[Mesa-dev] [PATCH 2/4] glsl: rewrite clip/cull distance lowering pass

Dave Airlie airlied at gmail.com
Fri May 20 03:47:29 UTC 2016


From: Dave Airlie <airlied at redhat.com>

The last version of this broke clipping, and I had to spend
sometime getting this working properly.

I had to introduce a third pass to count the clip/cull totals,
all due to one messy corner case. We have a piglit test
tes-input-gl_ClipDistance.shader_test
that doesn't actually output the clip distances, it just passes
them like a varying from TCS->TES, the older lowering pass worked
but to lower clip/cull we need to know the total number of clip+culls
used to defined the new variable correctly, and to offset culls
properly.

This adds an extra pass that works out the sizes for clip/cull,
then lowers gl_ClipDistance then gl_CullDistance into the new
gl_ClipDistanceMESA.

The pass checks using the fixed array sizes code if they array
has been referenced, or is actually never used, and ignores
it in the latter case.

Signed-off-by: Dave Airlie <airlied at redhat.com>
---
 src/compiler/glsl/ir_optimization.h  |   2 +-
 src/compiler/glsl/linker.cpp         |   2 +-
 src/compiler/glsl/lower_distance.cpp | 220 ++++++++++++++++++++++++++---------
 3 files changed, 164 insertions(+), 60 deletions(-)

diff --git a/src/compiler/glsl/ir_optimization.h b/src/compiler/glsl/ir_optimization.h
index 5fc2740..71b10e4 100644
--- a/src/compiler/glsl/ir_optimization.h
+++ b/src/compiler/glsl/ir_optimization.h
@@ -119,7 +119,7 @@ bool lower_variable_index_to_cond_assign(gl_shader_stage stage,
     bool lower_temp, bool lower_uniform);
 bool lower_quadop_vector(exec_list *instructions, bool dont_lower_swz);
 bool lower_const_arrays_to_uniforms(exec_list *instructions);
-bool lower_clip_distance(gl_shader *shader);
+bool lower_clip_cull_distance(struct gl_shader_program *prog, gl_shader *shader);
 void lower_output_reads(unsigned stage, exec_list *instructions);
 bool lower_packing_builtins(exec_list *instructions, int op_mask);
 void lower_shared_reference(struct gl_shader *shader, unsigned *shared_size);
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index b856631..4b5b32c 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -4639,7 +4639,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
 	 goto done;
 
       if (ctx->Const.ShaderCompilerOptions[i].LowerCombinedClipCullDistance) {
-         lower_clip_distance(prog->_LinkedShaders[i]);
+         lower_clip_cull_distance(prog, prog->_LinkedShaders[i]);
       }
 
       if (ctx->Const.LowerTessLevel) {
diff --git a/src/compiler/glsl/lower_distance.cpp b/src/compiler/glsl/lower_distance.cpp
index 301afe4..f21a1be 100644
--- a/src/compiler/glsl/lower_distance.cpp
+++ b/src/compiler/glsl/lower_distance.cpp
@@ -45,19 +45,41 @@
  * LowerCombinedClipCullDistance flag in gl_shader_compiler_options to true.
  */
 
+#include "main/macros.h"
 #include "glsl_symbol_table.h"
 #include "ir_rvalue_visitor.h"
 #include "ir.h"
 #include "program/prog_instruction.h" /* For WRITEMASK_* */
 
+#define GLSL_CLIP_VAR_NAME "gl_ClipDistanceMESA"
+
 namespace {
 
 class lower_distance_visitor : public ir_rvalue_visitor {
 public:
-   explicit lower_distance_visitor(gl_shader_stage shader_stage)
+   explicit lower_distance_visitor(gl_shader_stage shader_stage,
+				   const char *in_name, int total_size,
+				   int offset)
       : progress(false), old_distance_out_var(NULL),
         old_distance_in_var(NULL), new_distance_out_var(NULL),
-        new_distance_in_var(NULL), shader_stage(shader_stage)
+        new_distance_in_var(NULL), shader_stage(shader_stage),
+        in_name(in_name), total_size(total_size), offset(offset)
+   {
+   }
+
+   explicit lower_distance_visitor(gl_shader_stage shader_stage,
+				   const char *in_name,
+				   const lower_distance_visitor *orig,
+				   int offset)
+      : progress(false),
+	old_distance_out_var(NULL),
+        old_distance_in_var(NULL),
+	new_distance_out_var(orig->new_distance_out_var),
+        new_distance_in_var(orig->new_distance_in_var),
+	shader_stage(shader_stage),
+        in_name(in_name),
+	total_size(orig->total_size),
+	offset(offset)
    {
    }
 
@@ -100,12 +122,15 @@ public:
     * Type of shader we are compiling (e.g. MESA_SHADER_VERTEX)
     */
    const gl_shader_stage shader_stage;
+   const char *in_name;
+   int total_size;
+   int offset;
 };
 
 } /* anonymous namespace */
 
 /**
- * Replace any declaration of gl_ClipDistance as an array of floats with a
+ * Replace any declaration of 'in_name' as an array of floats with a
  * declaration of gl_ClipDistanceMESA as an array of vec4's.
  */
 ir_visitor_status
@@ -114,7 +139,7 @@ lower_distance_visitor::visit(ir_variable *ir)
    ir_variable **old_var;
    ir_variable **new_var;
 
-   if (!ir->name || strcmp(ir->name, "gl_ClipDistance") != 0)
+   if (!ir->name || strcmp(ir->name, in_name) != 0)
       return visit_continue;
    assert (ir->type->is_array());
 
@@ -134,56 +159,53 @@ lower_distance_visitor::visit(ir_variable *ir)
 
    this->progress = true;
 
-   if (!ir->type->fields.array->is_array()) {
-      /* gl_ClipDistance (used for vertex, tessellation evaluation and
-       * geometry output, and fragment input).
-       */
-      assert((ir->data.mode == ir_var_shader_in &&
-              this->shader_stage == MESA_SHADER_FRAGMENT) ||
-             (ir->data.mode == ir_var_shader_out &&
-              (this->shader_stage == MESA_SHADER_VERTEX ||
-               this->shader_stage == MESA_SHADER_TESS_EVAL ||
-               this->shader_stage == MESA_SHADER_GEOMETRY)));
+   *old_var = ir;
 
-      *old_var = ir;
-      assert (ir->type->fields.array == glsl_type::float_type);
-      unsigned new_size = (ir->type->array_size() + 3) / 4;
+   if (!(*new_var)) {
+      unsigned new_size = (total_size + 3) / 4;
 
       /* Clone the old var so that we inherit all of its properties */
       *new_var = ir->clone(ralloc_parent(ir), NULL);
-
-      /* And change the properties that we need to change */
-      (*new_var)->name = ralloc_strdup(*new_var, "gl_ClipDistanceMESA");
-      (*new_var)->type = glsl_type::get_array_instance(glsl_type::vec4_type,
-                                                       new_size);
-      (*new_var)->data.max_array_access = ir->data.max_array_access / 4;
-
+      (*new_var)->name = ralloc_strdup(*new_var, GLSL_CLIP_VAR_NAME);
+
+      if (!ir->type->fields.array->is_array()) {
+	 /* gl_ClipDistance (used for vertex, tessellation evaluation and
+	  * geometry output, and fragment input).
+	  */
+	 assert((ir->data.mode == ir_var_shader_in &&
+		 this->shader_stage == MESA_SHADER_FRAGMENT) ||
+		(ir->data.mode == ir_var_shader_out &&
+		 (this->shader_stage == MESA_SHADER_VERTEX ||
+		  this->shader_stage == MESA_SHADER_TESS_EVAL ||
+		  this->shader_stage == MESA_SHADER_GEOMETRY)));
+
+	 assert (ir->type->fields.array == glsl_type::float_type);
+
+	 /* And change the properties that we need to change */
+	 (*new_var)->type = glsl_type::get_array_instance(glsl_type::vec4_type,
+							  new_size);
+	 (*new_var)->data.max_array_access = ir->data.max_array_access / 4;
+      } else {
+	 /* 2D gl_ClipDistance (used for tessellation control, tessellation
+	  * evaluation and geometry input, and tessellation control output).
+	  */
+	 assert((ir->data.mode == ir_var_shader_in &&
+		 (this->shader_stage == MESA_SHADER_GEOMETRY ||
+		  this->shader_stage == MESA_SHADER_TESS_EVAL)) ||
+		this->shader_stage == MESA_SHADER_TESS_CTRL);
+
+	 assert (ir->type->fields.array->fields.array == glsl_type::float_type);
+
+	 /* And change the properties that we need to change */
+	 (*new_var)->type = glsl_type::get_array_instance(
+			    glsl_type::get_array_instance(glsl_type::vec4_type,
+                                                          new_size),
+                            ir->type->array_size());
+	 (*new_var)->data.max_array_access = ir->data.max_array_access / 4;
+      }
       ir->replace_with(*new_var);
    } else {
-      /* 2D gl_ClipDistance (used for tessellation control, tessellation
-       * evaluation and geometry input, and tessellation control output).
-       */
-      assert((ir->data.mode == ir_var_shader_in &&
-              (this->shader_stage == MESA_SHADER_GEOMETRY ||
-               this->shader_stage == MESA_SHADER_TESS_EVAL)) ||
-             this->shader_stage == MESA_SHADER_TESS_CTRL);
-
-      *old_var = ir;
-      assert (ir->type->fields.array->fields.array == glsl_type::float_type);
-      unsigned new_size = (ir->type->fields.array->array_size() + 3) / 4;
-
-      /* Clone the old var so that we inherit all of its properties */
-      *new_var = ir->clone(ralloc_parent(ir), NULL);
-
-      /* And change the properties that we need to change */
-      (*new_var)->name = ralloc_strdup(*new_var, "gl_ClipDistanceMESA");
-      (*new_var)->type = glsl_type::get_array_instance(
-         glsl_type::get_array_instance(glsl_type::vec4_type,
-            new_size),
-         ir->type->array_size());
-      (*new_var)->data.max_array_access = ir->data.max_array_access / 4;
-
-      ir->replace_with(*new_var);
+      ir->remove();
    }
 
    return visit_continue;
@@ -219,7 +241,7 @@ lower_distance_visitor::create_indices(ir_rvalue *old_index,
        * creating expressions to calculate the lowered indices.  Just create
        * constants.
        */
-      int const_val = old_index_constant->get_int_component(0);
+      int const_val = old_index_constant->get_int_component(0) + offset;
       array_index = new(ctx) ir_constant(const_val / 4);
       swizzle_index = new(ctx) ir_constant(const_val % 4);
    } else {
@@ -236,14 +258,16 @@ lower_distance_visitor::create_indices(ir_rvalue *old_index,
        * shift because that's likely to be more efficient.
        */
       array_index = new(ctx) ir_expression(
-         ir_binop_rshift, new(ctx) ir_dereference_variable(old_index_var),
+         ir_binop_rshift,
+	 new(ctx) ir_expression(ir_binop_add, new(ctx) ir_dereference_variable(old_index_var), new(ctx) ir_constant(offset)),
          new(ctx) ir_constant(2));
 
       /* Create the expression distance_index % 4.  Do this as a bitwise
        * AND because that's likely to be more efficient.
        */
       swizzle_index = new(ctx) ir_expression(
-         ir_binop_bit_and, new(ctx) ir_dereference_variable(old_index_var),
+         ir_binop_bit_and,
+	 new(ctx) ir_expression(ir_binop_add, new(ctx) ir_dereference_variable(old_index_var), new(ctx) ir_constant(offset)),
          new(ctx) ir_constant(3));
    }
 }
@@ -557,18 +581,98 @@ lower_distance_visitor::visit_leave(ir_call *ir)
    return rvalue_visit(ir);
 }
 
+namespace {
+class lower_distance_visitor_counter : public ir_rvalue_visitor {
+public:
+   explicit lower_distance_visitor_counter(void)
+      : in_clip_size(0), in_cull_size(0),
+        out_clip_size(0), out_cull_size(0)
+   {
+   }
+
+   virtual ir_visitor_status visit(ir_variable *);
+   virtual void handle_rvalue(ir_rvalue **rvalue);
+
+   int in_clip_size;
+   int in_cull_size;
+   int out_clip_size;
+   int out_cull_size;
+};
+
+}
+/**
+ * Count gl_ClipDistance and gl_CullDistance sizes.
+ */
+ir_visitor_status
+lower_distance_visitor_counter::visit(ir_variable *ir)
+{
+   int *clip_size, *cull_size;
+
+   if (!ir->name)
+      return visit_continue;
+
+   if (ir->data.mode == ir_var_shader_out) {
+      clip_size = &out_clip_size;
+      cull_size = &out_cull_size;
+   } else if (ir->data.mode == ir_var_shader_in) {
+      clip_size = &in_clip_size;
+      cull_size = &in_cull_size;
+   } else
+      return visit_continue;
+
+   if (ir->type->is_unsized_array())
+      return visit_continue;
+
+   if (*clip_size == 0) {
+      if (!strcmp(ir->name, "gl_ClipDistance")) {
+         if (!ir->type->fields.array->is_array())
+            *clip_size = ir->type->array_size();
+         else
+            *clip_size = ir->type->fields.array->array_size();
+      }
+   }
+
+   if (*cull_size == 0) {
+      if (!strcmp(ir->name, "gl_CullDistance")) {
+         if (!ir->type->fields.array->is_array())
+            *cull_size = ir->type->array_size();
+         else
+            *cull_size = ir->type->fields.array->array_size();
+      }
+   }
+   return visit_continue;
+}
+
+void
+lower_distance_visitor_counter::handle_rvalue(ir_rvalue **rv)
+{
+   return;
+}
 
 bool
-lower_clip_distance(gl_shader *shader)
+lower_clip_cull_distance(struct gl_shader_program *prog, gl_shader *shader)
 {
-   lower_distance_visitor v(shader->Stage);
+   int clip_size, cull_size;
+
+   lower_distance_visitor_counter count;
+   visit_list_elements(&count, shader->ir);
+
+   clip_size = MAX2(count.in_clip_size, count.out_clip_size);
+   cull_size = MAX2(count.in_cull_size, count.out_cull_size);
 
+   if (clip_size == 0 && cull_size == 0)
+      return false;
+
+   lower_distance_visitor v(shader->Stage, "gl_ClipDistance", clip_size + cull_size, 0);
    visit_list_elements(&v, shader->ir);
 
-   if (v.new_distance_out_var)
-      shader->symbols->add_variable(v.new_distance_out_var);
-   if (v.new_distance_in_var)
-      shader->symbols->add_variable(v.new_distance_in_var);
+   lower_distance_visitor v2(shader->Stage, "gl_CullDistance", &v, clip_size);
+   visit_list_elements(&v2, shader->ir);
+
+   if (v2.new_distance_out_var)
+      shader->symbols->add_variable(v2.new_distance_out_var);
+   if (v2.new_distance_in_var)
+      shader->symbols->add_variable(v2.new_distance_in_var);
 
-   return v.progress;
+   return v2.progress;
 }
-- 
2.5.5



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