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kc3-lang/angle/src/compiler/translator/VariablePacker.cpp

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  • Author : Jamie Madill
    Date : 2016-12-12 14:42:19
    Hash : d7b1ab58
    Message : Fix up translator style. Using git cl format. BUG=angleproject:650 Change-Id: I7d3f98d2b0dcfb0a8de6c35327db74e55c28d761 Reviewed-on: https://chromium-review.googlesource.com/419059 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/compiler/translator/VariablePacker.cpp
  • //
    // Copyright (c) 2002-2012 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.
    //
    
    #include <algorithm>
    
    #include "angle_gl.h"
    
    #include "compiler/translator/VariablePacker.h"
    #include "common/utilities.h"
    
    int VariablePacker::GetNumComponentsPerRow(sh::GLenum type)
    {
        switch (type)
        {
            case GL_FLOAT_MAT4:
            case GL_FLOAT_MAT2:
            case GL_FLOAT_MAT2x4:
            case GL_FLOAT_MAT3x4:
            case GL_FLOAT_MAT4x2:
            case GL_FLOAT_MAT4x3:
            case GL_FLOAT_VEC4:
            case GL_INT_VEC4:
            case GL_BOOL_VEC4:
            case GL_UNSIGNED_INT_VEC4:
                return 4;
            case GL_FLOAT_MAT3:
            case GL_FLOAT_MAT2x3:
            case GL_FLOAT_MAT3x2:
            case GL_FLOAT_VEC3:
            case GL_INT_VEC3:
            case GL_BOOL_VEC3:
            case GL_UNSIGNED_INT_VEC3:
                return 3;
            case GL_FLOAT_VEC2:
            case GL_INT_VEC2:
            case GL_BOOL_VEC2:
            case GL_UNSIGNED_INT_VEC2:
                return 2;
            default:
                ASSERT(gl::VariableComponentCount(type) == 1);
                return 1;
        }
    }
    
    int VariablePacker::GetNumRows(sh::GLenum type)
    {
        switch (type)
        {
            case GL_FLOAT_MAT4:
            case GL_FLOAT_MAT2x4:
            case GL_FLOAT_MAT3x4:
            case GL_FLOAT_MAT4x3:
            case GL_FLOAT_MAT4x2:
                return 4;
            case GL_FLOAT_MAT3:
            case GL_FLOAT_MAT2x3:
            case GL_FLOAT_MAT3x2:
                return 3;
            case GL_FLOAT_MAT2:
                return 2;
            default:
                ASSERT(gl::VariableRowCount(type) == 1);
                return 1;
        }
    }
    
    struct TVariableInfoComparer
    {
        bool operator()(const sh::ShaderVariable &lhs, const sh::ShaderVariable &rhs) const
        {
            int lhsSortOrder = gl::VariableSortOrder(lhs.type);
            int rhsSortOrder = gl::VariableSortOrder(rhs.type);
            if (lhsSortOrder != rhsSortOrder)
            {
                return lhsSortOrder < rhsSortOrder;
            }
            // Sort by largest first.
            return lhs.arraySize > rhs.arraySize;
        }
    };
    
    unsigned VariablePacker::makeColumnFlags(int column, int numComponentsPerRow)
    {
        return ((kColumnMask << (kNumColumns - numComponentsPerRow)) & kColumnMask) >> column;
    }
    
    void VariablePacker::fillColumns(int topRow, int numRows, int column, int numComponentsPerRow)
    {
        unsigned columnFlags = makeColumnFlags(column, numComponentsPerRow);
        for (int r = 0; r < numRows; ++r)
        {
            int row = topRow + r;
            ASSERT((rows_[row] & columnFlags) == 0);
            rows_[row] |= columnFlags;
        }
    }
    
    bool VariablePacker::searchColumn(int column, int numRows, int *destRow, int *destSize)
    {
        ASSERT(destRow);
    
        for (; topNonFullRow_ < maxRows_ && rows_[topNonFullRow_] == kColumnMask; ++topNonFullRow_)
        {
        }
    
        for (; bottomNonFullRow_ >= 0 && rows_[bottomNonFullRow_] == kColumnMask; --bottomNonFullRow_)
        {
        }
    
        if (bottomNonFullRow_ - topNonFullRow_ + 1 < numRows)
        {
            return false;
        }
    
        unsigned columnFlags = makeColumnFlags(column, 1);
        int topGoodRow       = 0;
        int smallestGoodTop  = -1;
        int smallestGoodSize = maxRows_ + 1;
        int bottomRow        = bottomNonFullRow_ + 1;
        bool found           = false;
        for (int row = topNonFullRow_; row <= bottomRow; ++row)
        {
            bool rowEmpty = row < bottomRow ? ((rows_[row] & columnFlags) == 0) : false;
            if (rowEmpty)
            {
                if (!found)
                {
                    topGoodRow = row;
                    found      = true;
                }
            }
            else
            {
                if (found)
                {
                    int size = row - topGoodRow;
                    if (size >= numRows && size < smallestGoodSize)
                    {
                        smallestGoodSize = size;
                        smallestGoodTop  = topGoodRow;
                    }
                }
                found = false;
            }
        }
        if (smallestGoodTop < 0)
        {
            return false;
        }
    
        *destRow = smallestGoodTop;
        if (destSize)
        {
            *destSize = smallestGoodSize;
        }
        return true;
    }
    
    bool VariablePacker::CheckVariablesWithinPackingLimits(
        unsigned int maxVectors,
        const std::vector<sh::ShaderVariable> &in_variables)
    {
        ASSERT(maxVectors > 0);
        maxRows_          = maxVectors;
        topNonFullRow_    = 0;
        bottomNonFullRow_ = maxRows_ - 1;
        std::vector<sh::ShaderVariable> variables;
    
        for (const auto &variable : in_variables)
        {
            ExpandVariable(variable, variable.name, variable.mappedName, variable.staticUse,
                           &variables);
        }
    
        // Check whether each variable fits in the available vectors.
        for (size_t i = 0; i < variables.size(); i++)
        {
            const sh::ShaderVariable &variable = variables[i];
            if (variable.elementCount() > maxVectors / GetNumRows(variable.type))
            {
                return false;
            }
        }
    
        // As per GLSL 1.017 Appendix A, Section 7 variables are packed in specific
        // order by type, then by size of array, largest first.
        std::sort(variables.begin(), variables.end(), TVariableInfoComparer());
        rows_.clear();
        rows_.resize(maxVectors, 0);
    
        // Packs the 4 column variables.
        size_t ii = 0;
        for (; ii < variables.size(); ++ii)
        {
            const sh::ShaderVariable &variable = variables[ii];
            if (GetNumComponentsPerRow(variable.type) != 4)
            {
                break;
            }
            topNonFullRow_ += GetNumRows(variable.type) * variable.elementCount();
        }
    
        if (topNonFullRow_ > maxRows_)
        {
            return false;
        }
    
        // Packs the 3 column variables.
        int num3ColumnRows = 0;
        for (; ii < variables.size(); ++ii)
        {
            const sh::ShaderVariable &variable = variables[ii];
            if (GetNumComponentsPerRow(variable.type) != 3)
            {
                break;
            }
            num3ColumnRows += GetNumRows(variable.type) * variable.elementCount();
        }
    
        if (topNonFullRow_ + num3ColumnRows > maxRows_)
        {
            return false;
        }
    
        fillColumns(topNonFullRow_, num3ColumnRows, 0, 3);
    
        // Packs the 2 column variables.
        int top2ColumnRow            = topNonFullRow_ + num3ColumnRows;
        int twoColumnRowsAvailable   = maxRows_ - top2ColumnRow;
        int rowsAvailableInColumns01 = twoColumnRowsAvailable;
        int rowsAvailableInColumns23 = twoColumnRowsAvailable;
        for (; ii < variables.size(); ++ii)
        {
            const sh::ShaderVariable &variable = variables[ii];
            if (GetNumComponentsPerRow(variable.type) != 2)
            {
                break;
            }
            int numRows = GetNumRows(variable.type) * variable.elementCount();
            if (numRows <= rowsAvailableInColumns01)
            {
                rowsAvailableInColumns01 -= numRows;
            }
            else if (numRows <= rowsAvailableInColumns23)
            {
                rowsAvailableInColumns23 -= numRows;
            }
            else
            {
                return false;
            }
        }
    
        int numRowsUsedInColumns01 = twoColumnRowsAvailable - rowsAvailableInColumns01;
        int numRowsUsedInColumns23 = twoColumnRowsAvailable - rowsAvailableInColumns23;
        fillColumns(top2ColumnRow, numRowsUsedInColumns01, 0, 2);
        fillColumns(maxRows_ - numRowsUsedInColumns23, numRowsUsedInColumns23, 2, 2);
    
        // Packs the 1 column variables.
        for (; ii < variables.size(); ++ii)
        {
            const sh::ShaderVariable &variable = variables[ii];
            ASSERT(1 == GetNumComponentsPerRow(variable.type));
            int numRows        = GetNumRows(variable.type) * variable.elementCount();
            int smallestColumn = -1;
            int smallestSize   = maxRows_ + 1;
            int topRow         = -1;
            for (int column = 0; column < kNumColumns; ++column)
            {
                int row  = 0;
                int size = 0;
                if (searchColumn(column, numRows, &row, &size))
                {
                    if (size < smallestSize)
                    {
                        smallestSize   = size;
                        smallestColumn = column;
                        topRow         = row;
                    }
                }
            }
    
            if (smallestColumn < 0)
            {
                return false;
            }
    
            fillColumns(topRow, numRows, smallestColumn, 1);
        }
    
        ASSERT(variables.size() == ii);
    
        return true;
    }