Hi Ian,

On Mon, 2014-06-16 at 12:20 -0700, Ian Romanick wrote:
> On 04/21/2014 04:38 AM, Iago Toral Quiroga wrote:
> > Currently it only considers the cases of gl_ModelViewProjectionMatrix and
> > gl_TextureMatrix. The same optimization can be done also for
> > gl_ModelViewMatrix, gl_ProjectionMatrix and the corresponding inverses.
> 
> I've been looking at some thing similar recently.  I've been looking at
> flipping user-defined matrices.
> 
> I think rather than adding a bunch of individual handles to flippable
> matrices, I think we should add a hash-table of possible names.  For the
> built-in uniforms, we would add any matrix uniform that doesn't have
> "Transpose" in the name.  Something like:
> 
>     struct matrix_and_transpose {
>         ir_variable *matrix;
>         ir_variable *transpose_matrix;
>     };
> 
> I think all of the names have regular enough patterns that we should be
> able to generate the non-transpose name from the transpose name.  Vice
> versa shouldn't be necessary.  If the transpose name is encountered
> first, add the structure with matrix set NULL and the name derived from
> the transpose name.

Right, I think this is better too.

I understand that you are already working on this then? If not I can
give this a go as soon as I send the v2 of the series for the
multi-stream support (hopefully tomorrow).

Iago

> One other comment below.
> 
> > ---
> >  src/glsl/opt_flip_matrices.cpp | 118 
> > +++++++++++++++++++++++++++++++----------
> >  1 file changed, 91 insertions(+), 27 deletions(-)
> > 
> > diff --git a/src/glsl/opt_flip_matrices.cpp b/src/glsl/opt_flip_matrices.cpp
> > index 9044fd6..bf09b78 100644
> > --- a/src/glsl/opt_flip_matrices.cpp
> > +++ b/src/glsl/opt_flip_matrices.cpp
> > @@ -29,8 +29,9 @@
> >   * On some hardware, this is more efficient.
> >   *
> >   * This currently only does the conversion for built-in matrices which
> > - * already have transposed equivalents.  Namely, 
> > gl_ModelViewProjectionMatrix
> > - * and gl_TextureMatrix.
> > + * already have transposed equivalents. Namely, gl_ModelViewMatrix,
> > + * gl_ProjectionMatrix, gl_ModelViewProjectionMatrix, gl_TextureMatrix and
> > + * their inverses.
> >   */
> >  #include "ir.h"
> >  #include "ir_optimization.h"
> > @@ -42,18 +43,39 @@ public:
> >     matrix_flipper(exec_list *instructions)
> >     {
> >        progress = false;
> > +      p_transpose = NULL;
> > +      p_inv_transpose = NULL;
> > +      mv_transpose = NULL;
> > +      mv_inv_transpose = NULL;
> >        mvp_transpose = NULL;
> > +      mvp_inv_transpose = NULL;
> >        texmat_transpose = NULL;
> > +      texmat_inv_transpose = NULL;
> >  
> >        foreach_list(n, instructions) {
> >           ir_instruction *ir = (ir_instruction *) n;
> >           ir_variable *var = ir->as_variable();
> >           if (!var)
> >              continue;
> > -         if (strcmp(var->name, "gl_ModelViewProjectionMatrixTranspose") == 
> > 0)
> > +
> > +         if (strcmp(var->name, "gl_ProjectionMatrixTranspose") == 0)
> > +            p_transpose = var;
> > +         else if (strcmp(var->name, "gl_ProjectionMatrixInverseTranspose") 
> > == 0)
> > +            p_inv_transpose = var;
> > +         else if (strcmp(var->name, "gl_ModelViewMatrixTranspose") == 0)
> > +            mv_transpose = var;
> > +         else if (strcmp(var->name, "gl_ModelViewMatrixInverseTranspose") 
> > == 0)
> > +            mv_inv_transpose = var;
> > +         else if (strcmp(var->name,
> > +                         "gl_ModelViewProjectionMatrixTranspose") == 0)
> >              mvp_transpose = var;
> > -         if (strcmp(var->name, "gl_TextureMatrixTranspose") == 0)
> > +         else if (strcmp(var->name,
> > +                         "gl_ModelViewProjectionMatrixInverseTranspose") 
> > == 0)
> > +            mvp_inv_transpose = var;
> > +         else if (strcmp(var->name, "gl_TextureMatrixTranspose") == 0)
> >              texmat_transpose = var;
> > +         else if (strcmp(var->name, "gl_TextureMatrixInverseTranspose") == 
> > 0)
> > +            texmat_inv_transpose = var;
> >        }
> >     }
> >  
> > @@ -62,11 +84,49 @@ public:
> >     bool progress;
> >  
> >  private:
> > +   ir_variable *p_transpose;
> > +   ir_variable *p_inv_transpose;
> > +   ir_variable *mv_transpose;
> > +   ir_variable *mv_inv_transpose;
> >     ir_variable *mvp_transpose;
> > +   ir_variable *mvp_inv_transpose;
> >     ir_variable *texmat_transpose;
> > +   ir_variable *texmat_inv_transpose;
> >  };
> >  }
> >  
> > +static void
> > +transform_operands(ir_expression *ir,
> > +                   ir_variable *mat_var, ir_variable *mat_transpose)
> > +{
> > +#ifndef NDEBUG
> > +   ir_dereference_variable *deref = 
> > ir->operands[0]->as_dereference_variable();
> > +   assert(deref && deref->var == mat_var);
> > +#endif
> > +
> > +   void *mem_ctx = ralloc_parent(ir);
> > +   ir->operands[0] = ir->operands[1];
> > +   ir->operands[1] = new(mem_ctx) ir_dereference_variable(mat_transpose);
> > +}
> > +
> > +static void
> > +transform_operands_texmat(ir_expression *ir,
> > +                          ir_variable *mat_var, ir_variable *mat_transpose)
> 
> I'd call this transform_operands_array_of_matrix or something.  Once we
> add support for user-defined matrices, this function will be used for
> other arrays too.
> 
> > +{
> > +   ir_dereference_array *array_ref = 
> > ir->operands[0]->as_dereference_array();
> > +   assert(array_ref != NULL);
> > +   ir_dereference_variable *var_ref = 
> > array_ref->array->as_dereference_variable();
> > +   assert(var_ref && var_ref->var == mat_var);
> > +
> > +   ir->operands[0] = ir->operands[1];
> > +   ir->operands[1] = array_ref;
> > +
> > +   var_ref->var = mat_transpose;
> > +
> > +   mat_transpose->data.max_array_access =
> > +      MAX2(mat_transpose->data.max_array_access, 
> > mat_var->data.max_array_access);
> > +}
> > +
> >  ir_visitor_status
> >  matrix_flipper::visit_enter(ir_expression *ir)
> >  {
> > @@ -81,32 +141,36 @@ matrix_flipper::visit_enter(ir_expression *ir)
> >  
> >     if (mvp_transpose &&
> >         strcmp(mat_var->name, "gl_ModelViewProjectionMatrix") == 0) {
> > -#ifndef NDEBUG
> > -      ir_dereference_variable *deref = 
> > ir->operands[0]->as_dereference_variable();
> > -      assert(deref && deref->var == mat_var);
> > -#endif
> > -
> > -      void *mem_ctx = ralloc_parent(ir);
> > -
> > -      ir->operands[0] = ir->operands[1];
> > -      ir->operands[1] = new(mem_ctx) 
> > ir_dereference_variable(mvp_transpose);
> > -
> > +      transform_operands(ir, mat_var, mvp_transpose);
> > +      progress = true;
> > +   } else if (mvp_inv_transpose &&
> > +              strcmp(mat_var->name,
> > +                     "gl_ModelViewProjectionMatrixInverse") == 0) {
> > +      transform_operands(ir, mat_var, mvp_inv_transpose);
> > +      progress = true;
> > +   } else if (p_transpose &&
> > +              strcmp(mat_var->name, "gl_ProjectionMatrix") == 0) {
> > +      transform_operands(ir, mat_var, p_transpose);
> > +      progress = true;
> > +   } else if (p_inv_transpose &&
> > +              strcmp(mat_var->name, "gl_ProjectionMatrixInverse") == 0) {
> > +      transform_operands(ir, mat_var, p_inv_transpose);
> > +      progress = true;
> > +   } else if (mv_transpose &&
> > +              strcmp(mat_var->name, "gl_ModelViewMatrix") == 0) {
> > +      transform_operands(ir, mat_var, mv_transpose);
> > +      progress = true;
> > +   } else if (mv_inv_transpose &&
> > +              strcmp(mat_var->name, "gl_ModelViewMatrixInverse") == 0) {
> > +      transform_operands(ir, mat_var, mv_inv_transpose);
> >        progress = true;
> >     } else if (texmat_transpose &&
> >                strcmp(mat_var->name, "gl_TextureMatrix") == 0) {
> > -      ir_dereference_array *array_ref = 
> > ir->operands[0]->as_dereference_array();
> > -      assert(array_ref != NULL);
> > -      ir_dereference_variable *var_ref = 
> > array_ref->array->as_dereference_variable();
> > -      assert(var_ref && var_ref->var == mat_var);
> > -
> > -      ir->operands[0] = ir->operands[1];
> > -      ir->operands[1] = array_ref;
> > -
> > -      var_ref->var = texmat_transpose;
> > -
> > -      texmat_transpose->data.max_array_access =
> > -         MAX2(texmat_transpose->data.max_array_access, 
> > mat_var->data.max_array_access);
> > -
> > +      transform_operands_texmat(ir, mat_var, texmat_transpose);
> > +      progress = true;
> > +   } else if (texmat_inv_transpose &&
> > +              strcmp(mat_var->name, "gl_TextureMatrixInverse") == 0) {
> > +      transform_operands_texmat(ir, mat_var, texmat_inv_transpose);
> >        progress = true;
> >     }
> >  
> 
> 


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