On 01/23/2013 11:16 AM, Paul Berry wrote:
On 23 January 2013 07:38, Ian Romanick <i...@freedesktop.org
<mailto:i...@freedesktop.org>> wrote:

    On 01/21/2013 05:16 PM, Paul Berry wrote:

        This patch paves the way for allowing varying structs by
        generalizing
        varying_matches::compute___packing_order to handle any type of
        varying.
        Previously, we packed in the order (vec4, vec2, float, vec3), with
        matrices being packed according to the size of their columns.
          Now, we
        pack everything according to its number of components mod 4, in the
        order (0, 2, 1, 3).

        There is no behavioural change for vectors.  Matrices are now packed
        slightly more sensibly (e.g. a mat2 is now packed with vec4's, which
        guarantees that it will occupy a single varying slot, whereas it
        previously was packed with vec2's, which meant that it might get
        split
        across two adjacent slots).
        ---
           src/glsl/link_varyings.cpp | 5 ++---
           1 file changed, 2 insertions(+), 3 deletions(-)

        diff --git a/src/glsl/link_varyings.cpp b/src/glsl/link_varyings.cpp
        index 5a3240b..d8f501c 100644
        --- a/src/glsl/link_varyings.cpp
        +++ b/src/glsl/link_varyings.cpp
        @@ -804,16 +804,15 @@
        varying_matches::compute___packing_order(ir_variable *var)
           {
              const glsl_type *element_type = var->type;

        -   /* FINISHME: Support for "varying" records in GLSL 1.50. */
              while (element_type->base_type == GLSL_TYPE_ARRAY) {
                 element_type = element_type->fields.array;
              }

        -   switch (element_type->vector___elements) {
        +   switch (element_type->component___slots() % 4) {


    Will this produce the same result for all matrix types as well?  I
    think a mat2x3 would be 3 in the old scheme, but 2 in the new
    scheme.  Right?


Yes, a number of matrix types will get new packing orders.  Here's the
complete list:

- mat2x2 gets assigned PACKING_ORDER_VEC4 instead of
PACKING_ORDER_VEC2.  As I argue above, this is slightly better, because
it guarantees that the matrix occupies a single varying slot.

- mat2x3 gets assigned PACKING_ORDER_VEC2 instead of
PACKING_ORDER_VEC3.  This is kind of a wash.  Previously, mat2x3 had a
25% chance of having neither of its columns double parked, a 50% chance
of having exactly one of its columns double parked, and a 25% chance of
having both of its columns double parked.  Now it always has exactly one
of its columns double parked.

- mat3x3 gets assigned PACKING_ORDER_SCALAR instead of
PACKING_ORDER_VEC3.  This doesn't affect much, since in both cases there
is no guarantee of how the matrix will be aligned.

- mat4x2 gets assigned PACKING_ORDER_VEC4 instead of
PACKING_ORDER_VEC2.  I think this is slightly better for the same reason
as in mat2x2.

- mat4x3 gets assigned PACKING_ORDER_VEC4 instead of
PACKING_ORDER_VEC3.  I think this is slightly better for the same reason
as in mat2x2.

These changes potentially affect shader performance, do they also affect the number of slots used? In other words, will a different set of shaders fit vs. not fit in 16 vec4 slots?

Do you think I should include these details in the commit message?

Since you've already written it, the cut-and-paste couldn't hurt.

              case 1: return PACKING_ORDER_SCALAR;
              case 2: return PACKING_ORDER_VEC2;
              case 3: return PACKING_ORDER_VEC3;
        -   case 4: return PACKING_ORDER_VEC4;
        +   case 0: return PACKING_ORDER_VEC4;
              default:
                 assert(!"Unexpected value of vector_elements");
                 return PACKING_ORDER_VEC4;




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