Hash :
2d88e9bc
Author :
Date :
2017-07-21T16:52:03
Guarantee that symbol nodes get unique ids The code is refactored so that symbol nodes can only be initialized with an unique id object. This prevents accidentally forgetting to create an id for a symbol node. This opens up possibilities for future optimization: For example the names and types of symbols could be stored in a central location inside the SymbolTable, and TIntermSymbol nodes would only need to store the symbol id. The symbol id could be used to look up the name and type of the node. BUG=angleproject:1490 TEST=angle_unittests Change-Id: Ib8c8675d31493037a5a28c7b36bb9d1113cc10f6 Reviewed-on: https://chromium-review.googlesource.com/580955 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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//
// Copyright (c) 2017 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.
//
// Applies the necessary AST transformations to support multiview rendering through instancing.
// Check the header file For more information.
//
#include "compiler/translator/DeclareAndInitBuiltinsForInstancedMultiview.h"
#include "compiler/translator/FindMain.h"
#include "compiler/translator/InitializeVariables.h"
#include "compiler/translator/IntermNode_util.h"
#include "compiler/translator/IntermTraverse.h"
#include "compiler/translator/SymbolTable.h"
#include "compiler/translator/util.h"
namespace sh
{
namespace
{
class ReplaceVariableTraverser : public TIntermTraverser
{
public:
ReplaceVariableTraverser(const TString &symbolName, TIntermSymbol *newSymbol)
: TIntermTraverser(true, false, false), mSymbolName(symbolName), mNewSymbol(newSymbol)
{
}
void visitSymbol(TIntermSymbol *node) override
{
TName &name = node->getName();
if (name.getString() == mSymbolName)
{
queueReplacement(mNewSymbol->deepCopy(), OriginalNode::IS_DROPPED);
}
}
private:
TString mSymbolName;
TIntermSymbol *mNewSymbol;
};
TIntermSymbol *CreateGLInstanceIDSymbol(const TSymbolTable &symbolTable)
{
return ReferenceBuiltInVariable("gl_InstanceID", symbolTable, 300);
}
// Adds the InstanceID and ViewID_OVR initializers to the end of the initializers' sequence.
void InitializeViewIDAndInstanceID(TIntermTyped *viewIDSymbol,
TIntermTyped *instanceIDSymbol,
unsigned numberOfViews,
const TSymbolTable &symbolTable,
TIntermSequence *initializers)
{
// Create an unsigned numberOfViews node.
TConstantUnion *numberOfViewsUnsignedConstant = new TConstantUnion();
numberOfViewsUnsignedConstant->setUConst(numberOfViews);
TIntermConstantUnion *numberOfViewsUint =
new TIntermConstantUnion(numberOfViewsUnsignedConstant, TType(EbtUInt, EbpHigh, EvqConst));
// Create a uint(gl_InstanceID) node.
TIntermSequence *glInstanceIDSymbolCastArguments = new TIntermSequence();
glInstanceIDSymbolCastArguments->push_back(CreateGLInstanceIDSymbol(symbolTable));
TIntermAggregate *glInstanceIDAsUint = TIntermAggregate::CreateConstructor(
TType(EbtUInt, EbpHigh, EvqTemporary), glInstanceIDSymbolCastArguments);
// Create a uint(gl_InstanceID) / numberOfViews node.
TIntermBinary *normalizedInstanceID =
new TIntermBinary(EOpDiv, glInstanceIDAsUint, numberOfViewsUint);
// Create an int(uint(gl_InstanceID) / numberOfViews) node.
TIntermSequence *normalizedInstanceIDCastArguments = new TIntermSequence();
normalizedInstanceIDCastArguments->push_back(normalizedInstanceID);
TIntermAggregate *normalizedInstanceIDAsInt = TIntermAggregate::CreateConstructor(
TType(EbtInt, EbpHigh, EvqTemporary), normalizedInstanceIDCastArguments);
// Create an InstanceID = int(uint(gl_InstanceID) / numberOfViews) node.
TIntermBinary *instanceIDInitializer =
new TIntermBinary(EOpAssign, instanceIDSymbol->deepCopy(), normalizedInstanceIDAsInt);
initializers->push_back(instanceIDInitializer);
// Create a uint(gl_InstanceID) % numberOfViews node.
TIntermBinary *normalizedViewID =
new TIntermBinary(EOpIMod, glInstanceIDAsUint->deepCopy(), numberOfViewsUint->deepCopy());
// Create a ViewID_OVR = uint(gl_InstanceID) % numberOfViews node.
TIntermBinary *viewIDInitializer =
new TIntermBinary(EOpAssign, viewIDSymbol->deepCopy(), normalizedViewID);
initializers->push_back(viewIDInitializer);
}
// Replaces every occurrence of a symbol with the name specified in symbolName with newSymbolNode.
void ReplaceSymbol(TIntermBlock *root, const TString &symbolName, TIntermSymbol *newSymbolNode)
{
ReplaceVariableTraverser traverser(symbolName, newSymbolNode);
root->traverse(&traverser);
traverser.updateTree();
}
void DeclareGlobalVariable(TIntermBlock *root, TIntermTyped *typedNode)
{
TIntermSequence *globalSequence = root->getSequence();
TIntermDeclaration *declaration = new TIntermDeclaration();
declaration->appendDeclarator(typedNode->deepCopy());
globalSequence->insert(globalSequence->begin(), declaration);
}
// Adds a branch to write int(ViewID_OVR) to either gl_ViewportIndex or gl_Layer. The branch is
// added to the end of the initializers' sequence.
void SelectViewIndexInVertexShader(TIntermTyped *viewIDSymbol,
TIntermTyped *multiviewBaseViewLayerIndexSymbol,
TIntermSequence *initializers,
const TSymbolTable &symbolTable)
{
// Create an int(ViewID_OVR) node.
TIntermSequence *viewIDSymbolCastArguments = new TIntermSequence();
viewIDSymbolCastArguments->push_back(viewIDSymbol);
TIntermAggregate *viewIDAsInt = TIntermAggregate::CreateConstructor(
TType(EbtInt, EbpHigh, EvqTemporary), viewIDSymbolCastArguments);
// Create a gl_ViewportIndex node.
TIntermSymbol *viewportIndexSymbol =
ReferenceBuiltInVariable("gl_ViewportIndex", symbolTable, 0);
// Create a { gl_ViewportIndex = int(ViewID_OVR) } node.
TIntermBlock *viewportIndexInitializerInBlock = new TIntermBlock();
viewportIndexInitializerInBlock->appendStatement(
new TIntermBinary(EOpAssign, viewportIndexSymbol, viewIDAsInt));
// Create a gl_Layer node.
TIntermSymbol *layerSymbol = ReferenceBuiltInVariable("gl_Layer", symbolTable, 0);
// Create an int(ViewID_OVR) + multiviewBaseViewLayerIndex node
TIntermBinary *sumOfViewIDAndBaseViewIndex =
new TIntermBinary(EOpAdd, viewIDAsInt->deepCopy(), multiviewBaseViewLayerIndexSymbol);
// Create a { gl_Layer = int(ViewID_OVR) + multiviewBaseViewLayerIndex } node.
TIntermBlock *layerInitializerInBlock = new TIntermBlock();
layerInitializerInBlock->appendStatement(
new TIntermBinary(EOpAssign, layerSymbol, sumOfViewIDAndBaseViewIndex));
// Create a node to compare whether the base view index uniform is less than zero.
TIntermBinary *multiviewBaseViewLayerIndexZeroComparison =
new TIntermBinary(EOpLessThan, multiviewBaseViewLayerIndexSymbol->deepCopy(),
CreateZeroNode(TType(EbtInt, EbpHigh, EvqConst)));
// Create an if-else statement to select the code path.
TIntermIfElse *multiviewBranch =
new TIntermIfElse(multiviewBaseViewLayerIndexZeroComparison,
viewportIndexInitializerInBlock, layerInitializerInBlock);
initializers->push_back(multiviewBranch);
}
} // namespace
void DeclareAndInitBuiltinsForInstancedMultiview(TIntermBlock *root,
unsigned numberOfViews,
GLenum shaderType,
ShCompileOptions compileOptions,
ShShaderOutput shaderOutput,
TSymbolTable *symbolTable)
{
ASSERT(shaderType == GL_VERTEX_SHADER || shaderType == GL_FRAGMENT_SHADER);
TQualifier viewIDQualifier = (shaderType == GL_VERTEX_SHADER) ? EvqFlatOut : EvqFlatIn;
TIntermSymbol *viewIDSymbol = new TIntermSymbol(symbolTable->nextUniqueId(), "ViewID_OVR",
TType(EbtUInt, EbpHigh, viewIDQualifier));
viewIDSymbol->setInternal(true);
DeclareGlobalVariable(root, viewIDSymbol);
ReplaceSymbol(root, "gl_ViewID_OVR", viewIDSymbol);
if (shaderType == GL_VERTEX_SHADER)
{
// Replacing gl_InstanceID with InstanceID should happen before adding the initializers of
// InstanceID and ViewID.
TIntermSymbol *instanceIDSymbol = new TIntermSymbol(
symbolTable->nextUniqueId(), "InstanceID", TType(EbtInt, EbpHigh, EvqGlobal));
instanceIDSymbol->setInternal(true);
DeclareGlobalVariable(root, instanceIDSymbol);
ReplaceSymbol(root, "gl_InstanceID", instanceIDSymbol);
TIntermSequence *initializers = new TIntermSequence();
InitializeViewIDAndInstanceID(viewIDSymbol, instanceIDSymbol, numberOfViews, *symbolTable,
initializers);
// The AST transformation which adds the expression to select the viewport index should
// be done only for the GLSL and ESSL output.
const bool selectView = (compileOptions & SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER) != 0u;
// Assert that if the view is selected in the vertex shader, then the output is
// either GLSL or ESSL.
ASSERT(!selectView || IsOutputGLSL(shaderOutput) || IsOutputESSL(shaderOutput));
if (selectView)
{
// Add a uniform to switch between side-by-side and layered rendering.
TIntermSymbol *multiviewBaseViewLayerIndexSymbol =
new TIntermSymbol(symbolTable->nextUniqueId(), "multiviewBaseViewLayerIndex",
TType(EbtInt, EbpHigh, EvqUniform));
multiviewBaseViewLayerIndexSymbol->setInternal(true);
DeclareGlobalVariable(root, multiviewBaseViewLayerIndexSymbol);
// Setting a value to gl_ViewportIndex or gl_Layer should happen after ViewID_OVR's
// initialization.
SelectViewIndexInVertexShader(viewIDSymbol->deepCopy(),
multiviewBaseViewLayerIndexSymbol->deepCopy(),
initializers, *symbolTable);
}
// Insert initializers at the beginning of main().
TIntermBlock *initializersBlock = new TIntermBlock();
initializersBlock->getSequence()->swap(*initializers);
TIntermBlock *mainBody = FindMainBody(root);
mainBody->getSequence()->insert(mainBody->getSequence()->begin(), initializersBlock);
}
}
} // namespace sh