[Mesa-dev] [PATCH 01/17] glsl/nir: add new num_packed_components field

Timothy Arceri timothy.arceri at collabora.com
Fri Jul 8 00:38:06 UTC 2016


On Thu, 2016-07-07 at 17:50 +1000, Edward O'Callaghan wrote:
> Hi,
> 
> There is a typing issue in this patch in that, you are converting
> ‘gl_linked_shader*’ to ‘gl_shader*’ for the first argument to
> function
> ‘void set_num_packed_components(gl_shader*, ir_variable_mode,
> unsigned
> int)’ at the various call sites.

Whoops, not sure how I missed that when rebasing. Fix pushed to the
branch in my repo. Thanks.

> 
> Cheers,
> Edward.
> 
> 
> On 07/07/2016 11:58 AM, Timothy Arceri wrote:
> > This will be used to store the total number of components used at
> > this location
> > when packing via ARB_enhanced_layouts.
> > ---
> >  src/compiler/glsl/glsl_to_nir.cpp   |  1 +
> >  src/compiler/glsl/ir.h              |  5 +++
> >  src/compiler/glsl/link_varyings.cpp | 74
> > ++++++++++++++++++++++++++++++++++++-
> >  src/compiler/glsl/linker.cpp        |  2 +
> >  src/compiler/glsl/linker.h          |  4 ++
> >  src/compiler/nir/nir.h              |  5 +++
> >  6 files changed, 89 insertions(+), 2 deletions(-)
> > 
> > diff --git a/src/compiler/glsl/glsl_to_nir.cpp
> > b/src/compiler/glsl/glsl_to_nir.cpp
> > index 20302e3..baba624 100644
> > --- a/src/compiler/glsl/glsl_to_nir.cpp
> > +++ b/src/compiler/glsl/glsl_to_nir.cpp
> > @@ -375,6 +375,7 @@ nir_visitor::visit(ir_variable *ir)
> >     var->data.explicit_binding = ir->data.explicit_binding;
> >     var->data.has_initializer = ir->data.has_initializer;
> >     var->data.location_frac = ir->data.location_frac;
> > +   var->data.num_packed_components = ir-
> > >data.num_packed_components;
> >  
> >     switch (ir->data.depth_layout) {
> >     case ir_depth_layout_none:
> > diff --git a/src/compiler/glsl/ir.h b/src/compiler/glsl/ir.h
> > index 1325e35..637b53c 100644
> > --- a/src/compiler/glsl/ir.h
> > +++ b/src/compiler/glsl/ir.h
> > @@ -770,6 +770,11 @@ public:
> >        unsigned location_frac:2;
> >  
> >        /**
> > +       * The total number of components packed into this location.
> > +       */
> > +      unsigned num_packed_components:4;
> > +
> > +      /**
> >         * Layout of the matrix.  Uses glsl_matrix_layout values.
> >         */
> >        unsigned matrix_layout:2;
> > diff --git a/src/compiler/glsl/link_varyings.cpp
> > b/src/compiler/glsl/link_varyings.cpp
> > index 76d0be1..35f97a9 100644
> > --- a/src/compiler/glsl/link_varyings.cpp
> > +++ b/src/compiler/glsl/link_varyings.cpp
> > @@ -1975,6 +1975,70 @@ reserved_varying_slot(struct
> > gl_linked_shader *stage,
> >     return slots;
> >  }
> >  
> > +void
> > +set_num_packed_components(struct gl_shader *shader,
> > ir_variable_mode io_mode,
> > +                          unsigned base_offset)
> > +{
> > +   /* Find the max number of components used at this location */
> > +   unsigned num_components[MAX_VARYINGS_INCL_PATCH] = { 0 };
> > +
> > +   foreach_in_list(ir_instruction, node, shader->ir) {
> > +      ir_variable *const var = node->as_variable();
> > +
> > +      if (var == NULL || var->data.mode != io_mode ||
> > +          !var->data.explicit_location)
> > +         continue;
> > +
> > +      int idx = var->data.location - base_offset;
> > +      if (idx < 0 || idx >= MAX_VARYINGS_INCL_PATCH ||
> > +          var->type->without_array()->is_record() ||
> > +          var->type->without_array()->is_matrix())
> > +         continue;
> > +
> > +      if (var->type->is_array()) {
> > +         const glsl_type *type = get_varying_type(var, shader-
> > >Stage);
> > +         unsigned array_components = type->without_array()-
> > >vector_elements +
> > +            var->data.location_frac;
> > +         assert(type->arrays_of_arrays_size() + idx <=
> > +                ARRAY_SIZE(num_components));
> > +         for (unsigned i = idx; i < type->arrays_of_arrays_size(); 
> > i++) {
> > +            num_components[i] = MAX2(array_components,
> > num_components[i]);
> > +         }
> > +      } else {
> > +         unsigned comps = var->type->vector_elements +
> > +            var->data.location_frac;
> > +         num_components[idx] = MAX2(comps, num_components[idx]);
> > +      }
> > +   }
> > +
> > +   foreach_in_list(ir_instruction, node, shader->ir) {
> > +      ir_variable *const var = node->as_variable();
> > +
> > +      if (var == NULL || var->data.mode != io_mode ||
> > +          !var->data.explicit_location)
> > +         continue;
> > +
> > +      int idx = var->data.location - base_offset;
> > +      if (idx < 0 || idx >= MAX_VARYINGS_INCL_PATCH ||
> > +          var->type->without_array()->is_record() ||
> > +          var->type->without_array()->is_matrix())
> > +         continue;
> > +
> > +      /* For arrays we need to check all elements in order to find
> > the max
> > +       * number of components used.
> > +       */
> > +      unsigned c = 0;
> > +      if (var->type->is_array()) {
> > +         const glsl_type *type = get_varying_type(var, shader-
> > >Stage);
> > +         for (unsigned i = idx; i < type->arrays_of_arrays_size(); 
> > i++) {
> > +            c = MAX2(c, num_components[i]);
> > +         }
> > +      } else {
> > +         c = num_components[idx];
> > +      }
> > +      var->data.num_packed_components = c;
> > +   }
> > +}
> >  
> >  /**
> >   * Assign locations for all variables that are produced in one
> > pipeline stage
> > @@ -2091,11 +2155,17 @@ assign_varying_locations(struct gl_context
> > *ctx,
> >      * 4. Mark input variables in the consumer that do not have
> > locations as
> >      *    not being inputs.  This lets the optimizer eliminate
> > them.
> >      */
> > -   if (consumer)
> > +   if (consumer) {
> >        canonicalize_shader_io(consumer->ir, ir_var_shader_in);
> > +      set_num_packed_components(consumer, ir_var_shader_in,
> > +                                VARYING_SLOT_VAR0);
> > +   }
> >  
> > -   if (producer)
> > +   if (producer) {
> >        canonicalize_shader_io(producer->ir, ir_var_shader_out);
> > +      set_num_packed_components(producer, ir_var_shader_out,
> > +                                VARYING_SLOT_VAR0);
> > +   }
> >  
> >     if (consumer)
> >        linker::populate_consumer_input_sets(mem_ctx, consumer->ir,
> > diff --git a/src/compiler/glsl/linker.cpp
> > b/src/compiler/glsl/linker.cpp
> > index d963f54..d8bb58b 100644
> > --- a/src/compiler/glsl/linker.cpp
> > +++ b/src/compiler/glsl/linker.cpp
> > @@ -2625,6 +2625,8 @@
> > assign_attribute_or_color_locations(gl_shader_program *prog,
> >        (target_index == MESA_SHADER_VERTEX)
> >        ? ir_var_shader_in : ir_var_shader_out;
> >  
> > +   set_num_packed_components(sh, direction, generic_base);
> > +
> >  
> >     /* Temporary storage for the set of attributes that need
> > locations assigned.
> >      */
> > diff --git a/src/compiler/glsl/linker.h
> > b/src/compiler/glsl/linker.h
> > index e1a53d2..056ce97 100644
> > --- a/src/compiler/glsl/linker.h
> > +++ b/src/compiler/glsl/linker.h
> > @@ -86,6 +86,10 @@ extern void
> >  link_check_atomic_counter_resources(struct gl_context *ctx,
> >                                      struct gl_shader_program
> > *prog);
> >  
> > +void
> > +set_num_packed_components(struct gl_shader *shader,
> > ir_variable_mode io_mode,
> > +                          unsigned base_offset);
> > +
> >  /**
> >   * Class for processing all of the leaf fields of a variable that
> > corresponds
> >   * to a program resource.
> > diff --git a/src/compiler/nir/nir.h b/src/compiler/nir/nir.h
> > index a7921ee..2bfedb2 100644
> > --- a/src/compiler/nir/nir.h
> > +++ b/src/compiler/nir/nir.h
> > @@ -227,6 +227,11 @@ typedef struct nir_variable {
> >        unsigned location_frac:2;
> >  
> >        /**
> > +       * The total number of components packed into this location.
> > +       */
> > +      unsigned num_packed_components:4;
> > +
> > +      /**
> >         * \brief Layout qualifier for gl_FragDepth.
> >         *
> >         * This is not equal to \c ir_depth_layout_none if and only
> > if this
> > 
> 


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