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

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  • Author : Jamie Madill
    Date : 2014-07-17 14:16:26
    Hash : e294bb87
    Message : Add new shader inspection APIs. Each new entry point corresponds to one of the variable types: varyings, attributes, uniforms, output variables, and interface blocks. They return a pointer to the vector with all of the parsed variables, which then the app can copy to its own memory. Currently we do not support the staticUse field in the HLSL translator. BUG=angle:466 Change-Id: I7dc09e761ab070feef5360ad27740110c44853b3 Reviewed-on: https://chromium-review.googlesource.com/208750 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org> Reviewed-by: Nicolas Capens <capn@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;
    }
    
    template <typename VarT>
    bool VariablePacker::CheckVariablesWithinPackingLimits(unsigned int maxVectors,
                                                           const std::vector<VarT> &in_variables)
    {
        ASSERT(maxVectors > 0);
        maxRows_ = maxVectors;
        topNonFullRow_ = 0;
        bottomNonFullRow_ = maxRows_ - 1;
        std::vector<VarT> variables(in_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;
    }
    
    // Instantiate all possible variable packings
    template bool VariablePacker::CheckVariablesWithinPackingLimits(unsigned int, const std::vector<sh::ShaderVariable> &);
    template bool VariablePacker::CheckVariablesWithinPackingLimits(unsigned int, const std::vector<sh::Attribute> &);
    template bool VariablePacker::CheckVariablesWithinPackingLimits(unsigned int, const std::vector<sh::Uniform> &);
    template bool VariablePacker::CheckVariablesWithinPackingLimits(unsigned int, const std::vector<sh::Varying> &);