On Fri, 2015-09-11 at 12:55 +1000, Timothy Arceri wrote: > On Thu, 2015-09-10 at 18:04 -0700, Jason Ekstrand wrote: > > On Tue, Sep 1, 2015 at 7:44 PM, Timothy Arceri < > > t_arc...@yahoo.com.au > > > wrote: > > > As a bonus we get indirect support for arrays of arrays for free. > > > > > > V3: Use nir_instr_rewrite_src() with empty src rather then > > > clearing > > > the use_link list directly for the old indirects as suggested by > > > Jason > > > > > > V2: Fixed validation error in debug build > > > --- > > > src/glsl/nir/nir_lower_samplers.cpp | 169 ++++++++++++++++++++-- > > > -- > > > ------------ > > > 1 file changed, 95 insertions(+), 74 deletions(-) > > > > > > diff --git a/src/glsl/nir/nir_lower_samplers.cpp > > > b/src/glsl/nir/nir_lower_samplers.cpp > > > index 9583b45..9736e0f 100644 > > > --- a/src/glsl/nir/nir_lower_samplers.cpp > > > +++ b/src/glsl/nir/nir_lower_samplers.cpp > > > @@ -24,6 +24,7 @@ > > > */ > > > > > > #include "nir.h" > > > +#include "nir_builder.h" > > > #include "../program.h" > > > #include "program/hash_table.h" > > > #include "ir_uniform.h" > > > @@ -35,89 +36,52 @@ extern "C" { > > > #include "program/program.h" > > > } > > > > > > -static unsigned > > > -get_sampler_index(const struct gl_shader_program > > > *shader_program, > > > - gl_shader_stage stage, const char *name) > > > -{ > > > - unsigned location; > > > - if (!shader_program->UniformHash->get(location, name)) { > > > - assert(!"failed to find sampler"); > > > - return 0; > > > - } > > > - > > > - if (!shader_program > > > ->UniformStorage[location].sampler[stage].active) { > > > - assert(!"cannot return a sampler"); > > > - return 0; > > > - } > > > - > > > - return shader_program > > > ->UniformStorage[location].sampler[stage].index; > > > -} > > > - > > > +/* Calculate the sampler index based on array indicies and also > > > + * calculate the base uniform location for struct members. > > > + */ > > > static void > > > -lower_sampler(nir_tex_instr *instr, const struct > > > gl_shader_program > > > *shader_program, > > > - gl_shader_stage stage, void *mem_ctx) > > > +calc_sampler_offsets(nir_deref *tail, nir_tex_instr *instr, > > > + unsigned *array_elements, nir_src > > > *indirect, > > > + nir_builder *b, unsigned *location, > > > + bool *found_indirect) > > > { > > > - if (instr->sampler == NULL) > > > - return; > > > - > > > - /* Get the name and the offset */ > > > - instr->sampler_index = 0; > > > - char *name = ralloc_strdup(mem_ctx, instr->sampler->var > > > ->name); > > > - > > > - for (nir_deref *deref = &instr->sampler->deref; > > > - deref->child; deref = deref->child) { > > > - switch (deref->child->deref_type) { > > > + if (tail->child != NULL) { > > > + switch (tail->child->deref_type) { > > > case nir_deref_type_array: { > > > - nir_deref_array *deref_array = nir_deref_as_array(deref > > > ->child); > > > + nir_deref_array *deref_array = nir_deref_as_array(tail > > > ->child); > > > > > > assert(deref_array->deref_array_type != > > > nir_deref_array_type_wildcard); > > > > > > - if (deref_array->deref.child) { > > > - ralloc_asprintf_append(&name, "[%u]", > > > - deref_array->deref_array_type == > > > nir_deref_array_type_direct ? > > > - deref_array->base_offset : 0); > > > - } else { > > > - assert(deref->child->type->base_type == > > > GLSL_TYPE_SAMPLER); > > > - instr->sampler_index = deref_array->base_offset; > > > - } > > > + calc_sampler_offsets(tail->child, instr, > > > array_elements, > > > + indirect, b, location, > > > found_indirect); > > > + instr->sampler_index += deref_array->base_offset * > > > *array_elements; > > > > > > - /* XXX: We're assuming here that the indirect is the > > > last > > > array > > > - * thing we have. This should be ok for now as we > > > don't > > > support > > > - * arrays_of_arrays yet. > > > - */ > > > if (deref_array->deref_array_type == > > > nir_deref_array_type_indirect) { > > > - /* First, we have to resize the array of texture > > > sources */ > > > - nir_tex_src *new_srcs = rzalloc_array(instr, > > > nir_tex_src, > > > - instr > > > ->num_srcs > > > + 1); > > > - > > > - for (unsigned i = 0; i < instr->num_srcs; i++) { > > > - new_srcs[i].src_type = instr->src[i].src_type; > > > - nir_instr_move_src(&instr->instr, > > > &new_srcs[i].src, > > > - &instr->src[i].src); > > > + nir_ssa_def *mul = > > > + nir_imul(b, nir_imm_int(b, *array_elements), > > > + nir_ssa_for_src(b, deref_array > > > ->indirect, > > > 1)); > > > + > > > + nir_instr_rewrite_src(&instr->instr, &deref_array > > > ->indirect, > > > + NIR_SRC_INIT); > > > + > > > + if (*found_indirect) { > > > + indirect->ssa = > > > + nir_iadd(b, nir_ssa_for_src(b, *indirect, 1), > > > mul); > > > + } else { > > > + *indirect = nir_src_for_ssa(mul); > > > + *found_indirect = true; > > > } > > > - > > > - ralloc_free(instr->src); > > > - instr->src = new_srcs; > > > - > > > - /* Now we can go ahead and move the source over to > > > being a > > > - * first-class texture source. > > > - */ > > > - instr->src[instr->num_srcs].src_type = > > > nir_tex_src_sampler_offset; > > > - instr->num_srcs++; > > > - nir_instr_move_src(&instr->instr, > > > - &instr->src[instr->num_srcs - > > > 1].src, > > > - &deref_array->indirect); > > > - > > > - instr->sampler_array_size = glsl_get_length(deref > > > ->type); > > > } > > > - break; > > > + > > > + *array_elements *= glsl_get_length(tail->type); > > > + break; > > > } > > > > > > case nir_deref_type_struct: { > > > - nir_deref_struct *deref_struct = > > > nir_deref_as_struct(deref->child); > > > - const char *field = glsl_get_struct_elem_name(deref > > > ->type, > > > - > > > deref_struct->index); > > > - ralloc_asprintf_append(&name, ".%s", field); > > > + nir_deref_struct *deref_struct = > > > nir_deref_as_struct(tail > > > ->child); > > > + *location += deref_struct->index; > > > > I finally got around to looking at this patch again and most of it > > seems fine except for this line. I don't think you can just > > increment > > location by deref_struct->index. I think you need to add up all of > > the array sizes of all of the previous members. (Yeah, that's > > gross > > but I'm not thinking of anything better off-hand). > > I think I might have to do this for AoA but single dimension arrays > are > all stored at the same location so I think this is ok as is for now, > unless I'm missing something?
Actually it looks like this is whats causing most of the regressions in the deqp test. I need to add up all the member elements of previous nested structs. > > > > > > > + calc_sampler_offsets(tail->child, instr, > > > array_elements, > > > + indirect, b, location, > > > found_indirect); > > > break; > > > } > > > > > > @@ -125,15 +89,72 @@ lower_sampler(nir_tex_instr *instr, const > > > struct gl_shader_program *shader_progr > > > unreachable("Invalid deref type"); > > > break; > > > } > > > + } else { > > > + return; > > > + } > > > +} > > > + > > > +static void > > > +lower_sampler(nir_tex_instr *instr, const struct > > > gl_shader_program > > > *shader_program, > > > + gl_shader_stage stage, nir_builder *builder) > > > +{ > > > + if (instr->sampler == NULL) > > > + return; > > > + > > > + instr->sampler_index = 0; > > > + unsigned location = instr->sampler->var->data.location; > > > + > > > + if (instr->sampler->deref.child) { > > > + unsigned array_elements = 1; > > > + nir_src indirect; > > > + bool found_indirect = false; > > > > I may have made this comment before, but wouldn't it be easier to > > just > > have "indirect" be a nir_ssa_def pointer? Then you wouldn't need > > to > > also have a boolean (NULL == no indirect) and you could completely > > side-step any nir_src copying issues. > > I think I had to code like this at one point but changed it (no idea > why). I'll give it another go. > > Thanks for looking over all these :) I'm just trying to resolve some > regressions with the deqp test suite then I'll send out a new version > updated with your feedback. > > > > > > --Jason > > > > > + > > > + builder->cursor = nir_before_instr(&instr->instr); > > > + calc_sampler_offsets(&instr->sampler->deref, instr, > > > + &array_elements, &indirect, builder, > > > + &location, &found_indirect); > > > + > > > + if (found_indirect) { > > > + /* First, we have to resize the array of texture > > > sources > > > */ > > > + nir_tex_src *new_srcs = rzalloc_array(instr, > > > nir_tex_src, > > > + instr->num_srcs + > > > 1); > > > + > > > + for (unsigned i = 0; i < instr->num_srcs; i++) { > > > + new_srcs[i].src_type = instr->src[i].src_type; > > > + nir_instr_move_src(&instr->instr, &new_srcs[i].src, > > > + &instr->src[i].src); > > > + } > > > + > > > + ralloc_free(instr->src); > > > + instr->src = new_srcs; > > > + > > > + /* Now we can go ahead and move the source over to > > > being > > > a > > > + * first-class texture source. > > > + */ > > > + instr->src[instr->num_srcs].src_type = > > > nir_tex_src_sampler_offset; > > > + instr->num_srcs++; > > > + nir_instr_rewrite_src(&instr->instr, > > > + &instr->src[instr->num_srcs - > > > 1].src, > > > + indirect); > > > + > > > + instr->sampler_array_size = array_elements; > > > + } > > > + } > > > + > > > + if (location > shader_program->NumUniformStorage - 1 || > > > + !shader_program > > > ->UniformStorage[location].sampler[stage].active) { > > > + assert(!"cannot return a sampler"); > > > + return; > > > } > > > > > > - instr->sampler_index += get_sampler_index(shader_program, > > > stage, name); > > > + instr->sampler_index += > > > + shader_program > > > ->UniformStorage[location].sampler[stage].index; > > > > > > instr->sampler = NULL; > > > } > > > > > > typedef struct { > > > - void *mem_ctx; > > > + nir_builder builder; > > > const struct gl_shader_program *shader_program; > > > gl_shader_stage stage; > > > } lower_state; > > > @@ -147,7 +168,7 @@ lower_block_cb(nir_block *block, void > > > *_state) > > > if (instr->type == nir_instr_type_tex) { > > > nir_tex_instr *tex_instr = nir_instr_as_tex(instr); > > > lower_sampler(tex_instr, state->shader_program, state > > > ->stage, > > > - state->mem_ctx); > > > + &state->builder); > > > } > > > } > > > > > > @@ -160,7 +181,7 @@ lower_impl(nir_function_impl *impl, const > > > struct gl_shader_program *shader_progr > > > { > > > lower_state state; > > > > > > - state.mem_ctx = ralloc_parent(impl); > > > + nir_builder_init(&state.builder, impl); > > > state.shader_program = shader_program; > > > state.stage = stage; > > > > > > -- > > > 2.4.3 > > > > > > _______________________________________________ > > > mesa-dev mailing list > > > mesa-dev@lists.freedesktop.org > > > http://lists.freedesktop.org/mailman/listinfo/mesa-dev > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > http://lists.freedesktop.org/mailman/listinfo/mesa-dev _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev