[Mesa-dev] [PATCH 15/16] glsl: Correctly determine when the field of a UBO is row-major

Ian Romanick idr at freedesktop.org
Tue Jul 22 10:32:47 PDT 2014


On 07/21/2014 03:28 PM, Matt Turner wrote:
> On Mon, Jul 21, 2014 at 2:04 PM, Ian Romanick <idr at freedesktop.org> wrote:
>> From: Ian Romanick <ian.d.romanick at intel.com>
>>
>> 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
>>
>> Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
>> ---
>>  src/glsl/lower_ubo_reference.cpp | 137 ++++++++++++++++++++++++++++++++++-----
>>  1 file changed, 122 insertions(+), 15 deletions(-)
>>
>> diff --git a/src/glsl/lower_ubo_reference.cpp b/src/glsl/lower_ubo_reference.cpp
>> index 99bfe97..0ee4e8a 100644
>> --- a/src/glsl/lower_ubo_reference.cpp
>> +++ b/src/glsl/lower_ubo_reference.cpp
>> @@ -40,6 +40,98 @@
>>
>>  using namespace ir_builder;
>>
>> +/**
>> + * 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_dereference *deref)
>> +{
>> +   bool matrix = false;
>> +   const ir_rvalue *ir = deref;
>> +
>> +   while (true) {
>> +      if (ir->type->is_matrix()
>> +          || (ir->type->is_array() && ir->type->fields.array->is_matrix()))
> 
> Use your new function here.

Something seems to have gone wrong.  The last version of this code was

   matrix = matrix || ir->type->is_matrix_or_array_of();

I'm not sure what happened. :(

>> +         matrix = true;
>> +
>> +      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_DEFAULT:
>> +            break;
>> +         case GLSL_MATRIX_LAYOUT_COLUMN_MAJOR:
>> +            return false;
>> +         case GLSL_MATRIX_LAYOUT_ROW_MAJOR:
>> +            return matrix || deref->type->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_DEFAULT:
>> +            assert(!matrix);
>> +            return false;
>> +         case GLSL_MATRIX_LAYOUT_COLUMN_MAJOR:
>> +            return false;
>> +         case GLSL_MATRIX_LAYOUT_ROW_MAJOR:
>> +            return matrix || deref->type->is_record();
>> +         }
>> +
>> +         unreachable("invalid matrix layout");
>> +         break;
> 
> No need for break after unreachable.
> 
>> +      }
>> +
>> +      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;
> 
> Or return after unreachable.
> 



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