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path: root/src/mesa/shader/slang/slang_simplify.c
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/*
 * Mesa 3-D graphics library
 * Version:  6.5.2
 *
 * Copyright (C) 2005-2006  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.
 */

/**
 * \file slang_assemble_typeinfo.c
 * slang type info
 * \author Michal Krol
 */

#include "imports.h"
#include "macros.h"
#include "get.h"
#include "slang_compile.h"
#include "slang_codegen.h"
#include "slang_simplify.h"
#include "slang_print.h"




/**
 * 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;
      GLint Divisor;
   };
   static const struct constant_info info[] = {
      { "gl_MaxClipPlanes", GL_MAX_CLIP_PLANES, 1 },
      { "gl_MaxCombinedTextureImageUnits", GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, 1 },
      { "gl_MaxDrawBuffers", GL_MAX_DRAW_BUFFERS, 1 },
      { "gl_MaxFragmentUniformComponents", GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, 1 },
      { "gl_MaxLights", GL_MAX_LIGHTS, 1 },
      { "gl_MaxTextureUnits", GL_MAX_TEXTURE_UNITS, 1 },
      { "gl_MaxTextureCoords", GL_MAX_TEXTURE_COORDS, 1 },
      { "gl_MaxVertexAttribs", GL_MAX_VERTEX_ATTRIBS, 1 },
      { "gl_MaxVertexUniformComponents", GL_MAX_VERTEX_UNIFORM_COMPONENTS, 1 },
      { "gl_MaxVaryingFloats", GL_MAX_VARYING_FLOATS, 1 },
      { "gl_MaxVertexTextureImageUnits", GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, 1 },
      { "gl_MaxTextureImageUnits", GL_MAX_TEXTURE_IMAGE_UNITS, 1 },
#if FEATURE_es2_glsl
      { "gl_MaxVertexUniformVectors", GL_MAX_VERTEX_UNIFORM_COMPONENTS, 4 },
      { "gl_MaxVaryingVectors", GL_MAX_VARYING_FLOATS, 4 },
      { "gl_MaxFragmentUniformVectors", GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, 4 },
#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 / info[i].Divisor;
      }
   }
   return -1;
}



/**
 * 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);
      if (value >= 0) {
         oper->literal[0] =
         oper->literal[1] =
         oper->literal[2] =
         oper->literal[3] = (GLfloat) value;
         oper->type = SLANG_OPER_LITERAL_INT;
         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;
         slang_operation_destruct(oper);
         oper->type = SLANG_OPER_LITERAL_FLOAT;
         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;
         slang_operation_destruct(oper);
         oper->type = SLANG_OPER_LITERAL_FLOAT;
         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;
         slang_operation_destruct(oper);
         oper->type = SLANG_OPER_LITERAL_FLOAT;
         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;
         slang_operation_destruct(oper);
         oper->type = SLANG_OPER_LITERAL_FLOAT;
         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;
         }
      }
   }
}



/**
 * 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\n",
                   callOper->num_children, numParams);

   /* 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 */

      if (fun->kind == SLANG_FUNC_CONSTRUCTOR) {
         /* 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].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;
               }

            }
         } /* for i */
      }
      else {
         /* non-constructor function: number of args must match number
          * of function params.
          */
         return GL_FALSE; /* caller will record an error msg */
      }
   }

   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 */
      /* XXX this isn't always an error, see spec */
      return GL_FALSE;
   }

   /*
    * Second phase, argument casting.
    * Example:
    *   void foo(int i, bool b) {}
    *   x = foo(3.15, 9);
    * Gets translated into:
    *   x = foo(int(3.15), bool(9))
    */
   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);

         slang_operation_copy(child, &callOper->children[i]);
         child->locals->outer_scope = callOper->children[i].locals;

         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 adapted arguments ===============\n",
             (char*) fun->header.a_name);
      slang_print_tree(callOper, 5);
   }

   return GL_TRUE;
}