/* * Copyright © 2010 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ /** * \file lower_vec_index_to_cond_assign.cpp * * Turns indexing into vector types to a series of conditional moves * of each channel's swizzle into a temporary. * * Most GPUs don't have a native way to do this operation, and this * works around that. For drivers using both this pass and * ir_vec_index_to_swizzle, there's a risk that this pass will happen * before sufficient constant folding to find that the array index is * constant. However, we hope that other optimization passes, * particularly constant folding of assignment conditions and copy * propagation, will result in the same code in the end. */ #include "ir.h" #include "ir_visitor.h" #include "ir_optimization.h" #include "compiler/glsl_types.h" #include "ir_builder.h" #include "program/prog_instruction.h" using namespace ir_builder; namespace { /** * Visitor class for replacing expressions with ir_constant values. */ class ir_vec_index_to_cond_assign_visitor : public ir_hierarchical_visitor { public: ir_vec_index_to_cond_assign_visitor() : progress(false) { /* empty */ } ir_rvalue *convert_vector_extract_to_cond_assign(ir_rvalue *ir); virtual ir_visitor_status visit_enter(ir_expression *); virtual ir_visitor_status visit_enter(ir_swizzle *); virtual ir_visitor_status visit_leave(ir_assignment *); virtual ir_visitor_status visit_enter(ir_return *); virtual ir_visitor_status visit_enter(ir_call *); virtual ir_visitor_status visit_enter(ir_if *); bool progress; }; } /* anonymous namespace */ ir_rvalue * ir_vec_index_to_cond_assign_visitor::convert_vector_extract_to_cond_assign(ir_rvalue *ir) { ir_expression *const expr = ir->as_expression(); if (expr == NULL) return ir; if (expr->operation == ir_unop_interpolate_at_centroid || expr->operation == ir_binop_interpolate_at_offset || expr->operation == ir_binop_interpolate_at_sample) { /* Lower interpolateAtXxx(some_vec[idx], ...) to * interpolateAtXxx(some_vec, ...)[idx] before lowering to conditional * assignments, to maintain the rule that the interpolant is an l-value * referring to a (part of a) shader input. * * This is required when idx is dynamic (otherwise it gets lowered to * a swizzle). */ ir_expression *const interpolant = expr->operands[0]->as_expression(); if (!interpolant || interpolant->operation != ir_binop_vector_extract) return ir; ir_rvalue *vec_input = interpolant->operands[0]; ir_expression *const vec_interpolate = new(base_ir) ir_expression(expr->operation, vec_input->type, vec_input, expr->operands[1]); this->progress = true; return new(base_ir) ir_expression(ir_binop_vector_extract, ir->type, vec_interpolate, interpolant->operands[1]); } return ir; } ir_visitor_status ir_vec_index_to_cond_assign_visitor::visit_enter(ir_expression *ir) { for (unsigned i = 0; i < ir->num_operands; i++) ir->operands[i] = convert_vector_extract_to_cond_assign(ir->operands[i]); return visit_continue; } ir_visitor_status ir_vec_index_to_cond_assign_visitor::visit_enter(ir_swizzle *ir) { /* Can't be hit from normal GLSL, since you can't swizzle a scalar (which * the result of indexing a vector is. But maybe at some point we'll end up * using swizzling of scalars for vector construction. */ ir->val = convert_vector_extract_to_cond_assign(ir->val); return visit_continue; } ir_visitor_status ir_vec_index_to_cond_assign_visitor::visit_leave(ir_assignment *ir) { ir->rhs = convert_vector_extract_to_cond_assign(ir->rhs); return visit_continue; } ir_visitor_status ir_vec_index_to_cond_assign_visitor::visit_enter(ir_call *ir) { foreach_in_list_safe(ir_rvalue, param, &ir->actual_parameters) { ir_rvalue *new_param = convert_vector_extract_to_cond_assign(param); if (new_param != param) { param->replace_with(new_param); } } return visit_continue; } ir_visitor_status ir_vec_index_to_cond_assign_visitor::visit_enter(ir_return *ir) { if (ir->value) ir->value = convert_vector_extract_to_cond_assign(ir->value); return visit_continue; } ir_visitor_status ir_vec_index_to_cond_assign_visitor::visit_enter(ir_if *ir) { ir->condition = convert_vector_extract_to_cond_assign(ir->condition); return visit_continue; } bool do_vec_index_to_cond_assign(exec_list *instructions) { ir_vec_index_to_cond_assign_visitor v; visit_list_elements(&v, instructions); return v.progress; }