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kc3-lang/angle/src/libANGLE/VaryingPacking.cpp

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  • Author : Shahbaz Youssefi
    Date : 2020-01-27 13:40:18
    Hash : e5385ea9
    Message : Vulkan: Compile shaders at link time Since line raster emulation was changed to use specialization constants, it has been possible to compile shaders at link time. However, program pipeline objects would have required keeping the shader sources around for recompilation. Now that all necessary decorations are modified directly in SPIR-V, it's possible to compile the shaders at link time and forget about their sources. Program pipeline objects then simply "reconfigure" the generated SPIR-V. A next step could be to also create the Vulkan pipeline object at link time. A number of failures due to gaps in CTS testing prevent that work currently. In particular, in some situations the generated SPIR-V is not per spec, for example it may contain vertex attributes with aliasing locations, or have transform feedback capture of array elements misconfigured. Bug: angleproject:3394 Bug: angleproject:4253 Change-Id: I54c0884cf056b511a4a306225cc6ed2cef84d257 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2023186 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/VaryingPacking.cpp
  • //
    // Copyright 2015 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.
    //
    // VaryingPacking:
    //   Class which describes a mapping from varyings to registers, according
    //   to the spec, or using custom packing algorithms. We also keep a register
    //   allocation list for the D3D renderer.
    //
    
    #include "libANGLE/VaryingPacking.h"
    
    #include "common/utilities.h"
    #include "libANGLE/Program.h"
    #include "libANGLE/Shader.h"
    
    namespace gl
    {
    
    namespace
    {
    
    // true if varying x has a higher priority in packing than y
    bool ComparePackedVarying(const PackedVarying &x, const PackedVarying &y)
    {
        // If the PackedVarying 'x' or 'y' to be compared is an array element, this clones an equivalent
        // non-array shader variable 'vx' or 'vy' for actual comparison instead.
        sh::ShaderVariable vx, vy;
        const sh::ShaderVariable *px, *py;
    
        px = &x.varying();
        py = &y.varying();
    
        if (x.isArrayElement())
        {
            vx = *px;
            vx.arraySizes.clear();
            px = &vx;
        }
    
        if (y.isArrayElement())
        {
            vy = *py;
            vy.arraySizes.clear();
            py = &vy;
        }
    
        return gl::CompareShaderVar(*px, *py);
    }
    
    }  // anonymous namespace
    
    // Implementation of VaryingInShaderRef
    VaryingInShaderRef::VaryingInShaderRef(ShaderType stageIn, const sh::ShaderVariable *varyingIn)
        : varying(varyingIn), stage(stageIn)
    {}
    
    VaryingInShaderRef::~VaryingInShaderRef() = default;
    
    VaryingInShaderRef::VaryingInShaderRef(VaryingInShaderRef &&other)
    {
        *this = std::move(other);
    }
    
    VaryingInShaderRef &VaryingInShaderRef::operator=(VaryingInShaderRef &&other)
    {
        std::swap(varying, other.varying);
        std::swap(stage, other.stage);
        std::swap(parentStructName, other.parentStructName);
        std::swap(parentStructMappedName, other.parentStructMappedName);
    
        return *this;
    }
    
    // Implementation of PackedVarying
    PackedVarying::PackedVarying(VaryingInShaderRef &&frontVaryingIn,
                                 VaryingInShaderRef &&backVaryingIn,
                                 sh::InterpolationType interpolationIn)
        : PackedVarying(std::move(frontVaryingIn), std::move(backVaryingIn), interpolationIn, 0)
    {}
    
    PackedVarying::PackedVarying(VaryingInShaderRef &&frontVaryingIn,
                                 VaryingInShaderRef &&backVaryingIn,
                                 sh::InterpolationType interpolationIn,
                                 GLuint fieldIndexIn)
        : frontVarying(std::move(frontVaryingIn)),
          backVarying(std::move(backVaryingIn)),
          interpolation(interpolationIn),
          arrayIndex(GL_INVALID_INDEX),
          fieldIndex(fieldIndexIn)
    {}
    
    PackedVarying::~PackedVarying() = default;
    
    PackedVarying::PackedVarying(PackedVarying &&other)
        : frontVarying(other.frontVarying.stage, other.frontVarying.varying),
          backVarying(other.backVarying.stage, other.backVarying.varying)
    {
        *this = std::move(other);
    }
    
    PackedVarying &PackedVarying::operator=(PackedVarying &&other)
    {
        std::swap(frontVarying, other.frontVarying);
        std::swap(backVarying, other.backVarying);
        std::swap(interpolation, other.interpolation);
        std::swap(arrayIndex, other.arrayIndex);
        std::swap(fieldIndex, other.fieldIndex);
    
        return *this;
    }
    
    // Implementation of VaryingPacking
    VaryingPacking::VaryingPacking(GLuint maxVaryingVectors, PackMode packMode)
        : mRegisterMap(maxVaryingVectors), mPackMode(packMode)
    {}
    
    VaryingPacking::~VaryingPacking() = default;
    
    // Packs varyings into generic varying registers, using the algorithm from
    // See [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
    // Also [OpenGL ES Shading Language 3.00 rev. 4] Section 11 page 119
    // Returns false if unsuccessful.
    bool VaryingPacking::packVarying(const PackedVarying &packedVarying)
    {
        const sh::ShaderVariable &varying = packedVarying.varying();
    
        // "Non - square matrices of type matCxR consume the same space as a square matrix of type matN
        // where N is the greater of C and R."
        // Here we are a bit more conservative and allow packing non-square matrices more tightly.
        // Make sure we use transposed matrix types to count registers correctly.
        ASSERT(!varying.isStruct());
        GLenum transposedType       = gl::TransposeMatrixType(varying.type);
        unsigned int varyingRows    = gl::VariableRowCount(transposedType);
        unsigned int varyingColumns = gl::VariableColumnCount(transposedType);
    
        // Special pack mode for D3D9. Each varying takes a full register, no sharing.
        // TODO(jmadill): Implement more sophisticated component packing in D3D9.
        if (mPackMode == PackMode::ANGLE_NON_CONFORMANT_D3D9)
        {
            varyingColumns = 4;
        }
    
        // "Variables of type mat2 occupies 2 complete rows."
        // For non-WebGL contexts, we allow mat2 to occupy only two columns per row.
        else if (mPackMode == PackMode::WEBGL_STRICT && varying.type == GL_FLOAT_MAT2)
        {
            varyingColumns = 4;
        }
    
        // "Arrays of size N are assumed to take N times the size of the base type"
        // GLSL ES 3.10 section 4.3.6: Output variables cannot be arrays of arrays or arrays of
        // structures, so we may use getBasicTypeElementCount().
        const unsigned int elementCount = varying.getBasicTypeElementCount();
        varyingRows *= (packedVarying.isArrayElement() ? 1 : elementCount);
    
        unsigned int maxVaryingVectors = static_cast<unsigned int>(mRegisterMap.size());
    
        // Fail if we are packing a single over-large varying.
        if (varyingRows > maxVaryingVectors)
        {
            return false;
        }
    
        // "For 2, 3 and 4 component variables packing is started using the 1st column of the 1st row.
        // Variables are then allocated to successive rows, aligning them to the 1st column."
        if (varyingColumns >= 2 && varyingColumns <= 4)
        {
            for (unsigned int row = 0; row <= maxVaryingVectors - varyingRows; ++row)
            {
                if (isFree(row, 0, varyingRows, varyingColumns))
                {
                    insert(row, 0, packedVarying);
                    return true;
                }
            }
    
            // "For 2 component variables, when there are no spare rows, the strategy is switched to
            // using the highest numbered row and the lowest numbered column where the variable will
            // fit."
            if (varyingColumns == 2)
            {
                for (unsigned int r = maxVaryingVectors - varyingRows + 1; r-- >= 1;)
                {
                    if (isFree(r, 2, varyingRows, 2))
                    {
                        insert(r, 2, packedVarying);
                        return true;
                    }
                }
            }
    
            return false;
        }
    
        // "1 component variables have their own packing rule. They are packed in order of size, largest
        // first. Each variable is placed in the column that leaves the least amount of space in the
        // column and aligned to the lowest available rows within that column."
        ASSERT(varyingColumns == 1);
        unsigned int contiguousSpace[4]     = {0};
        unsigned int bestContiguousSpace[4] = {0};
        unsigned int totalSpace[4]          = {0};
    
        for (unsigned int row = 0; row < maxVaryingVectors; ++row)
        {
            for (unsigned int column = 0; column < 4; ++column)
            {
                if (mRegisterMap[row][column])
                {
                    contiguousSpace[column] = 0;
                }
                else
                {
                    contiguousSpace[column]++;
                    totalSpace[column]++;
    
                    if (contiguousSpace[column] > bestContiguousSpace[column])
                    {
                        bestContiguousSpace[column] = contiguousSpace[column];
                    }
                }
            }
        }
    
        unsigned int bestColumn = 0;
        for (unsigned int column = 1; column < 4; ++column)
        {
            if (bestContiguousSpace[column] >= varyingRows &&
                (bestContiguousSpace[bestColumn] < varyingRows ||
                 totalSpace[column] < totalSpace[bestColumn]))
            {
                bestColumn = column;
            }
        }
    
        if (bestContiguousSpace[bestColumn] >= varyingRows)
        {
            for (unsigned int row = 0; row < maxVaryingVectors; row++)
            {
                if (isFree(row, bestColumn, varyingRows, 1))
                {
                    for (unsigned int arrayIndex = 0; arrayIndex < varyingRows; ++arrayIndex)
                    {
                        // If varyingRows > 1, it must be an array.
                        PackedVaryingRegister registerInfo;
                        registerInfo.packedVarying  = &packedVarying;
                        registerInfo.registerRow    = row + arrayIndex;
                        registerInfo.registerColumn = bestColumn;
                        registerInfo.varyingArrayIndex =
                            (packedVarying.isArrayElement() ? packedVarying.arrayIndex : arrayIndex);
                        registerInfo.varyingRowIndex = 0;
                        // Do not record register info for builtins.
                        // TODO(jmadill): Clean this up.
                        if (!varying.isBuiltIn())
                        {
                            mRegisterList.push_back(registerInfo);
                        }
                        mRegisterMap[row + arrayIndex][bestColumn] = true;
                    }
                    break;
                }
            }
            return true;
        }
    
        return false;
    }
    
    bool VaryingPacking::isFree(unsigned int registerRow,
                                unsigned int registerColumn,
                                unsigned int varyingRows,
                                unsigned int varyingColumns) const
    {
        for (unsigned int row = 0; row < varyingRows; ++row)
        {
            ASSERT(registerRow + row < mRegisterMap.size());
            for (unsigned int column = 0; column < varyingColumns; ++column)
            {
                ASSERT(registerColumn + column < 4);
                if (mRegisterMap[registerRow + row][registerColumn + column])
                {
                    return false;
                }
            }
        }
    
        return true;
    }
    
    void VaryingPacking::insert(unsigned int registerRow,
                                unsigned int registerColumn,
                                const PackedVarying &packedVarying)
    {
        unsigned int varyingRows    = 0;
        unsigned int varyingColumns = 0;
    
        const sh::ShaderVariable &varying = packedVarying.varying();
        ASSERT(!varying.isStruct());
        GLenum transposedType = gl::TransposeMatrixType(varying.type);
        varyingRows           = gl::VariableRowCount(transposedType);
        varyingColumns        = gl::VariableColumnCount(transposedType);
    
        PackedVaryingRegister registerInfo;
        registerInfo.packedVarying  = &packedVarying;
        registerInfo.registerColumn = registerColumn;
    
        // GLSL ES 3.10 section 4.3.6: Output variables cannot be arrays of arrays or arrays of
        // structures, so we may use getBasicTypeElementCount().
        const unsigned int arrayElementCount = varying.getBasicTypeElementCount();
        for (unsigned int arrayElement = 0; arrayElement < arrayElementCount; ++arrayElement)
        {
            if (packedVarying.isArrayElement() && arrayElement != packedVarying.arrayIndex)
            {
                continue;
            }
            for (unsigned int varyingRow = 0; varyingRow < varyingRows; ++varyingRow)
            {
                registerInfo.registerRow     = registerRow + (arrayElement * varyingRows) + varyingRow;
                registerInfo.varyingRowIndex = varyingRow;
                registerInfo.varyingArrayIndex = arrayElement;
                // Do not record register info for builtins.
                // TODO(jmadill): Clean this up.
                if (!varying.isBuiltIn())
                {
                    mRegisterList.push_back(registerInfo);
                }
    
                for (unsigned int columnIndex = 0; columnIndex < varyingColumns; ++columnIndex)
                {
                    mRegisterMap[registerInfo.registerRow][registerColumn + columnIndex] = true;
                }
            }
        }
    }
    
    void VaryingPacking::packUserVarying(const ProgramVaryingRef &ref,
                                         VaryingUniqueFullNames *uniqueFullNames)
    {
        const sh::ShaderVariable *input  = ref.frontShader;
        const sh::ShaderVariable *output = ref.backShader;
    
        // Will get the vertex shader interpolation by default.
        sh::InterpolationType interpolation = input ? input->interpolation : output->interpolation;
    
        VaryingInShaderRef frontVarying(ref.frontShaderStage, input);
        VaryingInShaderRef backVarying(ref.backShaderStage, output);
    
        mPackedVaryings.emplace_back(std::move(frontVarying), std::move(backVarying), interpolation);
        if (input)
        {
            (*uniqueFullNames)[ref.frontShaderStage].insert(
                mPackedVaryings.back().fullName(ref.frontShaderStage));
        }
        if (output)
        {
            (*uniqueFullNames)[ref.backShaderStage].insert(
                mPackedVaryings.back().fullName(ref.backShaderStage));
        }
    }
    
    void VaryingPacking::packUserVaryingField(const ProgramVaryingRef &ref,
                                              GLuint fieldIndex,
                                              VaryingUniqueFullNames *uniqueFullNames)
    {
        const sh::ShaderVariable *input  = ref.frontShader;
        const sh::ShaderVariable *output = ref.backShader;
    
        // Will get the vertex shader interpolation by default.
        sh::InterpolationType interpolation = input ? input->interpolation : output->interpolation;
    
        const sh::ShaderVariable *frontField = input ? &input->fields[fieldIndex] : nullptr;
        const sh::ShaderVariable *backField  = output ? &output->fields[fieldIndex] : nullptr;
    
        VaryingInShaderRef frontVarying(ref.frontShaderStage, frontField);
        VaryingInShaderRef backVarying(ref.backShaderStage, backField);
    
        if (input)
        {
            ASSERT(!frontField->isStruct() && !frontField->isArray());
            frontVarying.parentStructName       = input->name;
            frontVarying.parentStructMappedName = input->mappedName;
        }
        if (output)
        {
            ASSERT(!backField->isStruct() && !backField->isArray());
            backVarying.parentStructName       = output->name;
            backVarying.parentStructMappedName = output->mappedName;
        }
    
        mPackedVaryings.emplace_back(std::move(frontVarying), std::move(backVarying), interpolation,
                                     fieldIndex);
    
        if (input)
        {
            (*uniqueFullNames)[ref.frontShaderStage].insert(
                mPackedVaryings.back().fullName(ref.frontShaderStage));
        }
        if (output)
        {
            (*uniqueFullNames)[ref.backShaderStage].insert(
                mPackedVaryings.back().fullName(ref.backShaderStage));
        }
    }
    
    void VaryingPacking::packUserVaryingTF(const ProgramVaryingRef &ref, size_t subscript)
    {
        const sh::ShaderVariable *input = ref.frontShader;
    
        VaryingInShaderRef frontVarying(ref.frontShaderStage, input);
        VaryingInShaderRef backVarying(ref.backShaderStage, nullptr);
    
        mPackedVaryings.emplace_back(std::move(frontVarying), std::move(backVarying),
                                     input->interpolation);
        mPackedVaryings.back().arrayIndex = static_cast<GLuint>(subscript);
    }
    
    void VaryingPacking::packUserVaryingFieldTF(const ProgramVaryingRef &ref,
                                                const sh::ShaderVariable &field,
                                                GLuint fieldIndex)
    {
        const sh::ShaderVariable *input = ref.frontShader;
    
        VaryingInShaderRef frontVarying(ref.frontShaderStage, &field);
        VaryingInShaderRef backVarying(ref.backShaderStage, nullptr);
    
        frontVarying.parentStructName       = input->name;
        frontVarying.parentStructMappedName = input->mappedName;
    
        mPackedVaryings.emplace_back(std::move(frontVarying), std::move(backVarying),
                                     input->interpolation, fieldIndex);
    }
    
    bool VaryingPacking::collectAndPackUserVaryings(gl::InfoLog &infoLog,
                                                    const ProgramMergedVaryings &mergedVaryings,
                                                    const std::vector<std::string> &tfVaryings,
                                                    const bool isSeparableProgram)
    {
        VaryingUniqueFullNames uniqueFullNames;
        mPackedVaryings.clear();
    
        for (const ProgramVaryingRef &ref : mergedVaryings)
        {
            const sh::ShaderVariable *input  = ref.frontShader;
            const sh::ShaderVariable *output = ref.backShader;
    
            // Only pack statically used varyings that have a matched input or output, plus special
            // builtins. Note that we pack all statically used user-defined varyings even if they are
            // not active. GLES specs are a bit vague on whether it's allowed to only pack active
            // varyings, though GLES 3.1 spec section 11.1.2.1 says that "device-dependent
            // optimizations" may be used to make vertex shader outputs fit.
            if ((input && output && output->staticUse) ||
                (input && input->isBuiltIn() && input->active) ||
                (output && output->isBuiltIn() && output->active) ||
                (isSeparableProgram && ((input && input->active) || (output && output->active))))
            {
                const sh::ShaderVariable *varying = output ? output : input;
    
                // Don't count gl_Position. Also don't count gl_PointSize for D3D9.
                if (varying->name != "gl_Position" &&
                    !(varying->name == "gl_PointSize" &&
                      mPackMode == PackMode::ANGLE_NON_CONFORMANT_D3D9))
                {
                    if (varying->isStruct())
                    {
                        ASSERT(!(varying->isArray() && varying == input));
    
                        for (GLuint fieldIndex = 0; fieldIndex < varying->fields.size(); ++fieldIndex)
                        {
                            packUserVaryingField(ref, fieldIndex, &uniqueFullNames);
                        }
                        if (input)
                        {
                            uniqueFullNames[ref.frontShaderStage].insert(input->name);
                        }
                        if (output)
                        {
                            uniqueFullNames[ref.backShaderStage].insert(output->name);
                        }
                    }
                    else
                    {
                        packUserVarying(ref, &uniqueFullNames);
                    }
                    continue;
                }
            }
    
            // If the varying is not used in the input, we know it is inactive.
            if (!input && !isSeparableProgram)
            {
                mInactiveVaryingMappedNames[ref.backShaderStage].push_back(output->mappedName);
                continue;
            }
    
            // Keep Transform FB varyings in the merged list always.
            for (const std::string &tfVarying : tfVaryings)
            {
                std::vector<unsigned int> subscripts;
                std::string baseName = ParseResourceName(tfVarying, &subscripts);
                size_t subscript     = GL_INVALID_INDEX;
                if (!subscripts.empty())
                {
                    subscript = subscripts.back();
                }
                // Already packed for fragment shader.
                if (uniqueFullNames[ref.frontShaderStage].count(tfVarying) > 0 ||
                    uniqueFullNames[ref.frontShaderStage].count(baseName) > 0)
                {
                    continue;
                }
                if (input->isStruct())
                {
                    GLuint fieldIndex = 0;
                    const sh::ShaderVariable *field =
                        FindShaderVarField(*input, tfVarying, &fieldIndex);
                    if (field != nullptr)
                    {
                        ASSERT(!field->isStruct() && !field->isArray());
    
                        packUserVaryingFieldTF(ref, *field, fieldIndex);
                        uniqueFullNames[ref.frontShaderStage].insert(tfVarying);
                    }
                    uniqueFullNames[ref.frontShaderStage].insert(input->name);
                }
                // Array as a whole and array element conflict has already been checked in
                // linkValidateTransformFeedback.
                else if (baseName == input->name)
                {
                    // only pack varyings that are not builtins.
                    if (tfVarying.compare(0, 3, "gl_") != 0)
                    {
                        packUserVaryingTF(ref, subscript);
                        uniqueFullNames[ref.frontShaderStage].insert(tfVarying);
                    }
                    // Continue to match next array element for 'input' if the current match is array
                    // element.
                    if (subscript == GL_INVALID_INDEX)
                    {
                        break;
                    }
                }
            }
    
            if (input && uniqueFullNames[ref.frontShaderStage].count(input->name) == 0)
            {
                mInactiveVaryingMappedNames[ref.frontShaderStage].push_back(input->mappedName);
            }
            if (output && uniqueFullNames[ref.backShaderStage].count(output->name) == 0)
            {
                mInactiveVaryingMappedNames[ref.backShaderStage].push_back(output->mappedName);
            }
        }
    
        std::sort(mPackedVaryings.begin(), mPackedVaryings.end(), ComparePackedVarying);
    
        return packUserVaryings(infoLog, mPackedVaryings);
    }
    
    // See comment on packVarying.
    bool VaryingPacking::packUserVaryings(gl::InfoLog &infoLog,
                                          const std::vector<PackedVarying> &packedVaryings)
    {
        // "Variables are packed into the registers one at a time so that they each occupy a contiguous
        // subrectangle. No splitting of variables is permitted."
        for (const PackedVarying &packedVarying : packedVaryings)
        {
            if (!packVarying(packedVarying))
            {
                ShaderType eitherStage = packedVarying.frontVarying.varying
                                             ? packedVarying.frontVarying.stage
                                             : packedVarying.backVarying.stage;
                infoLog << "Could not pack varying " << packedVarying.fullName(eitherStage);
    
                // TODO(jmadill): Implement more sophisticated component packing in D3D9.
                if (mPackMode == PackMode::ANGLE_NON_CONFORMANT_D3D9)
                {
                    infoLog << "Note: Additional non-conformant packing restrictions are enforced on "
                               "D3D9.";
                }
    
                return false;
            }
        }
    
        // Sort the packed register list
        std::sort(mRegisterList.begin(), mRegisterList.end());
    
        return true;
    }
    }  // namespace gl