On 06/28/2013 10:55 AM, Marek Olšák wrote:
On Fri, Jun 28, 2013 at 5:42 PM, Ian Romanick <i...@freedesktop.org> wrote:
On 06/13/2013 05:25 AM, Marek Olšák wrote:

Hi everyone,

this series adds a new GLSL compiler optimization pass which eliminates
unused and set-but-unused built-in varyings and adds a few improvements to
the GLSL linker in the process.

Before I show you how it works, I wanna say that there are patches which
are related to and will most probably conflict with the geometry shader
work, but they are necessary because the linkage of varyings is largely
suboptimal.

Also, the GL_EXT_separate_shader_objects extension must be disabled
for this optimization to be enabled. The reason is a program object with
both a VS and FS can be bound partially, e.g. by
glUseShaderProgramEXT(GL_VERTEX_SHADER, prog), so the extension makes
every program object be just a set of "separate shaders". The extension
is not important anyway.

Could you elaborate on this a bit?  The problem already exists that shader
can be par-linked (e.g., just a vertex shader) and used with fixed-function.
A big part of the reason that I implemented EXT_sso back in the day was to
generate infrastructure, etc. for better using shaders with fixed function.

The only problem I have with EXT_sso is that you can link two
programs, both having a vertex and fragment shader, and still
mix-and-match their shaders independently as if all the shaders were
separate/unlinked. For example:

Oh, I had forgotten all about that. I remember thinking the spec authors must have been drunk when they didn't add language to prevent that usage. That makes perfect sense, then. It sounds like I should get off my butt, land Gergory Hainaut's ARB_sso work, and gut out EXT_sso.

/* equivalent to glUseProgram(prog1); */
glUseShaderProgramEXT(GL_VERTEX_SHADER, prog1);
glUseShaderProgramEXT(GL_FRAGMENT_SHADER, prog1);

/* prog1 has its own fragment shader, but who cares! we don't have to bind it */
/* prog2 also has its own vertex shader */
glUseShaderProgramEXT(GL_VERTEX_SHADER, prog1);
glUseShaderProgramEXT(GL_FRAGMENT_SHADER, prog2);

/* more fun, we can put a geometry shader in between */
glUseShaderProgramEXT(GL_VERTEX_SHADER, prog1);
glUseShaderProgramEXT(GL_GEOMETRY_SHADER, prog3);
glUseShaderProgramEXT(GL_FRAGMENT_SHADER, prog1);

/* assume prog3 has all 3 shaders, we can unbind the middle one */
glUseProgram(prog3);
glUseShaderProgramEXT(GL_GEOMETRY_SHADER, NULL);

I have no problem with linking program objects with a single shader
and mixing and matching such program objects. However the ability to
mix-and-match shaders no matter what program object they are part of
is a real show-stopper for this optimization. Thankfully, this doesn't
happen with fixed function and ARB_sso also forbids such usage.

Now, to illustrate how the optimization works, consider these 2 shader IR
dumps:


Vertex shader (8 varyings):
...
(declare (shader_out ) vec4 gl_FrontColor)
(declare (shader_out ) vec4 gl_FrontSecondaryColor)
(declare (shader_out ) (array vec4 6) gl_TexCoord)
(function main
    (signature void
      (parameters
      )
      (
        ...
        (assign  (xyzw) (var_ref gl_FrontColor)  (var_ref gl_Color) )
        (assign  (xyzw) (var_ref gl_FrontSecondaryColor)  (var_ref
gl_SecondaryColor) )
        (assign  (xyzw) (array_ref (var_ref gl_TexCoord) (constant int (1))
)  (var_ref gl_MultiTexCoord1) )
        (assign  (xyzw) (array_ref (var_ref gl_TexCoord) (constant int (4))
)  (var_ref gl_MultiTexCoord4) )
        (assign  (xyzw) (array_ref (var_ref gl_TexCoord) (constant int (5))
)  (var_ref gl_MultiTexCoord5) )
      ))
)

Fragment shader (6 varyings):
...
(declare (shader_in ) vec4 gl_SecondaryColor)
(declare (shader_in ) (array vec4 5) gl_TexCoord)
(function main
    (signature void
      (parameters
      )
      (
        (declare () vec4 r)
        (assign  (xyzw) (var_ref r)  ... (var_ref gl_SecondaryColor) ) )
        (assign  (xyzw) (var_ref r)  ... (array_ref (var_ref gl_TexCoord)
(constant int (1)) ) ) ) )
        (assign  (xyzw) (var_ref r)  ... (array_ref (var_ref gl_TexCoord)
(constant int (2)) ) ) ) )
        (assign  (xyzw) (var_ref r)  ... (array_ref (var_ref gl_TexCoord)
(constant int (3)) ) ) ) )
        (declare (temporary ) vec4 assignment_tmp)
        (assign  (xyzw) (var_ref assignment_tmp)  ... (array_ref (var_ref
gl_TexCoord) (constant int (4)) ) ) ) )
        ...
      ))
)


Note that only gl_TexCoord[1], gl_TexCoord[4], and gl_SecondaryColor
are used by both shaders. The optimization replaces all occurences of
varyings which are unused by the other stage by temporary variables. It
also breaks down the gl_TexCoord array into separate vec4 variables if
needed. Here's the result:

This sounds similar to the way Paul's varying packing works.  Is there
synergy there?  Also, since variables are renamed, does this interact with
transform feedback?  The queries of GL_ARB_program_interface_query?  I
suspect that it won't since this only affects built-in varyings, and
built-in varyings aren't usable with those interfaces.

I haven't followed the varying packing work really, so I'm not sure,
but it seemed to be only about user-defined varyings, while my work is
only about built-in varyings.

That is correct. Both, however, work by generating some new names and putting existing things in them. At some point we might want to see if some code could get shared between them.

Concerning transform feedback, the optimization pass receives the list
of TFB varyings and doesn't eliminate them.

Yeah, I wrote the first message before looking at the patches. It looks like you handled it in a reasonable way.

Concerning GL_ARB_program_interface_query, there doesn't seem to be
any interaction with my work, like you say.

Marek

I had a couple comments on patch 4, but patches 1, 2, 3, and 6, as-is, are

Reviewed-by: Ian Romanick <ian.d.roman...@intel.com>

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