On Wed, Sep 04, 2013 at 03:22:41PM -0700, Kenneth Graunke wrote: > This creates a new replacement for the existing built-in function code. > The new module lives in builtin_functions.cpp (not builtin_function.cpp) > and exists in parallel with the existing system. It isn't used yet. > > The new built-in function code takes a significantly different approach: > > Instead of implementing built-ins via printed IR, build time scripts, > and run time parsing, we now implement them directly in C++, using > ir_builder. This translates to faster load times, and a much less > complex build system. > > It also takes a different approach to built-in availability: each > signature now stores a boolean predicate, which makes it easy to > construct arbitrary expressions based on _mesa_glsl_parse_state's > fields. This is much more flexible than the old system, and also > easier to use. > > Built-ins are also now stored in a single gl_shader object, rather > than being spread out across a number of shaders that need to be linked. > When searching for a matching prototype, we simply consult the > availability predicate. This also simplifies the code. > > Signed-off-by: Kenneth Graunke <kenn...@whitecape.org> > --- > src/glsl/Makefile.sources | 1 + > src/glsl/builtin_functions.cpp | 3466 > ++++++++++++++++++++++++++++++++++++++++ > src/glsl/ir.h | 10 + > 3 files changed, 3477 insertions(+) > create mode 100644 src/glsl/builtin_functions.cpp > > diff --git a/src/glsl/Makefile.sources b/src/glsl/Makefile.sources > index 979c416..3e706ef 100644 > --- a/src/glsl/Makefile.sources > +++ b/src/glsl/Makefile.sources > @@ -21,6 +21,7 @@ LIBGLSL_FILES = \ > $(GLSL_SRCDIR)/ast_function.cpp \ > $(GLSL_SRCDIR)/ast_to_hir.cpp \ > $(GLSL_SRCDIR)/ast_type.cpp \ > + $(GLSL_SRCDIR)/builtin_functions.cpp \ > $(GLSL_SRCDIR)/builtin_types.cpp \ > $(GLSL_SRCDIR)/builtin_variables.cpp \ > $(GLSL_SRCDIR)/glsl_parser_extras.cpp \ > diff --git a/src/glsl/builtin_functions.cpp b/src/glsl/builtin_functions.cpp > new file mode 100644 > index 0000000..440ec41 > --- /dev/null > +++ b/src/glsl/builtin_functions.cpp > @@ -0,0 +1,3466 @@ > +/* > + * Copyright © 2013 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 builtin_functions.cpp > + * > + * Support for GLSL built-in functions. > + * > + * This file is split into several main components: > + * > + * 1. Availability predicates > + * > + * A series of small functions that check whether the current shader > + * supports the version/extensions required to expose a built-in. > + * > + * 2. Core builtin_builder class functionality > + * > + * 3. Lists of built-in functions > + * > + * The builtin_builder::create_builtins() function contains lists of all > + * built-in function signatures, where they're available, what types they > + * take, and so on. > + * > + * 4. Implementations of built-in function signatures > + * > + * A series of functions which create ir_function_signatures and emit IR > + * via ir_builder to implement them. > + * > + * 5. External API > + * > + * A few functions the rest of the compiler can use to interact with the > + * built-in function module. For example, searching for a built-in by > + * name and parameters. > + */ > + > +#include <stdarg.h> > +#include <stdio.h> > +#include "main/core.h" /* for struct gl_shader */ > +#include "ir_builder.h" > +#include "glsl_parser_extras.h" > +#include "program/prog_instruction.h" > +#include <limits> > + > +using namespace ir_builder; > + > +/** > + * Availability predicates: > + * @{ > + */ > +static bool > +always_available(const _mesa_glsl_parse_state *state) > +{ > + return true; > +} > + > +static bool > +legacy_vs_only(const _mesa_glsl_parse_state *state) > +{ > + return state->target == vertex_shader && > + state->language_version <= 130 && > + !state->es_shader; > +} > + > +static bool > +fs_only(const _mesa_glsl_parse_state *state) > +{ > + return state->target == fragment_shader; > +} > + > +static bool > +gs_only(const _mesa_glsl_parse_state *state) > +{ > + return state->target == geometry_shader; > +} > + > +static bool > +v110(const _mesa_glsl_parse_state *state) > +{ > + return !state->es_shader; > +} > + > +static bool > +v110_fs_only(const _mesa_glsl_parse_state *state) > +{ > + return !state->es_shader && state->target == fragment_shader; > +} > + > +static bool > +v120(const _mesa_glsl_parse_state *state) > +{ > + return state->is_version(120, 300); > +} > + > +static bool > +v130(const _mesa_glsl_parse_state *state) > +{ > + return state->is_version(130, 300); > +} > + > +static bool > +v130_fs_only(const _mesa_glsl_parse_state *state) > +{ > + return state->is_version(130, 300) && > + state->target == fragment_shader; > +} > + > +static bool > +v140(const _mesa_glsl_parse_state *state) > +{ > + return state->is_version(140, 0); > +} > + > +static bool > +texture_rectangle(const _mesa_glsl_parse_state *state) > +{ > + return state->ARB_texture_rectangle_enable; > +} > + > +static bool > +texture_external(const _mesa_glsl_parse_state *state) > +{ > + return state->OES_EGL_image_external_enable; > +} > + > +static bool > +vs_or_shader_texture_lod(const _mesa_glsl_parse_state *state) > +{ > + return state->target == vertex_shader || > + state->ARB_shader_texture_lod_enable || > + state->is_version(130, 0); > +} > + > +static bool > +v110_vs_or_shader_texture_lod(const _mesa_glsl_parse_state *state) > +{ > + return !state->es_shader && vs_or_shader_texture_lod(state); > +} > + > +static bool > +shader_texture_lod(const _mesa_glsl_parse_state *state) > +{ > + return state->ARB_shader_texture_lod_enable; > +} > + > +static bool > +shader_texture_lod_and_rect(const _mesa_glsl_parse_state *state) > +{ > + return state->ARB_shader_texture_lod_enable && > + state->ARB_texture_rectangle_enable; > +} > + > +static bool > +shader_bit_encoding(const _mesa_glsl_parse_state *state) > +{ > + return state->is_version(330, 300) || > + state->ARB_shader_bit_encoding_enable || > + state->ARB_gpu_shader5_enable; > +} > + > +static bool > +shader_packing(const _mesa_glsl_parse_state *state) > +{ > + return state->ARB_shading_language_packing_enable || > + state->is_version(400, 0); > +} > + > +static bool > +shader_packing_or_es3(const _mesa_glsl_parse_state *state) > +{ > + return state->ARB_shading_language_packing_enable || > + state->is_version(400, 300); > +} > + > +static bool > +gpu_shader5(const _mesa_glsl_parse_state *state) > +{ > + return state->is_version(400, 0) || state->ARB_gpu_shader5_enable; > +} > + > +static bool > +vs_texture_array(const _mesa_glsl_parse_state *state) > +{ > + return state->target == vertex_shader && > + state->EXT_texture_array_enable; > +} > + > +static bool > +fs_texture_array(const _mesa_glsl_parse_state *state) > +{ > + return state->target == fragment_shader && > + state->EXT_texture_array_enable; > +} > + > +static bool > +texture_array(const _mesa_glsl_parse_state *state) > +{ > + return state->EXT_texture_array_enable; > +} > + > +static bool > +texture_multisample(const _mesa_glsl_parse_state *state) > +{ > + return state->is_version(150, 0) || > + state->ARB_texture_multisample_enable; > +} > + > +static bool > +fs_texture_cube_map_array(const _mesa_glsl_parse_state *state) > +{ > + return state->target == fragment_shader && > + (state->is_version(400, 0) || > + state->ARB_texture_cube_map_array_enable); > +} > + > +static bool > +texture_cube_map_array(const _mesa_glsl_parse_state *state) > +{ > + return state->is_version(400, 0) || > + state->ARB_texture_cube_map_array_enable; > +} > + > +static bool > +texture_query_lod(const _mesa_glsl_parse_state *state) > +{ > + return state->target == fragment_shader && > + (state->is_version(400, 0) || state->ARB_texture_query_lod_enable); > +} > + > +/* Desktop GL or OES_standard_derivatives + fragment shader only */ > +static bool > +fs_oes_derivatives(const _mesa_glsl_parse_state *state) > +{ > + return state->target == fragment_shader && > + (!state->es_shader || state->OES_standard_derivatives_enable); > +} > + > +static bool > +oes_tex3d(const _mesa_glsl_parse_state *state) > +{ > + return !state->es_shader || state->OES_texture_3D_enable; > +} > + > +static bool > +vs_oes_tex3d(const _mesa_glsl_parse_state *state) > +{ > + return state->target == vertex_shader && > + (!state->es_shader || state->OES_texture_3D_enable); > +} > + > +static bool > +fs_oes_tex3d(const _mesa_glsl_parse_state *state) > +{ > + return state->target == fragment_shader && > + (!state->es_shader || state->OES_texture_3D_enable); > +} > + > +static bool > +vs_oes_tex3d_or_shader_texture_lod(const _mesa_glsl_parse_state *state) > +{ > + return state->ARB_shader_texture_lod_enable || vs_oes_tex3d(state); > +} > +/** @} */ > + > +/******************************************************************************/ > + > +/** > + * builtin_builder: A singleton object representing the core of the built-in > + * function module.
I also started wondering about the meaning for "singleton" here, below there is public constructor allowing one to create more than one instance. > + * > + * It has code to generate > + * It generates IR for every built-in function signature, and organizes them > + * into functions. > + */ > +class builtin_builder { > +public: > + builtin_builder(); > + ~builtin_builder(); > + > + void initialize(); > + void release(); > + ir_function_signature *find(_mesa_glsl_parse_state *state, > + const char *name, exec_list > *actual_parameters); > + > +private: > + void *mem_ctx; > + gl_shader *shader; > + > + /** Global variables used by built-in functions. */ > + ir_variable *gl_ModelViewProjectionMatrix; > + ir_variable *gl_Vertex; > + > + void create_shader(); > + void create_builtins(); > + > + /** > + * IR builder helpers: > + * > + * These convenience functions assist in emitting IR, but don't > necessarily > + * fit in ir_builder itself. Many of them rely on having a mem_ctx class > + * member available. > + */ > + ir_variable *in_var(const glsl_type *type, const char *name); > + ir_constant *imm(float f); > + ir_constant *imm(int i); > + ir_constant *imm(unsigned u); > + ir_constant *imm(const glsl_type *type, const ir_constant_data &); > + ir_dereference_variable *var_ref(ir_variable *var); > + ir_dereference_array *array_ref(ir_variable *var, int i); > + ir_swizzle *matrix_elt(ir_variable *var, int col, int row); > + > + ir_expression *asin_expr(ir_variable *x); > + > + /** Create a new function and add the given signatures. */ > + void add_function(const char *name, ...); > + > + ir_function_signature *new_sig(const glsl_type *return_type, > + builtin_available_predicate avail, > + int num_params, ...); > + > + /** > + * Function signature generators: > + * @{ > + */ > + ir_function_signature *unop(builtin_available_predicate avail, > + ir_expression_operation opcode, > + const glsl_type *return_type, > + const glsl_type *param_type); > + ir_function_signature *binop(ir_expression_operation opcode, > + builtin_available_predicate avail, > + const glsl_type *return_type, > + const glsl_type *param0_type, > + const glsl_type *param1_type); > + > +#define B0(X) ir_function_signature *_##X(); > +#define B1(X) ir_function_signature *_##X(const glsl_type *); > +#define B2(X) ir_function_signature *_##X(const glsl_type *, const glsl_type > *); > +#define B3(X) ir_function_signature *_##X(const glsl_type *, const glsl_type > *, const glsl_type *); > + B1(radians) > + B1(degrees) > + B1(sin) > + B1(cos) > + B1(tan) > + B1(asin) > + B1(acos) > + B1(atan2) > + B1(atan) > + B1(sinh) > + B1(cosh) > + B1(tanh) > + B1(asinh) > + B1(acosh) > + B1(atanh) > + B1(pow) > + B1(exp) > + B1(log) > + B1(exp2) > + B1(log2) > + B1(sqrt) > + B1(inversesqrt) > + B1(abs) > + B1(sign) > + B1(floor) > + B1(trunc) > + B1(round) > + B1(roundEven) > + B1(ceil) > + B1(fract) > + B2(mod) > + B1(modf) > + B2(min) > + B2(max) > + B2(clamp) > + B2(mix_lrp) > + B2(mix_sel) > + B2(step) > + B2(smoothstep) > + B1(isnan) > + B1(isinf) > + B1(floatBitsToInt) > + B1(floatBitsToUint) > + B1(intBitsToFloat) > + B1(uintBitsToFloat) > + ir_function_signature *_packUnorm2x16(builtin_available_predicate avail); > + ir_function_signature *_packSnorm2x16(builtin_available_predicate avail); > + ir_function_signature *_packUnorm4x8(builtin_available_predicate avail); > + ir_function_signature *_packSnorm4x8(builtin_available_predicate avail); > + ir_function_signature *_unpackUnorm2x16(builtin_available_predicate > avail); > + ir_function_signature *_unpackSnorm2x16(builtin_available_predicate > avail); > + ir_function_signature *_unpackUnorm4x8(builtin_available_predicate avail); > + ir_function_signature *_unpackSnorm4x8(builtin_available_predicate avail); > + ir_function_signature *_packHalf2x16(builtin_available_predicate avail); > + ir_function_signature *_unpackHalf2x16(builtin_available_predicate avail); > + B1(length) > + B1(distance); > + B1(dot); > + B1(cross); > + B1(normalize); > + B0(ftransform); > + B1(faceforward); > + B1(reflect); > + B1(refract); > + B1(matrixCompMult); > + B1(outerProduct); > + B0(determinant_mat2); > + B0(determinant_mat3); > + B0(determinant_mat4); > + B0(inverse_mat2); > + B0(inverse_mat3); > + B0(inverse_mat4); > + B1(transpose); > + B1(lessThan); > + B1(lessThanEqual); > + B1(greaterThan); > + B1(greaterThanEqual); > + B1(equal); > + B1(notEqual); > + B1(any); > + B1(all); > + B1(not); > + B2(textureSize); > + ir_function_signature *_textureSize(builtin_available_predicate avail, > + const glsl_type *return_type, > + const glsl_type *sampler_type); > + > +/** Flags to _texture() */ > +#define TEX_PROJECT 1 > +#define TEX_OFFSET 2 > + > + ir_function_signature *_texture(ir_texture_opcode opcode, > + builtin_available_predicate avail, > + const glsl_type *return_type, > + const glsl_type *sampler_type, > + int coord_size, > + const glsl_type *coord_type, > + int flags = 0); > + B0(textureCubeArrayShadow); > + ir_function_signature *_texelFetch(builtin_available_predicate avail, > + const glsl_type *return_type, > + const glsl_type *sampler_type, > + const glsl_type *coord_type, > + const glsl_type *offset_type = NULL); > + > + B0(EmitVertex) > + B0(EndPrimitive) > + > + B2(textureQueryLOD); > + B1(dFdx); > + B1(dFdy); > + B1(fwidth); > + B1(noise1); > + B1(noise2); > + B1(noise3); > + B1(noise4); > + > + B1(bitfieldExtract) > + B1(bitfieldInsert) > + B1(bitfieldReverse) > + B1(bitCount) > + B1(findLSB) > + B1(findMSB) > + B1(fma) > +#undef B > + /** @} */ > +}; <snip> _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev