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-rw-r--r--mesalib/src/mesa/shader/slang/slang_simplify.c526
1 files changed, 526 insertions, 0 deletions
diff --git a/mesalib/src/mesa/shader/slang/slang_simplify.c b/mesalib/src/mesa/shader/slang/slang_simplify.c
new file mode 100644
index 000000000..b8a21f642
--- /dev/null
+++ b/mesalib/src/mesa/shader/slang/slang_simplify.c
@@ -0,0 +1,526 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 7.1
+ *
+ * Copyright (C) 2005-2008 Brian Paul All Rights Reserved.
+ *
+ * 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 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
+ * BRIAN PAUL 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.
+ */
+
+/**
+ * Functions for constant folding, built-in constant lookup, and function
+ * call casting.
+ */
+
+
+#include "main/imports.h"
+#include "main/macros.h"
+#include "main/get.h"
+#include "slang_compile.h"
+#include "slang_codegen.h"
+#include "slang_simplify.h"
+#include "slang_print.h"
+
+
+#ifndef GL_MAX_FRAGMENT_UNIFORM_VECTORS
+#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
+#endif
+#ifndef GL_MAX_VERTEX_UNIFORM_VECTORS
+#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
+#endif
+#ifndef GL_MAX_VARYING_VECTORS
+#define GL_MAX_VARYING_VECTORS 0x8DFC
+#endif
+
+
+/**
+ * Lookup the value of named constant, such as gl_MaxLights.
+ * \return value of constant, or -1 if unknown
+ */
+GLint
+_slang_lookup_constant(const char *name)
+{
+ struct constant_info {
+ const char *Name;
+ const GLenum Token;
+ };
+ static const struct constant_info info[] = {
+ { "gl_MaxClipPlanes", GL_MAX_CLIP_PLANES },
+ { "gl_MaxCombinedTextureImageUnits", GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS },
+ { "gl_MaxDrawBuffers", GL_MAX_DRAW_BUFFERS },
+ { "gl_MaxFragmentUniformComponents", GL_MAX_FRAGMENT_UNIFORM_COMPONENTS },
+ { "gl_MaxLights", GL_MAX_LIGHTS },
+ { "gl_MaxTextureUnits", GL_MAX_TEXTURE_UNITS },
+ { "gl_MaxTextureCoords", GL_MAX_TEXTURE_COORDS },
+ { "gl_MaxVertexAttribs", GL_MAX_VERTEX_ATTRIBS },
+ { "gl_MaxVertexUniformComponents", GL_MAX_VERTEX_UNIFORM_COMPONENTS },
+ { "gl_MaxVaryingFloats", GL_MAX_VARYING_FLOATS },
+ { "gl_MaxVertexTextureImageUnits", GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS },
+ { "gl_MaxTextureImageUnits", GL_MAX_TEXTURE_IMAGE_UNITS },
+#if FEATURE_es2_glsl
+ { "gl_MaxVertexUniformVectors", GL_MAX_VERTEX_UNIFORM_VECTORS },
+ { "gl_MaxVaryingVectors", GL_MAX_VARYING_VECTORS },
+ { "gl_MaxFragmentUniformVectors", GL_MAX_FRAGMENT_UNIFORM_VECTORS },
+#endif
+ { NULL, 0 }
+ };
+ GLuint i;
+
+ for (i = 0; info[i].Name; i++) {
+ if (strcmp(info[i].Name, name) == 0) {
+ /* found */
+ GLint value = -1;
+ _mesa_GetIntegerv(info[i].Token, &value);
+ ASSERT(value >= 0); /* sanity check that glGetFloatv worked */
+ return value;
+ }
+ }
+ return -1;
+}
+
+
+static slang_operation_type
+literal_type(slang_operation_type t1, slang_operation_type t2)
+{
+ if (t1 == SLANG_OPER_LITERAL_FLOAT || t2 == SLANG_OPER_LITERAL_FLOAT)
+ return SLANG_OPER_LITERAL_FLOAT;
+ else
+ return SLANG_OPER_LITERAL_INT;
+}
+
+
+/**
+ * Recursively traverse an AST tree, applying simplifications wherever
+ * possible.
+ * At the least, we do constant folding. We need to do that much so that
+ * compile-time expressions can be evaluated for things like array
+ * declarations. I.e.: float foo[3 + 5];
+ */
+void
+_slang_simplify(slang_operation *oper,
+ const slang_name_space * space,
+ slang_atom_pool * atoms)
+{
+ GLboolean isFloat[4];
+ GLboolean isBool[4];
+ GLuint i, n;
+
+ if (oper->type == SLANG_OPER_IDENTIFIER) {
+ /* see if it's a named constant */
+ GLint value = _slang_lookup_constant((char *) oper->a_id);
+ /*printf("value[%s] = %d\n", (char*) oper->a_id, value);*/
+ if (value >= 0) {
+ oper->literal[0] =
+ oper->literal[1] =
+ oper->literal[2] =
+ oper->literal[3] = (GLfloat) value;
+ oper->type = SLANG_OPER_LITERAL_INT;
+ return;
+ }
+ /* look for user-defined constant */
+ {
+ slang_variable *var;
+ var = _slang_variable_locate(oper->locals, oper->a_id, GL_TRUE);
+ if (var) {
+ if (var->type.qualifier == SLANG_QUAL_CONST &&
+ var->initializer &&
+ (var->initializer->type == SLANG_OPER_LITERAL_INT ||
+ var->initializer->type == SLANG_OPER_LITERAL_FLOAT)) {
+ oper->literal[0] = var->initializer->literal[0];
+ oper->literal[1] = var->initializer->literal[1];
+ oper->literal[2] = var->initializer->literal[2];
+ oper->literal[3] = var->initializer->literal[3];
+ oper->literal_size = var->initializer->literal_size;
+ oper->type = var->initializer->type;
+ /*
+ printf("value[%s] = %f\n",
+ (char*) oper->a_id, oper->literal[0]);
+ */
+ return;
+ }
+ }
+ }
+ }
+
+ /* first, simplify children */
+ for (i = 0; i < oper->num_children; i++) {
+ _slang_simplify(&oper->children[i], space, atoms);
+ }
+
+ /* examine children */
+ n = MIN2(oper->num_children, 4);
+ for (i = 0; i < n; i++) {
+ isFloat[i] = (oper->children[i].type == SLANG_OPER_LITERAL_FLOAT ||
+ oper->children[i].type == SLANG_OPER_LITERAL_INT);
+ isBool[i] = (oper->children[i].type == SLANG_OPER_LITERAL_BOOL);
+ }
+
+ if (oper->num_children == 2 && isFloat[0] && isFloat[1]) {
+ /* probably simple arithmetic */
+ switch (oper->type) {
+ case SLANG_OPER_ADD:
+ for (i = 0; i < 4; i++) {
+ oper->literal[i]
+ = oper->children[0].literal[i] + oper->children[1].literal[i];
+ }
+ oper->literal_size = oper->children[0].literal_size;
+ oper->type = literal_type(oper->children[0].type,
+ oper->children[1].type);
+ slang_operation_destruct(oper); /* frees unused children */
+ return;
+ case SLANG_OPER_SUBTRACT:
+ for (i = 0; i < 4; i++) {
+ oper->literal[i]
+ = oper->children[0].literal[i] - oper->children[1].literal[i];
+ }
+ oper->literal_size = oper->children[0].literal_size;
+ oper->type = literal_type(oper->children[0].type,
+ oper->children[1].type);
+ slang_operation_destruct(oper);
+ return;
+ case SLANG_OPER_MULTIPLY:
+ for (i = 0; i < 4; i++) {
+ oper->literal[i]
+ = oper->children[0].literal[i] * oper->children[1].literal[i];
+ }
+ oper->literal_size = oper->children[0].literal_size;
+ oper->type = literal_type(oper->children[0].type,
+ oper->children[1].type);
+ slang_operation_destruct(oper);
+ return;
+ case SLANG_OPER_DIVIDE:
+ for (i = 0; i < 4; i++) {
+ oper->literal[i]
+ = oper->children[0].literal[i] / oper->children[1].literal[i];
+ }
+ oper->literal_size = oper->children[0].literal_size;
+ oper->type = literal_type(oper->children[0].type,
+ oper->children[1].type);
+ slang_operation_destruct(oper);
+ return;
+ default:
+ ; /* nothing */
+ }
+ }
+
+ if (oper->num_children == 1 && isFloat[0]) {
+ switch (oper->type) {
+ case SLANG_OPER_MINUS:
+ for (i = 0; i < 4; i++) {
+ oper->literal[i] = -oper->children[0].literal[i];
+ }
+ oper->literal_size = oper->children[0].literal_size;
+ slang_operation_destruct(oper);
+ oper->type = SLANG_OPER_LITERAL_FLOAT;
+ return;
+ case SLANG_OPER_PLUS:
+ COPY_4V(oper->literal, oper->children[0].literal);
+ oper->literal_size = oper->children[0].literal_size;
+ slang_operation_destruct(oper);
+ oper->type = SLANG_OPER_LITERAL_FLOAT;
+ return;
+ default:
+ ; /* nothing */
+ }
+ }
+
+ if (oper->num_children == 2 && isBool[0] && isBool[1]) {
+ /* simple boolean expression */
+ switch (oper->type) {
+ case SLANG_OPER_LOGICALAND:
+ for (i = 0; i < 4; i++) {
+ const GLint a = oper->children[0].literal[i] ? 1 : 0;
+ const GLint b = oper->children[1].literal[i] ? 1 : 0;
+ oper->literal[i] = (GLfloat) (a && b);
+ }
+ oper->literal_size = oper->children[0].literal_size;
+ slang_operation_destruct(oper);
+ oper->type = SLANG_OPER_LITERAL_BOOL;
+ return;
+ case SLANG_OPER_LOGICALOR:
+ for (i = 0; i < 4; i++) {
+ const GLint a = oper->children[0].literal[i] ? 1 : 0;
+ const GLint b = oper->children[1].literal[i] ? 1 : 0;
+ oper->literal[i] = (GLfloat) (a || b);
+ }
+ oper->literal_size = oper->children[0].literal_size;
+ slang_operation_destruct(oper);
+ oper->type = SLANG_OPER_LITERAL_BOOL;
+ return;
+ case SLANG_OPER_LOGICALXOR:
+ for (i = 0; i < 4; i++) {
+ const GLint a = oper->children[0].literal[i] ? 1 : 0;
+ const GLint b = oper->children[1].literal[i] ? 1 : 0;
+ oper->literal[i] = (GLfloat) (a ^ b);
+ }
+ oper->literal_size = oper->children[0].literal_size;
+ slang_operation_destruct(oper);
+ oper->type = SLANG_OPER_LITERAL_BOOL;
+ return;
+ default:
+ ; /* nothing */
+ }
+ }
+
+ if (oper->num_children == 4
+ && isFloat[0] && isFloat[1] && isFloat[2] && isFloat[3]) {
+ /* vec4(flt, flt, flt, flt) constructor */
+ if (oper->type == SLANG_OPER_CALL) {
+ if (strcmp((char *) oper->a_id, "vec4") == 0) {
+ oper->literal[0] = oper->children[0].literal[0];
+ oper->literal[1] = oper->children[1].literal[0];
+ oper->literal[2] = oper->children[2].literal[0];
+ oper->literal[3] = oper->children[3].literal[0];
+ oper->literal_size = 4;
+ slang_operation_destruct(oper);
+ oper->type = SLANG_OPER_LITERAL_FLOAT;
+ return;
+ }
+ }
+ }
+
+ if (oper->num_children == 3 && isFloat[0] && isFloat[1] && isFloat[2]) {
+ /* vec3(flt, flt, flt) constructor */
+ if (oper->type == SLANG_OPER_CALL) {
+ if (strcmp((char *) oper->a_id, "vec3") == 0) {
+ oper->literal[0] = oper->children[0].literal[0];
+ oper->literal[1] = oper->children[1].literal[0];
+ oper->literal[2] = oper->children[2].literal[0];
+ oper->literal[3] = oper->literal[2];
+ oper->literal_size = 3;
+ slang_operation_destruct(oper);
+ oper->type = SLANG_OPER_LITERAL_FLOAT;
+ return;
+ }
+ }
+ }
+
+ if (oper->num_children == 2 && isFloat[0] && isFloat[1]) {
+ /* vec2(flt, flt) constructor */
+ if (oper->type == SLANG_OPER_CALL) {
+ if (strcmp((char *) oper->a_id, "vec2") == 0) {
+ oper->literal[0] = oper->children[0].literal[0];
+ oper->literal[1] = oper->children[1].literal[0];
+ oper->literal[2] = oper->literal[1];
+ oper->literal[3] = oper->literal[1];
+ oper->literal_size = 2;
+ slang_operation_destruct(oper); /* XXX oper->locals goes NULL! */
+ oper->type = SLANG_OPER_LITERAL_FLOAT;
+ assert(oper->num_children == 0);
+ return;
+ }
+ }
+ }
+
+ if (oper->num_children == 1 && isFloat[0]) {
+ /* vec2/3/4(flt, flt) constructor */
+ if (oper->type == SLANG_OPER_CALL) {
+ const char *func = (const char *) oper->a_id;
+ if (strncmp(func, "vec", 3) == 0 && func[3] >= '2' && func[3] <= '4') {
+ oper->literal[0] =
+ oper->literal[1] =
+ oper->literal[2] =
+ oper->literal[3] = oper->children[0].literal[0];
+ oper->literal_size = func[3] - '0';
+ assert(oper->literal_size >= 2);
+ assert(oper->literal_size <= 4);
+ slang_operation_destruct(oper); /* XXX oper->locals goes NULL! */
+ oper->type = SLANG_OPER_LITERAL_FLOAT;
+ assert(oper->num_children == 0);
+ return;
+ }
+ }
+ }
+}
+
+
+
+/**
+ * Insert casts to try to adapt actual parameters to formal parameters for a
+ * function call when an exact match for the parameter types is not found.
+ * Example:
+ * void foo(int i, bool b) {}
+ * x = foo(3.15, 9);
+ * Gets translated into:
+ * x = foo(int(3.15), bool(9))
+ */
+GLboolean
+_slang_cast_func_params(slang_operation *callOper, const slang_function *fun,
+ const slang_name_space * space,
+ slang_atom_pool * atoms, slang_info_log *log)
+{
+ const GLboolean haveRetValue = _slang_function_has_return_value(fun);
+ const int numParams = fun->param_count - haveRetValue;
+ int i;
+ int dbg = 0;
+
+ if (dbg)
+ printf("Adapt call of %d args to func %s (%d params)\n",
+ callOper->num_children, (char*) fun->header.a_name, numParams);
+
+ for (i = 0; i < numParams; i++) {
+ slang_typeinfo argType;
+ slang_variable *paramVar = fun->parameters->variables[i];
+
+ /* Get type of arg[i] */
+ if (!slang_typeinfo_construct(&argType))
+ return GL_FALSE;
+ if (!_slang_typeof_operation(&callOper->children[i], space,
+ &argType, atoms, log)) {
+ slang_typeinfo_destruct(&argType);
+ return GL_FALSE;
+ }
+
+ /* see if arg type matches parameter type */
+ if (!slang_type_specifier_equal(&argType.spec,
+ &paramVar->type.specifier)) {
+ /* need to adapt arg type to match param type */
+ const char *constructorName =
+ slang_type_specifier_type_to_string(paramVar->type.specifier.type);
+ slang_operation *child = slang_operation_new(1);
+
+ if (dbg)
+ printf("Need to adapt types of arg %d\n", i);
+
+ slang_operation_copy(child, &callOper->children[i]);
+ child->locals->outer_scope = callOper->children[i].locals;
+
+#if 0
+ if (_slang_sizeof_type_specifier(&argType.spec) >
+ _slang_sizeof_type_specifier(&paramVar->type.specifier)) {
+ }
+#endif
+
+ callOper->children[i].type = SLANG_OPER_CALL;
+ callOper->children[i].a_id = slang_atom_pool_atom(atoms, constructorName);
+ callOper->children[i].num_children = 1;
+ callOper->children[i].children = child;
+ }
+
+ slang_typeinfo_destruct(&argType);
+ }
+
+ if (dbg) {
+ printf("===== New call to %s with cast arguments ===============\n",
+ (char*) fun->header.a_name);
+ slang_print_tree(callOper, 5);
+ }
+
+ return GL_TRUE;
+}
+
+
+/**
+ * Adapt the arguments for a function call to match the parameters of
+ * the given function.
+ * This is for:
+ * 1. converting/casting argument types to match parameters
+ * 2. breaking up vector/matrix types into individual components to
+ * satisfy constructors.
+ */
+GLboolean
+_slang_adapt_call(slang_operation *callOper, const slang_function *fun,
+ const slang_name_space * space,
+ slang_atom_pool * atoms, slang_info_log *log)
+{
+ const GLboolean haveRetValue = _slang_function_has_return_value(fun);
+ const int numParams = fun->param_count - haveRetValue;
+ int i;
+ int dbg = 0;
+
+ if (dbg)
+ printf("Adapt %d args to %d parameters for %s\n",
+ callOper->num_children, numParams, (char *) fun->header.a_name);
+
+ /* Only try adapting for constructors */
+ if (fun->kind != SLANG_FUNC_CONSTRUCTOR)
+ return GL_FALSE;
+
+ if (callOper->num_children != numParams) {
+ /* number of arguments doesn't match number of parameters */
+
+ /* For constructor calls, we can try to unroll vector/matrix args
+ * into individual floats/ints and try to match the function params.
+ */
+ for (i = 0; i < numParams; i++) {
+ slang_typeinfo argType;
+ GLint argSz, j;
+
+ /* Get type of arg[i] */
+ if (!slang_typeinfo_construct(&argType))
+ return GL_FALSE;
+ if (!_slang_typeof_operation(&callOper->children[i], space,
+ &argType, atoms, log)) {
+ slang_typeinfo_destruct(&argType);
+ return GL_FALSE;
+ }
+
+ /*
+ paramSz = _slang_sizeof_type_specifier(&paramVar->type.specifier);
+ assert(paramSz == 1);
+ */
+ argSz = _slang_sizeof_type_specifier(&argType.spec);
+ if (argSz > 1) {
+ slang_operation origArg;
+ /* break up arg[i] into components */
+ if (dbg)
+ printf("Break up arg %d from 1 to %d elements\n", i, argSz);
+
+ slang_operation_construct(&origArg);
+ slang_operation_copy(&origArg, &callOper->children[i]);
+
+ /* insert argSz-1 new children/args */
+ for (j = 0; j < argSz - 1; j++) {
+ (void) slang_operation_insert(&callOper->num_children,
+ &callOper->children, i);
+ }
+
+ /* replace arg[i+j] with subscript/index oper */
+ for (j = 0; j < argSz; j++) {
+ callOper->children[i + j].type = SLANG_OPER_SUBSCRIPT;
+ callOper->children[i + j].locals = _slang_variable_scope_new(callOper->locals);
+ callOper->children[i + j].num_children = 2;
+ callOper->children[i + j].children = slang_operation_new(2);
+ slang_operation_copy(&callOper->children[i + j].children[0],
+ &origArg);
+ callOper->children[i + j].children[1].type
+ = SLANG_OPER_LITERAL_INT;
+ callOper->children[i + j].children[1].literal[0] = (GLfloat) j;
+ }
+ }
+ }
+ }
+
+ if (callOper->num_children < (GLuint) numParams) {
+ /* still not enough args for all params */
+ return GL_FALSE;
+ }
+ else if (callOper->num_children > (GLuint) numParams) {
+ /* now too many arguments */
+ /* just truncate */
+ callOper->num_children = (GLuint) numParams;
+ }
+
+ if (dbg) {
+ printf("===== New call to %s with adapted arguments ===============\n",
+ (char*) fun->header.a_name);
+ slang_print_tree(callOper, 5);
+ }
+
+ return GL_TRUE;
+}