl/ir.h | 10 +
> 3 files changed, 3477 insertions(+)
> create mode 100644 src/glsl/builtin_functions.cpp
>
> diff --git a/src/glsl/Makefile.sources b/src/glsl/Makefile.sources
> index 979c416..3e706ef 100644
> --- a/src/glsl/Makefile.sources
> +++ b/src/glsl/Makefile.sources
> @@ -21,6 +21,7 @@ LIBGLSL_FILES = \
> $(GLSL_SRCDIR)/ast_function.cpp \
> $(GLSL_SRCDIR)/ast_to_hir.cpp \
> $(GLSL_SRCDIR)/ast_type.cpp \
> + $(GLSL_SRCDIR)/builtin_functions.cpp \
> $(GLSL_SRCDIR)/builtin_types.cpp \
> $(GLSL_SRCDIR)/builtin_variables.cpp \
> $(GLSL_SRCDIR)/glsl_parser_extras.cpp \
> diff --git a/src/glsl/builtin_functions.cpp b/src/glsl/builtin_functions.cpp
> new file mode 100644
> index 0000000..440ec41
> --- /dev/null
> +++ b/src/glsl/builtin_functions.cpp
> @@ -0,0 +1,3466 @@
> +/*
> + * Copyright © 2013 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 builtin_functions.cpp
> + *
> + * Support for GLSL built-in functions.
> + *
> + * This file is split into several main components:
> + *
> + * 1. Availability predicates
> + *
> + * A series of small functions that check whether the current shader
> + * supports the version/extensions required to expose a built-in.
> + *
> + * 2. Core builtin_builder class functionality
> + *
> + * 3. Lists of built-in functions
> + *
> + * The builtin_builder::create_builtins() function contains lists of all
> + * built-in function signatures, where they're available, what types they
> + * take, and so on.
> + *
> + * 4. Implementations of built-in function signatures
> + *
> + * A series of functions which create ir_function_signatures and emit IR
> + * via ir_builder to implement them.
> + *
> + * 5. External API
> + *
> + * A few functions the rest of the compiler can use to interact with the
> + * built-in function module. For example, searching for a built-in by
> + * name and parameters.
> + */
> +
> +#include <stdarg.h>
> +#include <stdio.h>
> +#include "main/core.h" /* for struct gl_shader */
> +#include "ir_builder.h"
> +#include "glsl_parser_extras.h"
> +#include "program/prog_instruction.h"
> +#include <limits>
> +
> +using namespace ir_builder;
> +
> +/**
> + * Availability predicates:
> + * @{
> + */
> +static bool
> +always_available(const _mesa_glsl_parse_state *state)
> +{
> + return true;
> +}
> +
> +static bool
> +legacy_vs_only(const _mesa_glsl_parse_state *state)
> +{
> + return state->target == vertex_shader &&
> + state->language_version <= 130 &&
> + !state->es_shader;
> +}
> +
> +static bool
> +fs_only(const _mesa_glsl_parse_state *state)
> +{
> + return state->target == fragment_shader;
> +}
> +
> +static bool
> +gs_only(const _mesa_glsl_parse_state *state)
> +{
> + return state->target == geometry_shader;
> +}
> +
> +static bool
> +v110(const _mesa_glsl_parse_state *state)
> +{
> + return !state->es_shader;
> +}
> +
> +static bool
> +v110_fs_only(const _mesa_glsl_parse_state *state)
> +{
> + return !state->es_shader && state->target == fragment_shader;
> +}
> +
> +static bool
> +v120(const _mesa_glsl_parse_state *state)
> +{
> + return state->is_version(120, 300);
> +}
> +
> +static bool
> +v130(const _mesa_glsl_parse_state *state)
> +{
> + return state->is_version(130, 300);
> +}
> +
> +static bool
> +v130_fs_only(const _mesa_glsl_parse_state *state)
> +{
> + return state->is_version(130, 300) &&
> + state->target == fragment_shader;
> +}
> +
> +static bool
> +v140(const _mesa_glsl_parse_state *state)
> +{
> + return state->is_version(140, 0);
> +}
> +
> +static bool
> +texture_rectangle(const _mesa_glsl_parse_state *state)
> +{
> + return state->ARB_texture_rectangle_enable;
> +}
> +
> +static bool
> +texture_external(const _mesa_glsl_parse_state *state)
> +{
> + return state->OES_EGL_image_external_enable;
> +}
> +
> +static bool
> +vs_or_shader_texture_lod(const _mesa_glsl_parse_state *state)
> +{
> + return state->target == vertex_shader ||
> + state->ARB_shader_texture_lod_enable ||
> + state->is_version(130, 0);
> +}
> +
> +static bool
> +v110_vs_or_shader_texture_lod(const _mesa_glsl_parse_state *state)
> +{
> + return !state->es_shader && vs_or_shader_texture_lod(state);
> +}
> +
> +static bool
> +shader_texture_lod(const _mesa_glsl_parse_state *state)
> +{
> + return state->ARB_shader_texture_lod_enable;
> +}
> +
> +static bool
> +shader_texture_lod_and_rect(const _mesa_glsl_parse_state *state)
> +{
> + return state->ARB_shader_texture_lod_enable &&
> + state->ARB_texture_rectangle_enable;
> +}
> +
> +static bool
> +shader_bit_encoding(const _mesa_glsl_parse_state *state)
> +{
> + return state->is_version(330, 300) ||
> + state->ARB_shader_bit_encoding_enable ||
> + state->ARB_gpu_shader5_enable;
> +}
> +
> +static bool
> +shader_packing(const _mesa_glsl_parse_state *state)
> +{
> + return state->ARB_shading_language_packing_enable ||
> + state->is_version(400, 0);
> +}
> +
> +static bool
> +shader_packing_or_es3(const _mesa_glsl_parse_state *state)
> +{
> + return state->ARB_shading_language_packing_enable ||
> + state->is_version(400, 300);
> +}
> +
> +static bool
> +gpu_shader5(const _mesa_glsl_parse_state *state)
> +{
> + return state->is_version(400, 0) || state->ARB_gpu_shader5_enable;
> +}
> +
> +static bool
> +vs_texture_array(const _mesa_glsl_parse_state *state)
> +{
> + return state->target == vertex_shader &&
> + state->EXT_texture_array_enable;
> +}
> +
> +static bool
> +fs_texture_array(const _mesa_glsl_parse_state *state)
> +{
> + return state->target == fragment_shader &&
> + state->EXT_texture_array_enable;
> +}
> +
> +static bool
> +texture_array(const _mesa_glsl_parse_state *state)
> +{
> + return state->EXT_texture_array_enable;
> +}
> +
> +static bool
> +texture_multisample(const _mesa_glsl_parse_state *state)
> +{
> + return state->is_version(150, 0) ||
> + state->ARB_texture_multisample_enable;
> +}
> +
> +static bool
> +fs_texture_cube_map_array(const _mesa_glsl_parse_state *state)
> +{
> + return state->target == fragment_shader &&
> + (state->is_version(400, 0) ||
> + state->ARB_texture_cube_map_array_enable);
> +}
> +
> +static bool
> +texture_cube_map_array(const _mesa_glsl_parse_state *state)
> +{
> + return state->is_version(400, 0) ||
> + state->ARB_texture_cube_map_array_enable;
> +}
> +
> +static bool
> +texture_query_lod(const _mesa_glsl_parse_state *state)
> +{
> + return state->target == fragment_shader &&
> + (state->is_version(400, 0) || state->ARB_texture_query_lod_enable);
> +}
> +
> +/* Desktop GL or OES_standard_derivatives + fragment shader only */
> +static bool
> +fs_oes_derivatives(const _mesa_glsl_parse_state *state)
> +{
> + return state->target == fragment_shader &&
> + (!state->es_shader || state->OES_standard_derivatives_enable);
> +}
> +
> +static bool
> +oes_tex3d(const _mesa_glsl_parse_state *state)
> +{
> + return !state->es_shader || state->OES_texture_3D_enable;
> +}
> +
> +static bool
> +vs_oes_tex3d(const _mesa_glsl_parse_state *state)
> +{
> + return state->target == vertex_shader &&
> + (!state->es_shader || state->OES_texture_3D_enable);
> +}
> +
> +static bool
> +fs_oes_tex3d(const _mesa_glsl_parse_state *state)
> +{
> + return state->target == fragment_shader &&
> + (!state->es_shader || state->OES_texture_3D_enable);
> +}
> +
> +static bool
> +vs_oes_tex3d_or_shader_texture_lod(const _mesa_glsl_parse_state *state)
> +{
> + return state->ARB_shader_texture_lod_enable || vs_oes_tex3d(state);
> +}
> +/** @} */
> +
> +/******************************************************************************/
> +
> +/**
> + * builtin_builder: A singleton object representing the core of the built-in
> + * function module.
I also started wondering about the meaning for "singleton" here, below there is
public constructor allowing one to create more than one instance.
> + *
> + * It has code to generate
> + * It generates IR for every built-in function signature, and organizes them
> + * into functions.
> + */
> +class builtin_builder {
> +public:
> + builtin_builder();
> + ~builtin_builder();
> +
> + void initialize();
> + void release();
> + ir_function_signature *find(_mesa_glsl_parse_state *state,
> + const char *name, exec_list *actual_parameters);
> +
> +private:
> + void *mem_ctx;
> + gl_shader *shader;
> +
> + /** Global variables used by built-in functions. */
> + ir_variable *gl_ModelViewProjectionMatrix;
> + ir_variable *gl_Vertex;
> +
> + void create_shader();
> + void create_builtins();
> +
> + /**
> + * IR builder helpers:
> + *
> + * These convenience functions assist in emitting IR, but don't necessarily
> + * fit in ir_builder itself. Many of them rely on having a mem_ctx class
> + * member available.
> + */
> + ir_variable *in_var(const glsl_type *type, const char *name);
> + ir_constant *imm(float f);
> + ir_constant *imm(int i);
> + ir_constant *imm(unsigned u);
> + ir_constant *imm(const glsl_type *type, const ir_constant_data &);
> + ir_dereference_variable *var_ref(ir_variable *var);
> + ir_dereference_array *array_ref(ir_variable *var, int i);
> + ir_swizzle *matrix_elt(ir_variable *var, int col, int row);
> +
> + ir_expression *asin_expr(ir_variable *x);
> +
> + /** Create a new function and add the given signatures. */
> + void add_function(const char *name, ...);
> +
> + ir_function_signature *new_sig(const glsl_type *return_type,
> + builtin_available_predicate avail,
> + int num_params, ...);
> +
> + /**
> + * Function signature generators:
> + * @{
> + */
> + ir_function_signature *unop(builtin_available_predicate avail,
> + ir_expression_operation opcode,
> + const glsl_type *return_type,
> + const glsl_type *param_type);
> + ir_function_signature *binop(ir_expression_operation opcode,
> + builtin_available_predicate avail,
> + const glsl_type *return_type,
> + const glsl_type *param0_type,
> + const glsl_type *param1_type);
> +
> +#define B0(X) ir_function_signature *_##X();
> +#define B1(X) ir_function_signature *_##X(const glsl_type *);
> +#define B2(X) ir_function_signature *_##X(const glsl_type *, const glsl_type *);
> +#define B3(X) ir_function_signature *_##X(const glsl_type *, const glsl_type *, const glsl_type *);
> + B1(radians)
> + B1(degrees)
> + B1(sin)
> + B1(cos)
> + B1(tan)
> + B1(asin)
> + B1(acos)
> + B1(atan2)
> + B1(atan)
> + B1(sinh)
> + B1(cosh)
> + B1(tanh)
> + B1(asinh)
> + B1(acosh)
> + B1(atanh)
> + B1(pow)
> + B1(exp)
> + B1(log)
> + B1(exp2)
> + B1(log2)
> + B1(sqrt)
> + B1(inversesqrt)
> + B1(abs)
> + B1(sign)
> + B1(floor)
> + B1(trunc)
> + B1(round)
> + B1(roundEven)
> + B1(ceil)
> + B1(fract)
> + B2(mod)
> + B1(modf)
> + B2(min)
> + B2(max)
> + B2(clamp)
> + B2(mix_lrp)
> + B2(mix_sel)
> + B2(step)
> + B2(smoothstep)
> + B1(isnan)
> + B1(isinf)
> + B1(floatBitsToInt)
> + B1(floatBitsToUint)
> + B1(intBitsToFloat)
> + B1(uintBitsToFloat)
> + ir_function_signature *_packUnorm2x16(builtin_available_predicate avail);
> + ir_function_signature *_packSnorm2x16(builtin_available_predicate avail);
> + ir_function_signature *_packUnorm4x8(builtin_available_predicate avail);
> + ir_function_signature *_packSnorm4x8(builtin_available_predicate avail);
> + ir_function_signature *_unpackUnorm2x16(builtin_available_predicate avail);
> + ir_function_signature *_unpackSnorm2x16(builtin_available_predicate avail);
> + ir_function_signature *_unpackUnorm4x8(builtin_available_predicate avail);
> + ir_function_signature *_unpackSnorm4x8(builtin_available_predicate avail);
> + ir_function_signature *_packHalf2x16(builtin_available_predicate avail);
> + ir_function_signature *_unpackHalf2x16(builtin_available_predicate avail);
> + B1(length)
> + B1(distance);
> + B1(dot);
> + B1(cross);
> + B1(normalize);
> + B0(ftransform);
> + B1(faceforward);
> + B1(reflect);
> + B1(refract);
> + B1(matrixCompMult);
> + B1(outerProduct);
> + B0(determinant_mat2);
> + B0(determinant_mat3);
> + B0(determinant_mat4);
> + B0(inverse_mat2);
> + B0(inverse_mat3);
> + B0(inverse_mat4);
> + B1(transpose);
> + B1(lessThan);
> + B1(lessThanEqual);
> + B1(greaterThan);
> + B1(greaterThanEqual);
> + B1(equal);
> + B1(notEqual);
> + B1(any);
> + B1(all);
> + B1(not);
> + B2(textureSize);
> + ir_function_signature *_textureSize(builtin_available_predicate avail,
> + const glsl_type *return_type,
> + const glsl_type *sampler_type);
> +
> +/** Flags to _texture() */
> +#define TEX_PROJECT 1
> +#define TEX_OFFSET 2
> +
> + ir_function_signature *_texture(ir_texture_opcode opcode,
> + builtin_available_predicate avail,
> + const glsl_type *return_type,
> + const glsl_type *sampler_type,
> + int coord_size,
> + const glsl_type *coord_type,
> + int flags = 0);
> + B0(textureCubeArrayShadow);
> + ir_function_signature *_texelFetch(builtin_available_predicate avail,
> + const glsl_type *return_type,
> + const glsl_type *sampler_type,
> + const glsl_type *coord_type,
> + const glsl_type *offset_type = NULL);
> +
> + B0(EmitVertex)
> + B0(EndPrimitive)
> +
> + B2(textureQueryLOD);
> + B1(dFdx);
> + B1(dFdy);
> + B1(fwidth);
> + B1(noise1);
> + B1(noise2);
> + B1(noise3);
> + B1(noise4);
> +
> + B1(bitfieldExtract)
> + B1(bitfieldInsert)
> + B1(bitfieldReverse)
> + B1(bitCount)
> + B1(findLSB)
> + B1(findMSB)
> + B1(fma)
> +#undef B
> + /** @} */
> +};
<snip>
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