Commit ff0d2ba6 by Jamie Madill

Split register allocation of varyings from the translator.

The translator gl::Varying struct does not need to know about register allocation. We can put that entirely in the API library. This makes exposing Varying variables with the new translator types cleaner. BUG=angle:466 Change-Id: Ib85ac27de003913a01f76d5f4dc52454530859e6 Reviewed-on: https://chromium-review.googlesource.com/199736Reviewed-by: 's avatarNicolas Capens <nicolascapens@chromium.org> Reviewed-by: 's avatarShannon Woods <shannonwoods@chromium.org> Tested-by: 's avatarJamie Madill <jmadill@chromium.org>
parent 4f8fcc24
......@@ -60,7 +60,7 @@ struct ShaderVariable
struct Uniform : public ShaderVariable
{
unsigned int registerIndex;
unsigned int elementIndex; // For struct varyings
unsigned int elementIndex; // Offset within a register, for struct members
std::vector<Uniform> fields;
Uniform(GLenum typeIn, GLenum precisionIn, const char *nameIn, unsigned int arraySizeIn,
......@@ -105,22 +105,14 @@ struct Varying : public ShaderVariable
{
InterpolationType interpolation;
std::vector<Varying> fields;
unsigned int registerIndex; // Assigned during link
std::string structName;
Varying(GLenum typeIn, GLenum precisionIn, const char *nameIn, unsigned int arraySizeIn, InterpolationType interpolationIn)
: ShaderVariable(typeIn, precisionIn, nameIn, arraySizeIn),
interpolation(interpolationIn),
registerIndex(GL_INVALID_INDEX)
interpolation(interpolationIn)
{}
bool isStruct() const { return !fields.empty(); }
bool registerAssigned() const { return registerIndex != GL_INVALID_INDEX; }
void resetRegisterAssignment()
{
registerIndex = GL_INVALID_INDEX;
}
};
struct BlockMemberInfo
......
......@@ -89,18 +89,17 @@ DynamicHLSL::DynamicHLSL(rx::Renderer *const renderer)
{
}
static bool packVarying(Varying *varying, const int maxVaryingVectors, const ShaderVariable *packing[][4])
static bool packVarying(PackedVarying *varying, const int maxVaryingVectors, VaryingPacking packing)
{
GLenum transposedType = TransposeMatrixType(varying->type);
// matrices within varying structs are not transposed
int registers = (varying->isStruct() ? HLSLVariableRegisterCount(*varying) : VariableRowCount(transposedType)) * varying->elementCount();
int elements = (varying->isStruct() ? 4 : VariableColumnCount(transposedType));
bool success = false;
if (elements == 2 || elements == 3 || elements == 4)
if (elements >= 2 && elements <= 4)
{
for (int r = 0; r <= maxVaryingVectors - registers && !success; r++)
for (int r = 0; r <= maxVaryingVectors - registers; r++)
{
bool available = true;
......@@ -127,13 +126,13 @@ static bool packVarying(Varying *varying, const int maxVaryingVectors, const Sha
}
}
success = true;
return true;
}
}
if (!success && elements == 2)
if (elements == 2)
{
for (int r = maxVaryingVectors - registers; r >= 0 && !success; r--)
for (int r = maxVaryingVectors - registers; r >= 0; r--)
{
bool available = true;
......@@ -160,7 +159,7 @@ static bool packVarying(Varying *varying, const int maxVaryingVectors, const Sha
}
}
success = true;
return true;
}
}
}
......@@ -204,17 +203,17 @@ static bool packVarying(Varying *varying, const int maxVaryingVectors, const Sha
}
}
success = true;
return true;
}
}
else UNREACHABLE();
return success;
return false;
}
// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
// Returns the number of used varying registers, or -1 if unsuccesful
int DynamicHLSL::packVaryings(InfoLog &infoLog, const ShaderVariable *packing[][4], FragmentShader *fragmentShader,
int DynamicHLSL::packVaryings(InfoLog &infoLog, VaryingPacking packing, FragmentShader *fragmentShader,
VertexShader *vertexShader, const std::vector<std::string>& transformFeedbackVaryings)
{
const int maxVaryingVectors = mRenderer->getMaxVaryingVectors();
......@@ -226,7 +225,7 @@ int DynamicHLSL::packVaryings(InfoLog &infoLog, const ShaderVariable *packing[][
for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++)
{
Varying *varying = &fragmentShader->mVaryings[varyingIndex];
PackedVarying *varying = &fragmentShader->mVaryings[varyingIndex];
if (packVarying(varying, maxVaryingVectors, packing))
{
packedVaryings.insert(varying->name);
......@@ -246,7 +245,7 @@ int DynamicHLSL::packVaryings(InfoLog &infoLog, const ShaderVariable *packing[][
bool found = false;
for (unsigned int varyingIndex = 0; varyingIndex < vertexShader->mVaryings.size(); varyingIndex++)
{
Varying *varying = &vertexShader->mVaryings[varyingIndex];
PackedVarying *varying = &vertexShader->mVaryings[varyingIndex];
if (transformFeedbackVarying == varying->name)
{
if (!packVarying(varying, maxVaryingVectors, packing))
......@@ -289,17 +288,17 @@ std::string DynamicHLSL::generateVaryingHLSL(VertexShader *shader, const std::st
for (unsigned int varyingIndex = 0; varyingIndex < shader->mVaryings.size(); varyingIndex++)
{
Varying *varying = &shader->mVaryings[varyingIndex];
if (varying->registerAssigned())
const PackedVarying &varying = shader->mVaryings[varyingIndex];
if (varying.registerAssigned())
{
GLenum transposedType = TransposeMatrixType(varying->type);
int variableRows = (varying->isStruct() ? 1 : VariableRowCount(transposedType));
GLenum transposedType = TransposeMatrixType(varying.type);
int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
for (unsigned int elementIndex = 0; elementIndex < varying->elementCount(); elementIndex++)
for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
{
for (int row = 0; row < variableRows; row++)
{
switch (varying->interpolation)
switch (varying.interpolation)
{
case INTERPOLATION_SMOOTH: varyingHLSL += " "; break;
case INTERPOLATION_FLAT: varyingHLSL += " nointerpolation "; break;
......@@ -307,16 +306,16 @@ std::string DynamicHLSL::generateVaryingHLSL(VertexShader *shader, const std::st
default: UNREACHABLE();
}
unsigned int semanticIndex = elementIndex * variableRows + varying->registerIndex + row;
unsigned int semanticIndex = elementIndex * variableRows + varying.registerIndex + row;
std::string n = Str(semanticIndex);
std::string typeString;
if (varying->isStruct())
if (varying.isStruct())
{
// matrices within structs are not transposed, so
// do not use the special struct prefix "rm"
typeString = decorateVariable(varying->structName);
typeString = decorateVariable(varying.structName);
}
else
{
......@@ -330,9 +329,9 @@ std::string DynamicHLSL::generateVaryingHLSL(VertexShader *shader, const std::st
if (linkedVaryings)
{
linkedVaryings->push_back(LinkedVarying(varying->name, varying->type, varying->elementCount(),
varyingSemantic, varying->registerIndex,
variableRows * varying->elementCount()));
linkedVaryings->push_back(LinkedVarying(varying.name, varying.type, varying.elementCount(),
varyingSemantic, varying.registerIndex,
variableRows * varying.elementCount()));
}
}
}
......@@ -404,7 +403,7 @@ std::string DynamicHLSL::generateInputLayoutHLSL(const VertexFormat inputLayout[
"}\n";
}
bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const ShaderVariable *packing[][4],
bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const VaryingPacking packing,
std::string& pixelHLSL, std::string& vertexHLSL,
FragmentShader *fragmentShader, VertexShader *vertexShader,
const std::vector<std::string>& transformFeedbackVaryings,
......@@ -563,16 +562,16 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const
for (unsigned int vertVaryingIndex = 0; vertVaryingIndex < vertexShader->mVaryings.size(); vertVaryingIndex++)
{
Varying *varying = &vertexShader->mVaryings[vertVaryingIndex];
if (varying->registerAssigned())
const PackedVarying &varying = vertexShader->mVaryings[vertVaryingIndex];
if (varying.registerAssigned())
{
for (unsigned int elementIndex = 0; elementIndex < varying->elementCount(); elementIndex++)
for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
{
int variableRows = (varying->isStruct() ? 1 : VariableRowCount(TransposeMatrixType(varying->type)));
int variableRows = (varying.isStruct() ? 1 : VariableRowCount(TransposeMatrixType(varying.type)));
for (int row = 0; row < variableRows; row++)
{
int r = varying->registerIndex + elementIndex * variableRows + row;
int r = varying.registerIndex + elementIndex * variableRows + row;
vertexHLSL += " output.v" + Str(r);
bool sharedRegister = false; // Register used by multiple varyings
......@@ -592,7 +591,7 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const
for (int x = 0; x < 4; x++)
{
if (packing[r][x] == &*varying)
if (packing[r][x] == &varying)
{
switch(x)
{
......@@ -605,9 +604,9 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const
}
}
vertexHLSL += " = _" + varying->name;
vertexHLSL += " = _" + varying.name;
if (varying->isArray())
if (varying.isArray())
{
vertexHLSL += ArrayString(elementIndex);
}
......@@ -762,19 +761,19 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const
for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++)
{
Varying *varying = &fragmentShader->mVaryings[varyingIndex];
if (varying->registerAssigned())
const PackedVarying &varying = fragmentShader->mVaryings[varyingIndex];
if (varying.registerAssigned())
{
for (unsigned int elementIndex = 0; elementIndex < varying->elementCount(); elementIndex++)
for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
{
GLenum transposedType = TransposeMatrixType(varying->type);
int variableRows = (varying->isStruct() ? 1 : VariableRowCount(transposedType));
GLenum transposedType = TransposeMatrixType(varying.type);
int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
for (int row = 0; row < variableRows; row++)
{
std::string n = Str(varying->registerIndex + elementIndex * variableRows + row);
pixelHLSL += " _" + varying->name;
std::string n = Str(varying.registerIndex + elementIndex * variableRows + row);
pixelHLSL += " _" + varying.name;
if (varying->isArray())
if (varying.isArray())
{
pixelHLSL += ArrayString(elementIndex);
}
......@@ -784,7 +783,7 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const
pixelHLSL += ArrayString(row);
}
if (varying->isStruct())
if (varying.isStruct())
{
pixelHLSL += " = input.v" + n + ";\n"; break;
}
......@@ -870,14 +869,14 @@ void DynamicHLSL::defineOutputVariables(FragmentShader *fragmentShader, std::map
}
}
std::string DynamicHLSL::generateGeometryShaderHLSL(int registers, const ShaderVariable *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const
std::string DynamicHLSL::generateGeometryShaderHLSL(int registers, FragmentShader *fragmentShader, VertexShader *vertexShader) const
{
// for now we only handle point sprite emulation
ASSERT(vertexShader->mUsesPointSize && mRenderer->getMajorShaderModel() >= 4);
return generatePointSpriteHLSL(registers, packing, fragmentShader, vertexShader);
return generatePointSpriteHLSL(registers, fragmentShader, vertexShader);
}
std::string DynamicHLSL::generatePointSpriteHLSL(int registers, const ShaderVariable *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const
std::string DynamicHLSL::generatePointSpriteHLSL(int registers, FragmentShader *fragmentShader, VertexShader *vertexShader) const
{
ASSERT(registers >= 0);
ASSERT(vertexShader->mUsesPointSize);
......
......@@ -10,6 +10,7 @@
#define LIBGLESV2_DYNAMIC_HLSL_H_
#include "common/angleutils.h"
#include "libGLESv2/constants.h"
namespace rx
{
......@@ -27,24 +28,28 @@ struct LinkedVarying;
class VertexAttribute;
struct VertexFormat;
struct ShaderVariable;
struct Varying;
struct Attribute;
struct PackedVarying;
typedef const PackedVarying *VaryingPacking[IMPLEMENTATION_MAX_VARYING_VECTORS][4];
class DynamicHLSL
{
public:
explicit DynamicHLSL(rx::Renderer *const renderer);
int packVaryings(InfoLog &infoLog, const ShaderVariable *packing[][4], FragmentShader *fragmentShader,
int packVaryings(InfoLog &infoLog, VaryingPacking packing, FragmentShader *fragmentShader,
VertexShader *vertexShader, const std::vector<std::string>& transformFeedbackVaryings);
std::string generateInputLayoutHLSL(const VertexFormat inputLayout[], const Attribute shaderAttributes[]) const;
bool generateShaderLinkHLSL(InfoLog &infoLog, int registers, const ShaderVariable *packing[][4],
bool generateShaderLinkHLSL(InfoLog &infoLog, int registers, const VaryingPacking packing,
std::string& pixelHLSL, std::string& vertexHLSL,
FragmentShader *fragmentShader, VertexShader *vertexShader,
const std::vector<std::string>& transformFeedbackVaryings,
std::vector<LinkedVarying> *linkedVaryings,
std::map<int, VariableLocation> *programOutputVars) const;
std::string generateGeometryShaderHLSL(int registers, const ShaderVariable *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const;
std::string generateGeometryShaderHLSL(int registers, FragmentShader *fragmentShader, VertexShader *vertexShader) const;
void getInputLayoutSignature(const VertexFormat inputLayout[], GLenum signature[]) const;
static const std::string VERTEX_ATTRIBUTE_STUB_STRING;
......@@ -57,7 +62,7 @@ class DynamicHLSL
std::string generateVaryingHLSL(VertexShader *shader, const std::string &varyingSemantic,
std::vector<LinkedVarying> *linkedVaryings) const;
void defineOutputVariables(FragmentShader *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const;
std::string generatePointSpriteHLSL(int registers, const ShaderVariable *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const;
std::string generatePointSpriteHLSL(int registers, FragmentShader *fragmentShader, VertexShader *vertexShader) const;
// Prepend an underscore
static std::string decorateVariable(const std::string &name);
......
......@@ -1013,17 +1013,17 @@ bool ProgramBinary::applyUniformBuffers(const std::vector<gl::Buffer*> boundBuff
bool ProgramBinary::linkVaryings(InfoLog &infoLog, FragmentShader *fragmentShader, VertexShader *vertexShader)
{
std::vector<gl::Varying> &fragmentVaryings = fragmentShader->getVaryings();
std::vector<gl::Varying> &vertexVaryings = vertexShader->getVaryings();
std::vector<PackedVarying> &fragmentVaryings = fragmentShader->getVaryings();
std::vector<PackedVarying> &vertexVaryings = vertexShader->getVaryings();
for (size_t fragVaryingIndex = 0; fragVaryingIndex < fragmentVaryings.size(); fragVaryingIndex++)
{
gl::Varying *input = &fragmentVaryings[fragVaryingIndex];
PackedVarying *input = &fragmentVaryings[fragVaryingIndex];
bool matched = false;
for (size_t vertVaryingIndex = 0; vertVaryingIndex < vertexVaryings.size(); vertVaryingIndex++)
{
gl::Varying *output = &vertexVaryings[vertVaryingIndex];
PackedVarying *output = &vertexVaryings[vertVaryingIndex];
if (output->name == input->name)
{
if (!linkValidateVariables(infoLog, output->name, *input, *output))
......@@ -1536,7 +1536,7 @@ bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBin
mVertexWorkarounds = vertexShader->getD3DWorkarounds();
// Map the varyings to the register file
const gl::ShaderVariable *packing[IMPLEMENTATION_MAX_VARYING_VECTORS][4] = {NULL};
VaryingPacking packing = { NULL };
int registers = mDynamicHLSL->packVaryings(infoLog, packing, fragmentShader, vertexShader, transformFeedbackVaryings);
if (registers < 0)
......@@ -1602,7 +1602,7 @@ bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBin
if (usesGeometryShader())
{
std::string geometryHLSL = mDynamicHLSL->generateGeometryShaderHLSL(registers, packing, fragmentShader, vertexShader);
std::string geometryHLSL = mDynamicHLSL->generateGeometryShaderHLSL(registers, fragmentShader, vertexShader);
mGeometryExecutable = mRenderer->compileToExecutable(infoLog, geometryHLSL.c_str(), rx::SHADER_GEOMETRY,
mTransformFeedbackLinkedVaryings,
(mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
......
......@@ -125,7 +125,7 @@ const std::vector<InterfaceBlock> &Shader::getInterfaceBlocks() const
return mActiveInterfaceBlocks;
}
std::vector<Varying> &Shader::getVaryings()
std::vector<PackedVarying> &Shader::getVaryings()
{
return mVaryings;
}
......@@ -227,7 +227,11 @@ void Shader::parseVaryings(void *compiler)
{
std::vector<Varying> *activeVaryings;
ShGetInfoPointer(compiler, SH_ACTIVE_VARYINGS_ARRAY, reinterpret_cast<void**>(&activeVaryings));
mVaryings = *activeVaryings;
for (size_t varyingIndex = 0; varyingIndex < activeVaryings->size(); varyingIndex++)
{
mVaryings.push_back(PackedVarying((*activeVaryings)[varyingIndex]));
}
mUsesMultipleRenderTargets = mHlsl.find("GL_USES_MRT") != std::string::npos;
mUsesFragColor = mHlsl.find("GL_USES_FRAG_COLOR") != std::string::npos;
......@@ -440,7 +444,7 @@ static const GLenum varyingPriorityList[] =
};
// true if varying x has a higher priority in packing than y
bool Shader::compareVarying(const ShaderVariable &x, const ShaderVariable &y)
bool Shader::compareVarying(const PackedVarying &x, const PackedVarying &y)
{
if (x.type == y.type)
{
......
......@@ -32,6 +32,23 @@ namespace gl
{
class ResourceManager;
struct PackedVarying : public Varying
{
unsigned int registerIndex; // Assigned during link
PackedVarying(const Varying &varying)
: Varying(varying),
registerIndex(GL_INVALID_INDEX)
{}
bool registerAssigned() const { return registerIndex != GL_INVALID_INDEX; }
void resetRegisterAssignment()
{
registerIndex = GL_INVALID_INDEX;
}
};
class Shader
{
friend class DynamicHLSL;
......@@ -54,7 +71,7 @@ class Shader
void getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) const;
const std::vector<Uniform> &getUniforms() const;
const std::vector<InterfaceBlock> &getInterfaceBlocks() const;
std::vector<Varying> &getVaryings();
std::vector<PackedVarying> &getVaryings();
virtual void compile() = 0;
virtual void uncompile();
......@@ -82,11 +99,11 @@ class Shader
void getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer) const;
static bool compareVarying(const ShaderVariable &x, const ShaderVariable &y);
static bool compareVarying(const PackedVarying &x, const PackedVarying &y);
const rx::Renderer *const mRenderer;
std::vector<Varying> mVaryings;
std::vector<PackedVarying> mVaryings;
bool mUsesMultipleRenderTargets;
bool mUsesFragColor;
......
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