Hash :
35bcad42
Author :
Date :
2017-06-06T15:12:27
Optimize builtin function emulator class. This refactor uses a generator to produce static arrays instead of using a bunch of std::map inserting statements. It speeds up shader translation because every shader compile would create and tear down this table. Currently it is implemented as a flat array, but in the future we could use compile-time hashing to implement faster lookup. BUG=chromium:697758 Change-Id: I689f7de4d9b2c8c76095bb313f4c040116fc61d2 Reviewed-on: https://chromium-review.googlesource.com/521226 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183
//
// Copyright (c) 2011 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#ifndef COMPILER_TRANSLATOR_BUILTINFUNCTIONEMULATOR_H_
#define COMPILER_TRANSLATOR_BUILTINFUNCTIONEMULATOR_H_
#include "compiler/translator/InfoSink.h"
#include "compiler/translator/IntermNode.h"
#include "compiler/translator/ParamType.h"
namespace sh
{
struct MiniFunctionId
{
constexpr MiniFunctionId(TOperator op = EOpNull,
ParamType paramType1 = ParamType::Void,
ParamType paramType2 = ParamType::Void,
ParamType paramType3 = ParamType::Void,
ParamType paramType4 = ParamType::Void)
: op(op),
paramType1(paramType1),
paramType2(paramType2),
paramType3(paramType3),
paramType4(paramType4)
{
}
TOperator op;
ParamType paramType1;
ParamType paramType2;
ParamType paramType3;
ParamType paramType4;
};
class FunctionId final
{
public:
FunctionId();
FunctionId(TOperator op, const TType *param);
FunctionId(TOperator op, const TType *param1, const TType *param2);
FunctionId(TOperator op, const TType *param1, const TType *param2, const TType *param3);
FunctionId(TOperator op,
const TType *param1,
const TType *param2,
const TType *param3,
const TType *param4);
FunctionId(const FunctionId &) = default;
FunctionId &operator=(const FunctionId &) = default;
bool operator==(const FunctionId &other) const;
bool operator<(const FunctionId &other) const;
FunctionId getCopy() const;
private:
friend bool operator==(const MiniFunctionId &miniId, const FunctionId &functionId);
TOperator mOp;
// The memory that these TType objects use is freed by PoolAllocator. The
// BuiltInFunctionEmulator's lifetime can extend until after the memory pool is freed, but
// that's not an issue since this class never destructs these objects.
const TType *mParam1;
const TType *mParam2;
const TType *mParam3;
const TType *mParam4;
};
inline bool operator==(ParamType paramType, const TType *type)
{
return SameParamType(paramType, type->getBasicType(), type->getNominalSize(),
type->getSecondarySize());
}
inline bool operator==(const MiniFunctionId &miniId, const FunctionId &functionId)
{
return miniId.op == functionId.mOp && miniId.paramType1 == functionId.mParam1 &&
miniId.paramType2 == functionId.mParam2 && miniId.paramType3 == functionId.mParam3 &&
miniId.paramType4 == functionId.mParam4;
}
using BuiltinQueryFunc = const char *(const FunctionId &);
//
// This class decides which built-in functions need to be replaced with the emulated ones. It can be
// used to work around driver bugs or implement functions that are not natively implemented on a
// specific platform.
//
class BuiltInFunctionEmulator
{
public:
BuiltInFunctionEmulator();
void markBuiltInFunctionsForEmulation(TIntermNode *root);
void cleanup();
// "name" gets written as "webgl_name_emu".
static void WriteEmulatedFunctionName(TInfoSinkBase &out, const char *name);
bool isOutputEmpty() const;
// Output function emulation definition. This should be before any other shader source.
void outputEmulatedFunctions(TInfoSinkBase &out) const;
// Add functions that need to be emulated.
FunctionId addEmulatedFunction(TOperator op,
const TType *param,
const char *emulatedFunctionDefinition);
FunctionId addEmulatedFunction(TOperator op,
const TType *param1,
const TType *param2,
const char *emulatedFunctionDefinition);
FunctionId addEmulatedFunction(TOperator op,
const TType *param1,
const TType *param2,
const TType *param3,
const char *emulatedFunctionDefinition);
FunctionId addEmulatedFunction(TOperator op,
const TType *param1,
const TType *param2,
const TType *param3,
const TType *param4,
const char *emulatedFunctionDefinition);
FunctionId addEmulatedFunctionWithDependency(const FunctionId &dependency,
TOperator op,
const TType *param1,
const TType *param2,
const char *emulatedFunctionDefinition);
FunctionId addEmulatedFunctionWithDependency(const FunctionId &dependency,
TOperator op,
const TType *param1,
const TType *param2,
const TType *param3,
const TType *param4,
const char *emulatedFunctionDefinition);
void addFunctionMap(BuiltinQueryFunc queryFunc);
private:
class BuiltInFunctionEmulationMarker;
// Records that a function is called by the shader and might need to be emulated. If the
// function is not in mEmulatedFunctions, this becomes a no-op. Returns true if the function
// call needs to be replaced with an emulated one.
bool setFunctionCalled(TOperator op, const TType ¶m);
bool setFunctionCalled(TOperator op, const TType ¶m1, const TType ¶m2);
bool setFunctionCalled(TOperator op,
const TType ¶m1,
const TType ¶m2,
const TType ¶m3);
bool setFunctionCalled(TOperator op,
const TType ¶m1,
const TType ¶m2,
const TType ¶m3,
const TType ¶m4);
bool setFunctionCalled(const FunctionId &functionId);
const char *findEmulatedFunction(const FunctionId &functionId) const;
// Map from function id to emulated function definition
std::map<FunctionId, std::string> mEmulatedFunctions;
// Map from dependent functions to their dependencies. This structure allows each function to
// have at most one dependency.
std::map<FunctionId, FunctionId> mFunctionDependencies;
// Called function ids
std::vector<FunctionId> mFunctions;
// Constexpr function tables.
std::vector<BuiltinQueryFunc *> mQueryFunctions;
};
} // namespace sh
#endif // COMPILER_TRANSLATOR_BUILTINFUNCTIONEMULATOR_H_