mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-28 10:35:43 -05:00
Updated glsl-optmizer.
This commit is contained in:
parent
0d1d489b4a
commit
c5ed5d3b00
30 changed files with 234 additions and 665 deletions
12
3rdparty/glsl-optimizer/Changelog.md
vendored
12
3rdparty/glsl-optimizer/Changelog.md
vendored
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@ -1,6 +1,18 @@
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GLSL optimizer Change Log
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=========================
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2015 08
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-------
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Changes:
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* 2D shadow and 2D array uniforms got their own glslopt_basic_type entries.
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Fixes:
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* Fixed translation of 2D texture arrays (GLSL with EXT_texture_array, GLES3 and Metal).
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2015 06
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-------
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0
3rdparty/glsl-optimizer/autogen.sh
vendored
Normal file → Executable file
0
3rdparty/glsl-optimizer/autogen.sh
vendored
Normal file → Executable file
0
3rdparty/glsl-optimizer/generateParsers.sh
vendored
Normal file → Executable file
0
3rdparty/glsl-optimizer/generateParsers.sh
vendored
Normal file → Executable file
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@ -317,7 +317,6 @@
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<ClCompile Include="..\..\src\glsl\opt_swizzle_swizzle.cpp" />
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<ClCompile Include="..\..\src\glsl\opt_tree_grafting.cpp" />
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<ClCompile Include="..\..\src\glsl\opt_vectorize.cpp" />
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<ClCompile Include="..\..\src\glsl\opt_vector_splitting.cpp" />
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<ClCompile Include="..\..\src\glsl\s_expression.cpp" />
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<ClCompile Include="..\..\src\glsl\standalone_scaffolding.cpp" />
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<ClCompile Include="..\..\src\glsl\strtod.c" />
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@ -491,9 +491,6 @@
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<ClCompile Include="..\..\src\glsl\ir_stats.cpp">
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<Filter>src\glsl</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\glsl\opt_vector_splitting.cpp">
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<Filter>src\glsl</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\util\hash_table.c">
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<Filter>src\util</Filter>
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</ClCompile>
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@ -126,7 +126,6 @@
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2BA7E14617D0AEB200D5C475 /* lower_vector_insert.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 2BA7E13C17D0AEB200D5C475 /* lower_vector_insert.cpp */; };
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2BA7E14817D0AEB200D5C475 /* opt_dead_builtin_varyings.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 2BA7E13D17D0AEB200D5C475 /* opt_dead_builtin_varyings.cpp */; };
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2BA7E14A17D0AEB200D5C475 /* opt_flip_matrices.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 2BA7E13E17D0AEB200D5C475 /* opt_flip_matrices.cpp */; };
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2BA84CA619580C9D0021BE1D /* opt_vector_splitting.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 2BA84CA519580C9D0021BE1D /* opt_vector_splitting.cpp */; };
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2BB2F5B012B8F1580052C6B0 /* lower_discard.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 2BB2F5AA12B8F1580052C6B0 /* lower_discard.cpp */; };
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2BB2F5B112B8F1580052C6B0 /* lower_instructions.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 2BB2F5AB12B8F1580052C6B0 /* lower_instructions.cpp */; };
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2BB2F5B212B8F1580052C6B0 /* lower_vector.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 2BB2F5AC12B8F1580052C6B0 /* lower_vector.cpp */; };
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@ -292,7 +291,6 @@
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2BA7E13C17D0AEB200D5C475 /* lower_vector_insert.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = lower_vector_insert.cpp; path = ../../src/glsl/lower_vector_insert.cpp; sourceTree = "<group>"; };
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2BA7E13D17D0AEB200D5C475 /* opt_dead_builtin_varyings.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = opt_dead_builtin_varyings.cpp; path = ../../src/glsl/opt_dead_builtin_varyings.cpp; sourceTree = "<group>"; };
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2BA7E13E17D0AEB200D5C475 /* opt_flip_matrices.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = opt_flip_matrices.cpp; path = ../../src/glsl/opt_flip_matrices.cpp; sourceTree = "<group>"; };
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2BA84CA519580C9D0021BE1D /* opt_vector_splitting.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = opt_vector_splitting.cpp; path = ../../src/glsl/opt_vector_splitting.cpp; sourceTree = "<group>"; };
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2BB2F5AA12B8F1580052C6B0 /* lower_discard.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = lower_discard.cpp; path = ../../src/glsl/lower_discard.cpp; sourceTree = SOURCE_ROOT; };
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2BB2F5AB12B8F1580052C6B0 /* lower_instructions.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = lower_instructions.cpp; path = ../../src/glsl/lower_instructions.cpp; sourceTree = SOURCE_ROOT; };
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2BB2F5AC12B8F1580052C6B0 /* lower_vector.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = lower_vector.cpp; path = ../../src/glsl/lower_vector.cpp; sourceTree = SOURCE_ROOT; };
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@ -543,7 +541,6 @@
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2B38545B1293BE5000F3E692 /* opt_swizzle_swizzle.cpp */,
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2B38545C1293BE5000F3E692 /* opt_tree_grafting.cpp */,
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2B9F0A3C189664F3002FF617 /* opt_vectorize.cpp */,
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2BA84CA519580C9D0021BE1D /* opt_vector_splitting.cpp */,
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2BA55A991207FEA6002DC82D /* program.h */,
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2BA55A9A1207FEA6002DC82D /* s_expression.cpp */,
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2BA55A9B1207FEA6002DC82D /* s_expression.h */,
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@ -730,7 +727,6 @@
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2B78C91D1858B052007F5D2A /* ir_equals.cpp in Sources */,
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2B6A99F61223B1670059FBED /* glcpp-parse.c in Sources */,
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2B6A99FB1223B1670059FBED /* pp.c in Sources */,
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2BA84CA619580C9D0021BE1D /* opt_vector_splitting.cpp in Sources */,
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2BBA49281254706A00D42573 /* glsl_symbol_table.cpp in Sources */,
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2BBA492A1254706A00D42573 /* loop_analysis.cpp in Sources */,
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2BBA492C1254706A00D42573 /* loop_controls.cpp in Sources */,
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1
3rdparty/glsl-optimizer/src/glsl/Makefile
vendored
1
3rdparty/glsl-optimizer/src/glsl/Makefile
vendored
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@ -103,7 +103,6 @@ SRC = ast_array_index.cpp \
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opt_swizzle_swizzle.cpp \
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opt_tree_grafting.cpp \
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opt_vectorize.cpp \
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opt_vector_splitting.cpp \
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s_expression.cpp \
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standalone_scaffolding.cpp \
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strtod.c \
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@ -454,10 +454,6 @@ static void do_optimization_passes(exec_list* ir, bool linked, _mesa_glsl_parse_
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progress2 = propagate_precision (ir, state->metal_target); progress |= progress2; if (progress2) debug_print_ir ("After prec propagation", ir, state, mem_ctx);
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progress2 = do_copy_propagation(ir); progress |= progress2; if (progress2) debug_print_ir ("After copy propagation", ir, state, mem_ctx);
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progress2 = do_copy_propagation_elements(ir); progress |= progress2; if (progress2) debug_print_ir ("After copy propagation elems", ir, state, mem_ctx);
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if (state->es_shader && linked)
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{
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progress2 = optimize_split_vectors(ir, linked, OPT_SPLIT_ONLY_LOOP_INDUCTORS); progress |= progress2; if (progress2) debug_print_ir("After split vectors", ir, state, mem_ctx);
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}
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if (linked)
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{
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@ -488,7 +484,6 @@ static void do_optimization_passes(exec_list* ir, bool linked, _mesa_glsl_parse_
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progress2 = do_swizzle_swizzle(ir); progress |= progress2; if (progress2) debug_print_ir ("After swizzle swizzle", ir, state, mem_ctx);
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progress2 = do_noop_swizzle(ir); progress |= progress2; if (progress2) debug_print_ir ("After noop swizzle", ir, state, mem_ctx);
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progress2 = optimize_split_arrays(ir, linked, state->metal_target && state->stage == MESA_SHADER_FRAGMENT); progress |= progress2; if (progress2) debug_print_ir ("After split arrays", ir, state, mem_ctx);
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progress2 = optimize_split_vectors(ir, linked, OPT_SPLIT_ONLY_UNUSED); progress |= progress2; if (progress2) debug_print_ir("After split unused vectors", ir, state, mem_ctx);
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progress2 = optimize_redundant_jumps(ir); progress |= progress2; if (progress2) debug_print_ir ("After redundant jumps", ir, state, mem_ctx);
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// do loop stuff only when linked; otherwise causes duplicate loop induction variable
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@ -528,7 +523,14 @@ static void glsl_type_to_optimizer_desc(const glsl_type* type, glsl_precision pr
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else if (type->is_sampler())
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{
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if (type->sampler_dimensionality == GLSL_SAMPLER_DIM_2D)
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out->type = kGlslTypeTex2D;
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{
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if (type->sampler_shadow)
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out->type = kGlslTypeTex2DShadow;
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else if (type->sampler_array)
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out->type = kGlslTypeTex2DArray;
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else
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out->type = kGlslTypeTex2D;
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}
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else if (type->sampler_dimensionality == GLSL_SAMPLER_DIM_3D)
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out->type = kGlslTypeTex3D;
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else if (type->sampler_dimensionality == GLSL_SAMPLER_DIM_CUBE)
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@ -52,6 +52,8 @@ enum glslopt_basic_type {
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kGlslTypeTex2D,
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kGlslTypeTex3D,
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kGlslTypeTexCube,
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kGlslTypeTex2DShadow,
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kGlslTypeTex2DArray,
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kGlslTypeOther,
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kGlslTypeCount
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};
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@ -124,14 +124,6 @@ bool lower_vector_insert(exec_list *instructions, bool lower_nonconstant_index);
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void lower_named_interface_blocks(void *mem_ctx, gl_shader *shader);
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bool optimize_redundant_jumps(exec_list *instructions);
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typedef enum {
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OPT_SPLIT_ONLY_LOOP_INDUCTORS = 0, //< only split vectors that are used as loop inductors (and are not used by any vector operation)
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OPT_SPLIT_ONLY_UNUSED = 1, //< only split vectors that have unused components (and are not used by any vector operation)
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OPT_SPLIT_ANY_POSSIBLE = 2, //< Split all vectors that are only accessed by their components
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} glsl_vector_splitting_mode;
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bool optimize_split_vectors(exec_list *instructions, bool linked, glsl_vector_splitting_mode mode);
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bool optimize_split_arrays(exec_list *instructions, bool linked, bool split_shader_outputs);
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bool lower_offset_arrays(exec_list *instructions);
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void optimize_dead_builtin_variables(exec_list *instructions,
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@ -254,6 +254,8 @@ _mesa_print_ir_glsl(exec_list *instructions,
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str.asprintf_append ("#extension GL_EXT_shader_framebuffer_fetch : enable\n");
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if (state->ARB_shader_bit_encoding_enable)
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str.asprintf_append("#extension GL_ARB_shader_bit_encoding : enable\n");
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if (state->EXT_texture_array_enable)
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str.asprintf_append ("#extension GL_EXT_texture_array : enable\n");
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}
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// remove unused struct declarations
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@ -822,11 +824,14 @@ void ir_print_glsl_visitor::visit(ir_texture *ir)
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{
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glsl_sampler_dim sampler_dim = (glsl_sampler_dim)ir->sampler->type->sampler_dimensionality;
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const bool is_shadow = ir->sampler->type->sampler_shadow;
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const bool is_array = ir->sampler->type->sampler_array;
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const glsl_type* uv_type = ir->coordinate->type;
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const int uv_dim = uv_type->vector_elements;
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int sampler_uv_dim = tex_sampler_dim_size[sampler_dim];
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if (is_shadow)
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sampler_uv_dim += 1;
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if (is_array)
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sampler_uv_dim += 1;
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const bool is_proj = (uv_dim > sampler_uv_dim);
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const bool is_lod = (ir->op == ir_txl);
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@ -876,6 +881,9 @@ void ir_print_glsl_visitor::visit(ir_texture *ir)
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else
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buffer.asprintf_append ("texture");
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}
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if (is_array && state->EXT_texture_array_enable)
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buffer.asprintf_append ("Array");
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if (is_proj)
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buffer.asprintf_append ("Proj");
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@ -235,8 +235,10 @@ _mesa_print_ir_metal(exec_list *instructions,
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// skip gl_ variables if they aren't used/assigned
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if (strstr(var->name, "gl_") == var->name)
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{
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if (!var->data.used && !var->data.assigned)
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continue;
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if (NULL == strstr(var->name, "gl_FragData_") ) {
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if (!var->data.used && !var->data.assigned)
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continue;
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}
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}
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//
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@ -1,485 +0,0 @@
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/*
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* Based on work Copyright © 2010 Intel Corporation, vector splitting
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* implemented by Copyright © 2014 Unity Technologies
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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/**
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* \file opt_vector_splitting.cpp
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*
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* If a vector is always dereferenced only by its xyzw components separately,
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* and never accessed as a whole (or with swizzle mask with >1 bits set), then
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* split it apart into its elements, making it more amenable to other
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* optimization passes.
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*
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* This skips uniforms/varyings, which would need careful
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* handling due to their ir->location fields tying them to the GL API
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* and other shader stages.
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*/
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#include "ir.h"
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#include "ir_visitor.h"
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#include "ir_rvalue_visitor.h"
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#include "glsl_types.h"
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#include "ir_optimization.h"
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#include "loop_analysis.h"
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static bool debug = false;
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namespace {
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namespace opt_vector_splitting {
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class variable_entry : public exec_node
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{
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public:
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variable_entry(ir_variable *var)
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{
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this->var = var;
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this->split = true;
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this->use_mask = 0;
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this->declaration = false;
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this->components = NULL;
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this->mem_ctx = NULL;
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}
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ir_variable *var; /* The key: the variable's pointer. */
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/** Whether this array should be split or not. */
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bool split;
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/** bitmask for the components in the vector that actually get written to.
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* If multiple slots are written simultaneously, split gets set to false.*/
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int use_mask;
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/* If the variable had a decl we can work with in the instruction
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* stream. We can't do splitting on function arguments, which
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* don't get this variable set.
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*/
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bool declaration;
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ir_variable **components;
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/** ralloc_parent(this->var) -- the shader's talloc context. */
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void *mem_ctx;
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};
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} /* namespace */
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using namespace opt_vector_splitting;
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/**
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* This class does a walk over the tree, coming up with the set of
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* variables that could be split by looking to see if they are arrays
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* that are only ever constant-index dereferenced.
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*/
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class ir_vector_reference_visitor : public ir_hierarchical_visitor {
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public:
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ir_vector_reference_visitor(void)
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{
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this->mem_ctx = ralloc_context(NULL);
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this->variable_list.make_empty();
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}
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~ir_vector_reference_visitor(void)
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{
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ralloc_free(mem_ctx);
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}
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bool get_split_list(exec_list *instructions, bool linked, glsl_vector_splitting_mode mode);
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virtual ir_visitor_status visit(ir_variable *);
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virtual ir_visitor_status visit(ir_dereference_variable *);
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virtual ir_visitor_status visit_enter(ir_swizzle *);
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virtual ir_visitor_status visit_enter(ir_assignment *);
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virtual ir_visitor_status visit_enter(ir_function_signature *);
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variable_entry *get_variable_entry(ir_variable *var);
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/* List of variable_entry */
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exec_list variable_list;
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/* Current split mode */
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glsl_vector_splitting_mode mode;
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loop_state *loopstate;
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void *mem_ctx;
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};
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} /* namespace */
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variable_entry *
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ir_vector_reference_visitor::get_variable_entry(ir_variable *var)
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{
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assert(var);
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if (var->data.mode != ir_var_auto &&
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var->data.mode != ir_var_temporary)
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return NULL;
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if (!var->type->is_vector())
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return NULL;
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// If mode is loop_inductors, allow only loop inductors to be stored.
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if (mode == OPT_SPLIT_ONLY_LOOP_INDUCTORS && loopstate)
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{
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loop_variable_state* inductor_state = loopstate->get_for_inductor(var);
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if (!inductor_state)
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{
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return NULL;
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}
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}
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foreach_in_list(variable_entry, entry, &this->variable_list) {
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if (entry->var == var)
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return entry;
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}
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variable_entry *entry = new(mem_ctx) variable_entry(var);
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this->variable_list.push_tail(entry);
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return entry;
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}
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ir_visitor_status
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ir_vector_reference_visitor::visit(ir_variable *ir)
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{
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variable_entry *entry = this->get_variable_entry(ir);
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if (entry)
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entry->declaration = true;
|
||||
|
||||
return visit_continue;
|
||||
}
|
||||
|
||||
ir_visitor_status
|
||||
ir_vector_reference_visitor::visit(ir_dereference_variable *ir)
|
||||
{
|
||||
variable_entry *entry = this->get_variable_entry(ir->var);
|
||||
|
||||
/* If we made it to here without seeing an ir_swizzle,
|
||||
* then the dereference of this vector didn't have a swizzle in it
|
||||
* (see the visit_continue_with_parent below), so we can't split
|
||||
* the variable.
|
||||
*/
|
||||
if (entry)
|
||||
entry->split = false;
|
||||
|
||||
return visit_continue;
|
||||
}
|
||||
|
||||
ir_visitor_status
|
||||
ir_vector_reference_visitor::visit_enter(ir_swizzle *ir)
|
||||
{
|
||||
ir_variable *var = ir->variable_referenced();
|
||||
if (!var)
|
||||
return visit_continue;
|
||||
|
||||
variable_entry *entry = this->get_variable_entry(var);
|
||||
|
||||
if (entry)
|
||||
{
|
||||
if (ir->mask.num_components > 1)
|
||||
{
|
||||
entry->split = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Update the usemask
|
||||
entry->use_mask |= (1 << ir->mask.x);
|
||||
}
|
||||
}
|
||||
|
||||
// Skip the rest of the swizzle IR tree, we're done here.
|
||||
return visit_continue_with_parent;
|
||||
}
|
||||
|
||||
ir_visitor_status
|
||||
ir_vector_reference_visitor::visit_enter(ir_assignment *ir)
|
||||
{
|
||||
ir_dereference_variable *dest = ir->lhs->as_dereference_variable();
|
||||
if (dest)
|
||||
{
|
||||
variable_entry *entry = this->get_variable_entry(dest->var);
|
||||
if (entry)
|
||||
{
|
||||
// Count how many bits the write mask has
|
||||
unsigned maskbitval = ir->write_mask; // count the number of bits set
|
||||
int maskbitcount; // accumulates the total bits set
|
||||
for ( maskbitcount = 0; maskbitval; maskbitcount++)
|
||||
{
|
||||
maskbitval &= maskbitval - 1; // clear the least significant bit set
|
||||
}
|
||||
if (maskbitcount > 1)
|
||||
{
|
||||
// Writing to more than one slot, cannot split.
|
||||
entry->split = false;
|
||||
}
|
||||
|
||||
// Update write mask
|
||||
entry->use_mask |= ir->write_mask;
|
||||
}
|
||||
}
|
||||
|
||||
// Visit only the rhs, there may be swizzles and variable dereferences there as well
|
||||
ir->rhs->accept(this);
|
||||
return visit_continue_with_parent;
|
||||
|
||||
}
|
||||
|
||||
ir_visitor_status
|
||||
ir_vector_reference_visitor::visit_enter(ir_function_signature *ir)
|
||||
{
|
||||
/* We don't have logic for array-splitting function arguments,
|
||||
* so just look at the body instructions and not the parameter
|
||||
* declarations.
|
||||
*/
|
||||
visit_list_elements(this, &ir->body);
|
||||
return visit_continue_with_parent;
|
||||
}
|
||||
|
||||
bool
|
||||
ir_vector_reference_visitor::get_split_list(exec_list *instructions,
|
||||
bool linked,
|
||||
glsl_vector_splitting_mode _mode)
|
||||
{
|
||||
mode = _mode;
|
||||
|
||||
if (linked)
|
||||
{
|
||||
loop_state* ls = analyze_loop_variables(instructions);
|
||||
if (ls->loop_found)
|
||||
set_loop_controls(instructions, ls);
|
||||
|
||||
loopstate = ls;
|
||||
}
|
||||
else
|
||||
{
|
||||
loopstate = NULL;
|
||||
}
|
||||
|
||||
visit_list_elements(this, instructions);
|
||||
|
||||
/* If the shaders aren't linked yet, we can't mess with global
|
||||
* declarations, which need to be matched by name across shaders.
|
||||
*/
|
||||
if (!linked) {
|
||||
foreach_in_list(ir_variable, var, instructions) {
|
||||
if (var) {
|
||||
variable_entry *entry = get_variable_entry(var);
|
||||
if (entry)
|
||||
entry->remove();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* Trim out variables we found that we can't split. */
|
||||
foreach_in_list_safe(variable_entry, entry, &variable_list) {
|
||||
|
||||
if (debug) {
|
||||
printf("array %s@%p: decl %d, split %d\n",
|
||||
entry->var->name, (void *) entry->var, entry->declaration,
|
||||
entry->split);
|
||||
}
|
||||
|
||||
if (!(entry->declaration && entry->split)) {
|
||||
entry->remove();
|
||||
}
|
||||
else if (mode == OPT_SPLIT_ONLY_UNUSED)
|
||||
{
|
||||
/* Build mask of fully used vector (vec2 -> 0x3, vec3 -> 0x7, vec4 -> 0xe) */
|
||||
unsigned int fullmask = (1 << entry->var->type->vector_elements) - 1;
|
||||
if (entry->use_mask == fullmask)
|
||||
{
|
||||
entry->remove();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return !variable_list.is_empty();
|
||||
}
|
||||
|
||||
/**
|
||||
* This class rewrites the dereferences of arrays that have been split
|
||||
* to use the newly created ir_variables for each component.
|
||||
*/
|
||||
class ir_vector_splitting_visitor : public ir_rvalue_visitor {
|
||||
public:
|
||||
ir_vector_splitting_visitor(exec_list *vars)
|
||||
{
|
||||
this->variable_list = vars;
|
||||
}
|
||||
|
||||
virtual ~ir_vector_splitting_visitor()
|
||||
{
|
||||
}
|
||||
|
||||
virtual ir_visitor_status visit_leave(ir_assignment *);
|
||||
|
||||
void split_rvalue(ir_rvalue **rval);
|
||||
void handle_rvalue(ir_rvalue **rvalue);
|
||||
variable_entry *get_splitting_entry(ir_variable *var);
|
||||
|
||||
exec_list *variable_list;
|
||||
};
|
||||
|
||||
variable_entry *
|
||||
ir_vector_splitting_visitor::get_splitting_entry(ir_variable *var)
|
||||
{
|
||||
assert(var);
|
||||
|
||||
foreach_in_list(variable_entry, entry, this->variable_list) {
|
||||
if (entry->var == var) {
|
||||
return entry;
|
||||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void
|
||||
ir_vector_splitting_visitor::split_rvalue(ir_rvalue **rval)
|
||||
{
|
||||
ir_swizzle *swizzle = (*rval)->as_swizzle();
|
||||
|
||||
if (!swizzle)
|
||||
return;
|
||||
|
||||
ir_variable *var = swizzle->variable_referenced();
|
||||
if (!var)
|
||||
return;
|
||||
|
||||
variable_entry *entry = get_splitting_entry(var);
|
||||
if (!entry)
|
||||
return;
|
||||
|
||||
assert(swizzle->mask.num_components == 1);
|
||||
|
||||
*rval = new(entry->mem_ctx)
|
||||
ir_dereference_variable(entry->components[swizzle->mask.x]);
|
||||
}
|
||||
|
||||
void
|
||||
ir_vector_splitting_visitor::handle_rvalue(ir_rvalue **rvalue)
|
||||
{
|
||||
if (!*rvalue)
|
||||
return;
|
||||
|
||||
ir_rvalue *v = *rvalue;
|
||||
split_rvalue(&v);
|
||||
*rvalue = v;
|
||||
}
|
||||
|
||||
ir_visitor_status
|
||||
ir_vector_splitting_visitor::visit_leave(ir_assignment *ir)
|
||||
{
|
||||
/* The normal rvalue visitor skips the LHS of assignments, but we
|
||||
* need to process those just the same.
|
||||
*/
|
||||
ir_rvalue *lhs = ir->lhs;
|
||||
|
||||
ir_dereference_variable *dest = ir->lhs->as_dereference_variable();
|
||||
if (dest)
|
||||
{
|
||||
variable_entry *entry = get_splitting_entry(dest->var);
|
||||
if (entry)
|
||||
{
|
||||
// Find the only set bit in writemask
|
||||
int component = 0;
|
||||
while (((ir->write_mask & (1 << component)) == 0) && (component < 4))
|
||||
{
|
||||
component++;
|
||||
}
|
||||
assert(ir->write_mask == (1 << component));
|
||||
|
||||
ir_dereference_variable *newderef = new(entry->mem_ctx)
|
||||
ir_dereference_variable(entry->components[component]);
|
||||
|
||||
ir->set_lhs(newderef);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ir->lhs = lhs->as_dereference();
|
||||
ir->lhs->accept(this);
|
||||
}
|
||||
|
||||
handle_rvalue(&ir->rhs);
|
||||
ir->rhs->accept(this);
|
||||
|
||||
if (ir->condition) {
|
||||
handle_rvalue(&ir->condition);
|
||||
ir->condition->accept(this);
|
||||
}
|
||||
|
||||
return visit_continue;
|
||||
}
|
||||
|
||||
bool
|
||||
optimize_split_vectors(exec_list *instructions, bool linked, glsl_vector_splitting_mode mode)
|
||||
{
|
||||
ir_vector_reference_visitor refs;
|
||||
if (!refs.get_split_list(instructions, linked, mode))
|
||||
return false;
|
||||
|
||||
void *mem_ctx = ralloc_context(NULL);
|
||||
|
||||
/* Replace the decls of the vectors to be split with their split
|
||||
* components.
|
||||
*/
|
||||
foreach_in_list(variable_entry, entry, &refs.variable_list) {
|
||||
const struct glsl_type *type = entry->var->type;
|
||||
const struct glsl_type *subtype;
|
||||
glsl_precision subprec = (glsl_precision)entry->var->data.precision;
|
||||
|
||||
subtype = type->get_base_type();
|
||||
|
||||
entry->mem_ctx = ralloc_parent(entry->var);
|
||||
|
||||
entry->components = ralloc_array(mem_ctx,
|
||||
ir_variable *,
|
||||
type->vector_elements);
|
||||
|
||||
for (unsigned int i = 0; i < type->vector_elements; i++) {
|
||||
const char *name = ralloc_asprintf(mem_ctx, "%s_%c",
|
||||
entry->var->name, "xyzw"[i]);
|
||||
|
||||
entry->components[i] =
|
||||
new(entry->mem_ctx) ir_variable(subtype, name, ir_var_temporary, subprec);
|
||||
entry->var->insert_before(entry->components[i]);
|
||||
}
|
||||
|
||||
entry->var->remove();
|
||||
}
|
||||
|
||||
ir_vector_splitting_visitor split(&refs.variable_list);
|
||||
visit_list_elements(&split, instructions);
|
||||
|
||||
if (debug)
|
||||
_mesa_print_ir(stdout, instructions, NULL);
|
||||
|
||||
ralloc_free(mem_ctx);
|
||||
|
||||
return true;
|
||||
|
||||
}
|
|
@ -135,7 +135,6 @@
|
|||
'glsl/opt_swizzle_swizzle.cpp',
|
||||
'glsl/opt_tree_grafting.cpp',
|
||||
'glsl/opt_vectorize.cpp',
|
||||
'glsl/opt_vector_splitting.cpp',
|
||||
'glsl/opt_flip_matrices.cpp',
|
||||
'glsl/opt_dead_builtin_varyings.cpp',
|
||||
'glsl/program.h',
|
||||
|
|
20
3rdparty/glsl-optimizer/tests/fragment/tex2DArray-in.txt
vendored
Normal file
20
3rdparty/glsl-optimizer/tests/fragment/tex2DArray-in.txt
vendored
Normal file
|
@ -0,0 +1,20 @@
|
|||
#extension GL_EXT_texture_array : require
|
||||
|
||||
vec4 xll_tex2DArray(sampler2DArray s, vec3 coord) { return texture2DArray (s, coord); }
|
||||
vec4 xll_tex2DArrayBias(sampler2DArray s, vec4 coord) { return texture2DArray (s, coord.xyz, coord.w); }
|
||||
|
||||
uniform sampler2DArray myarr;
|
||||
|
||||
vec4 xlat_main( in vec4 uv ) {
|
||||
vec4 s = xll_tex2DArray( myarr, uv.xyz);
|
||||
vec4 sswiz = xll_tex2DArray( myarr, uv.xyw);
|
||||
vec4 sbias = xll_tex2DArrayBias( myarr, vec4( uv.xyz, 1.5));
|
||||
return s + sswiz + sbias;
|
||||
}
|
||||
|
||||
varying vec4 uv;
|
||||
void main() {
|
||||
vec4 xl_retval;
|
||||
xl_retval = xlat_main(uv);
|
||||
gl_FragData[0] = vec4(xl_retval);
|
||||
}
|
19
3rdparty/glsl-optimizer/tests/fragment/tex2DArray-inES3.txt
vendored
Normal file
19
3rdparty/glsl-optimizer/tests/fragment/tex2DArray-inES3.txt
vendored
Normal file
|
@ -0,0 +1,19 @@
|
|||
#version 300 es
|
||||
out lowp vec4 _fragData;
|
||||
|
||||
vec4 xll_tex2DArray(sampler2DArray s, vec3 coord) { return texture (s, coord); }
|
||||
vec4 xll_tex2DArrayBias(sampler2DArray s, vec4 coord) { return texture (s, coord.xyz, coord.w); }
|
||||
|
||||
uniform lowp sampler2DArray myarr;
|
||||
|
||||
lowp vec4 xlat_main( in highp vec4 uv ) {
|
||||
highp vec4 s = xll_tex2DArray( myarr, uv.xyz);
|
||||
highp vec4 sswiz = xll_tex2DArray( myarr, uv.xyw);
|
||||
highp vec4 sbias = xll_tex2DArrayBias( myarr, vec4( uv.xyz, 1.5));
|
||||
highp vec4 slod = textureLod(myarr, uv.xyz, 2.5);
|
||||
return (((s + sswiz) + sbias) + slod);
|
||||
}
|
||||
in highp vec4 uv;
|
||||
void main() {
|
||||
_fragData = xlat_main(uv);
|
||||
}
|
14
3rdparty/glsl-optimizer/tests/fragment/tex2DArray-out.txt
vendored
Normal file
14
3rdparty/glsl-optimizer/tests/fragment/tex2DArray-out.txt
vendored
Normal file
|
@ -0,0 +1,14 @@
|
|||
#extension GL_EXT_texture_array : enable
|
||||
uniform sampler2DArray myarr;
|
||||
varying vec4 uv;
|
||||
void main ()
|
||||
{
|
||||
gl_FragData[0] = ((texture2DArray (myarr, uv.xyz) + texture2DArray (myarr, uv.xyw)) + texture2DArray (myarr, uv.xyz, 1.5));
|
||||
}
|
||||
|
||||
|
||||
// stats: 2 alu 3 tex 0 flow
|
||||
// inputs: 1
|
||||
// #0: uv (high float) 4x1 [-1]
|
||||
// textures: 1
|
||||
// #0: myarr (high 2darray) 0x0 [-1]
|
33
3rdparty/glsl-optimizer/tests/fragment/tex2DArray-outES3.txt
vendored
Normal file
33
3rdparty/glsl-optimizer/tests/fragment/tex2DArray-outES3.txt
vendored
Normal file
|
@ -0,0 +1,33 @@
|
|||
#version 300 es
|
||||
out lowp vec4 _fragData;
|
||||
uniform sampler2DArray myarr;
|
||||
in highp vec4 uv;
|
||||
void main ()
|
||||
{
|
||||
lowp vec4 tmpvar_1;
|
||||
highp vec4 slod_2;
|
||||
lowp vec4 tmpvar_3;
|
||||
tmpvar_3 = texture (myarr, uv.xyz);
|
||||
highp vec4 tmpvar_4;
|
||||
tmpvar_4 = tmpvar_3;
|
||||
lowp vec4 tmpvar_5;
|
||||
tmpvar_5 = texture (myarr, uv.xyw);
|
||||
highp vec4 tmpvar_6;
|
||||
tmpvar_6 = tmpvar_5;
|
||||
lowp vec4 tmpvar_7;
|
||||
tmpvar_7 = texture (myarr, uv.xyz, 1.5);
|
||||
highp vec4 tmpvar_8;
|
||||
tmpvar_8 = tmpvar_7;
|
||||
lowp vec4 tmpvar_9;
|
||||
tmpvar_9 = textureLod (myarr, uv.xyz, 2.5);
|
||||
slod_2 = tmpvar_9;
|
||||
tmpvar_1 = ((tmpvar_4 + tmpvar_6) + (tmpvar_8 + slod_2));
|
||||
_fragData = tmpvar_1;
|
||||
}
|
||||
|
||||
|
||||
// stats: 3 alu 4 tex 0 flow
|
||||
// inputs: 1
|
||||
// #0: uv (high float) 4x1 [-1]
|
||||
// textures: 1
|
||||
// #0: myarr (low 2darray) 0x0 [-1]
|
42
3rdparty/glsl-optimizer/tests/fragment/tex2DArray-outES3Metal.txt
vendored
Normal file
42
3rdparty/glsl-optimizer/tests/fragment/tex2DArray-outES3Metal.txt
vendored
Normal file
|
@ -0,0 +1,42 @@
|
|||
#include <metal_stdlib>
|
||||
using namespace metal;
|
||||
struct xlatMtlShaderInput {
|
||||
float4 uv;
|
||||
};
|
||||
struct xlatMtlShaderOutput {
|
||||
half4 _fragData [[color(0)]];
|
||||
};
|
||||
struct xlatMtlShaderUniform {
|
||||
};
|
||||
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]
|
||||
, texture2d_array<half> myarr [[texture(0)]], sampler _mtlsmp_myarr [[sampler(0)]])
|
||||
{
|
||||
xlatMtlShaderOutput _mtl_o;
|
||||
half4 tmpvar_1;
|
||||
float4 slod_2;
|
||||
half4 tmpvar_3;
|
||||
tmpvar_3 = myarr.sample(_mtlsmp_myarr, (float2)((_mtl_i.uv.xyz).xy), (uint)((_mtl_i.uv.xyz).z));
|
||||
float4 tmpvar_4;
|
||||
tmpvar_4 = float4(tmpvar_3);
|
||||
half4 tmpvar_5;
|
||||
tmpvar_5 = myarr.sample(_mtlsmp_myarr, (float2)((_mtl_i.uv.xyw).xy), (uint)((_mtl_i.uv.xyw).z));
|
||||
float4 tmpvar_6;
|
||||
tmpvar_6 = float4(tmpvar_5);
|
||||
half4 tmpvar_7;
|
||||
tmpvar_7 = myarr.sample(_mtlsmp_myarr, (float2)((_mtl_i.uv.xyz).xy), (uint)((_mtl_i.uv.xyz).z), bias(1.5));
|
||||
float4 tmpvar_8;
|
||||
tmpvar_8 = float4(tmpvar_7);
|
||||
half4 tmpvar_9;
|
||||
tmpvar_9 = myarr.sample(_mtlsmp_myarr, (float2)((_mtl_i.uv.xyz).xy), (uint)((_mtl_i.uv.xyz).z), level(2.5));
|
||||
slod_2 = float4(tmpvar_9);
|
||||
tmpvar_1 = half4(((tmpvar_4 + tmpvar_6) + (tmpvar_8 + slod_2)));
|
||||
_mtl_o._fragData = tmpvar_1;
|
||||
return _mtl_o;
|
||||
}
|
||||
|
||||
|
||||
// stats: 3 alu 4 tex 0 flow
|
||||
// inputs: 1
|
||||
// #0: uv (high float) 4x1 [-1]
|
||||
// textures: 1
|
||||
// #0: myarr (low 2darray) 0x0 [-1] loc 0
|
|
@ -10,4 +10,4 @@ void main ()
|
|||
// inputs: 1
|
||||
// #0: xlv_TEXCOORD0 (high float) 4x1 [-1]
|
||||
// textures: 1
|
||||
// #0: shadowmap (high 2d) 0x0 [-1]
|
||||
// #0: shadowmap (high 2dshadow) 0x0 [-1]
|
||||
|
|
|
@ -13,4 +13,4 @@ void main ()
|
|||
// inputs: 1
|
||||
// #0: xlv_TEXCOORD0 (high float) 4x1 [-1]
|
||||
// textures: 1
|
||||
// #0: shadowmap (low 2d) 0x0 [-1]
|
||||
// #0: shadowmap (low 2dshadow) 0x0 [-1]
|
||||
|
|
|
@ -20,4 +20,4 @@ void main ()
|
|||
// #0: uvHi (high float) 4x1 [-1]
|
||||
// #1: uvMed (medium float) 4x1 [-1]
|
||||
// textures: 1
|
||||
// #0: shadowmap (low 2d) 0x0 [-1]
|
||||
// #0: shadowmap (low 2dshadow) 0x0 [-1]
|
||||
|
|
|
@ -30,4 +30,4 @@ fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]]
|
|||
// #0: uvHi (high float) 4x1 [-1]
|
||||
// #1: uvMed (medium float) 4x1 [-1]
|
||||
// textures: 1
|
||||
// #0: shadowmap (low 2d) 0x0 [-1] loc 0
|
||||
// #0: shadowmap (low 2dshadow) 0x0 [-1] loc 0
|
||||
|
|
|
@ -38,4 +38,4 @@ void main ()
|
|||
// #0: uv (high float) 4x1 [-1]
|
||||
// textures: 2
|
||||
// #0: tex (low 2d) 0x0 [-1]
|
||||
// #1: shadowmap (low 2d) 0x0 [-1]
|
||||
// #1: shadowmap (low 2dshadow) 0x0 [-1]
|
||||
|
|
|
@ -20,4 +20,4 @@ void main ()
|
|||
// #0: uv (high float) 4x1 [-1]
|
||||
// textures: 2
|
||||
// #0: tex (low 2d) 0x0 [-1]
|
||||
// #1: shadowmap (low 2d) 0x0 [-1]
|
||||
// #1: shadowmap (low 2dshadow) 0x0 [-1]
|
||||
|
|
|
@ -30,4 +30,4 @@ fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]]
|
|||
// #0: uv (high float) 4x1 [-1]
|
||||
// textures: 2
|
||||
// #0: tex (low 2d) 0x0 [-1] loc 0
|
||||
// #1: shadowmap (low 2d) 0x0 [-1] loc 1
|
||||
// #1: shadowmap (low 2dshadow) 0x0 [-1] loc 1
|
||||
|
|
|
@ -460,6 +460,8 @@ static const char* kGlslTypeNames[kGlslTypeCount] = {
|
|||
"2d",
|
||||
"3d",
|
||||
"cube",
|
||||
"2dshadow",
|
||||
"2darray",
|
||||
"other",
|
||||
};
|
||||
static const char* kGlslPrecNames[kGlslPrecCount] = {
|
||||
|
|
|
@ -40,14 +40,14 @@ vec4 Temp_0;
|
|||
vec4 Temp_1;
|
||||
vec4 Temp_2;
|
||||
vec4 Temp_3;
|
||||
int tmpvar_1;
|
||||
ivec4 Temp_int_0;
|
||||
void main ()
|
||||
{
|
||||
Temp_0 = (dcl_Input0_POSITION0.yyyy * glstate_matrix_mvp[1]);
|
||||
Temp_0 = ((glstate_matrix_mvp[0] * dcl_Input0_POSITION0.xxxx) + Temp_0);
|
||||
Temp_0 = ((glstate_matrix_mvp[2] * dcl_Input0_POSITION0.zzzz) + Temp_0);
|
||||
vec4 tmpvar_2;
|
||||
tmpvar_2 = ((glstate_matrix_mvp[3] * dcl_Input0_POSITION0.wwww) + Temp_0);
|
||||
vec4 tmpvar_1;
|
||||
tmpvar_1 = ((glstate_matrix_mvp[3] * dcl_Input0_POSITION0.wwww) + Temp_0);
|
||||
VtxGeoOutput1_TEXCOORD0.xy = ((dcl_Input2_TEXCOORD0.xyxx * _MainTex_ST.xyxx) + _MainTex_ST.zwzz).xy;
|
||||
Temp_0.xyz = (dcl_Input0_POSITION0.yyyy * glstate_matrix_modelview0[1].xyzx).xyz;
|
||||
Temp_0.xyz = ((glstate_matrix_modelview0[0].xyzx * dcl_Input0_POSITION0.xxxx) + Temp_0.xyzx).xyz;
|
||||
|
@ -60,58 +60,30 @@ void main ()
|
|||
Temp_0.w = inversesqrt(Temp_0.w);
|
||||
Temp_1.xyz = (Temp_0.wwww * Temp_1.xyzx).xyz;
|
||||
Temp_2.xyz = glstate_lightmodel_ambient.xyz;
|
||||
tmpvar_1 = 0;
|
||||
Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[tmpvar_1].wwww) + unity_LightPosition[tmpvar_1].xyzx).xyz;
|
||||
Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz);
|
||||
Temp_2.w = ((Temp_1.w * unity_LightAtten[tmpvar_1].z) + 1.0);
|
||||
Temp_2.w = (1.0/(Temp_2.w));
|
||||
Temp_1.w = inversesqrt(Temp_1.w);
|
||||
Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz;
|
||||
Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz);
|
||||
Temp_1.w = max (Temp_1.w, 0.0);
|
||||
Temp_1.w = (Temp_1.w * Temp_2.w);
|
||||
Temp_2.xyz = ((unity_LightColor[tmpvar_1].xyzx * Temp_1.wwww) + glstate_lightmodel_ambient.xyzx).xyz;
|
||||
tmpvar_1++;
|
||||
Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[tmpvar_1].wwww) + unity_LightPosition[tmpvar_1].xyzx).xyz;
|
||||
Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz);
|
||||
Temp_2.w = ((Temp_1.w * unity_LightAtten[tmpvar_1].z) + 1.0);
|
||||
Temp_2.w = (1.0/(Temp_2.w));
|
||||
Temp_1.w = inversesqrt(Temp_1.w);
|
||||
Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz;
|
||||
Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz);
|
||||
Temp_1.w = max (Temp_1.w, 0.0);
|
||||
Temp_1.w = (Temp_1.w * Temp_2.w);
|
||||
Temp_2.xyz = ((unity_LightColor[tmpvar_1].xyzx * Temp_1.wwww) + Temp_2.xyzx).xyz;
|
||||
tmpvar_1++;
|
||||
Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[tmpvar_1].wwww) + unity_LightPosition[tmpvar_1].xyzx).xyz;
|
||||
Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz);
|
||||
Temp_2.w = ((Temp_1.w * unity_LightAtten[tmpvar_1].z) + 1.0);
|
||||
Temp_2.w = (1.0/(Temp_2.w));
|
||||
Temp_1.w = inversesqrt(Temp_1.w);
|
||||
Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz;
|
||||
Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz);
|
||||
Temp_1.w = max (Temp_1.w, 0.0);
|
||||
Temp_1.w = (Temp_1.w * Temp_2.w);
|
||||
Temp_2.xyz = ((unity_LightColor[tmpvar_1].xyzx * Temp_1.wwww) + Temp_2.xyzx).xyz;
|
||||
tmpvar_1++;
|
||||
Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[tmpvar_1].wwww) + unity_LightPosition[tmpvar_1].xyzx).xyz;
|
||||
Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz);
|
||||
Temp_2.w = ((Temp_1.w * unity_LightAtten[tmpvar_1].z) + 1.0);
|
||||
Temp_2.w = (1.0/(Temp_2.w));
|
||||
Temp_1.w = inversesqrt(Temp_1.w);
|
||||
Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz;
|
||||
Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz);
|
||||
Temp_1.w = max (Temp_1.w, 0.0);
|
||||
Temp_1.w = (Temp_1.w * Temp_2.w);
|
||||
Temp_2.xyz = ((unity_LightColor[tmpvar_1].xyzx * Temp_1.wwww) + Temp_2.xyzx).xyz;
|
||||
tmpvar_1++;
|
||||
Temp_int_0.w = 0;
|
||||
while (true) {
|
||||
if ((Temp_int_0.w >= 4)) {
|
||||
break;
|
||||
};
|
||||
Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[Temp_int_0.w].wwww) + unity_LightPosition[Temp_int_0.w].xyzx).xyz;
|
||||
Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz);
|
||||
Temp_2.w = ((Temp_1.w * unity_LightAtten[Temp_int_0.w].z) + 1.0);
|
||||
Temp_2.w = (1.0/(Temp_2.w));
|
||||
Temp_1.w = inversesqrt(Temp_1.w);
|
||||
Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz;
|
||||
Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz);
|
||||
Temp_1.w = max (Temp_1.w, 0.0);
|
||||
Temp_1.w = (Temp_1.w * Temp_2.w);
|
||||
Temp_2.xyz = ((unity_LightColor[Temp_int_0.w].xyzx * Temp_1.wwww) + Temp_2.xyzx).xyz;
|
||||
Temp_int_0.w = (Temp_int_0.w + 1);
|
||||
};
|
||||
VtxGeoOutput2_COLOR0.xyz = (Temp_2.xyzx + Temp_2.xyzx).xyz;
|
||||
VtxGeoOutput2_COLOR0.w = 1.0;
|
||||
gl_Position = tmpvar_2;
|
||||
gl_Position = tmpvar_1;
|
||||
}
|
||||
|
||||
|
||||
// stats: 87 alu 0 tex 0 flow
|
||||
// stats: 43 alu 0 tex 2 flow
|
||||
// inputs: 3
|
||||
// #0: dcl_Input0_POSITION0 (high float) 4x1 [-1]
|
||||
// #1: dcl_Input1_NORMAL0 (high float) 4x1 [-1]
|
||||
|
|
|
@ -40,14 +40,14 @@ vec4 Temp_0;
|
|||
vec4 Temp_1;
|
||||
vec4 Temp_2;
|
||||
vec4 Temp_3;
|
||||
highp int tmpvar_1;
|
||||
highp ivec4 Temp_int_0;
|
||||
void main ()
|
||||
{
|
||||
Temp_0 = (dcl_Input0_POSITION0.yyyy * glstate_matrix_mvp[1]);
|
||||
Temp_0 = ((glstate_matrix_mvp[0] * dcl_Input0_POSITION0.xxxx) + Temp_0);
|
||||
Temp_0 = ((glstate_matrix_mvp[2] * dcl_Input0_POSITION0.zzzz) + Temp_0);
|
||||
highp vec4 tmpvar_2;
|
||||
tmpvar_2 = ((glstate_matrix_mvp[3] * dcl_Input0_POSITION0.wwww) + Temp_0);
|
||||
highp vec4 tmpvar_1;
|
||||
tmpvar_1 = ((glstate_matrix_mvp[3] * dcl_Input0_POSITION0.wwww) + Temp_0);
|
||||
VtxGeoOutput1_TEXCOORD0.xy = ((dcl_Input2_TEXCOORD0.xyxx * _MainTex_ST.xyxx) + _MainTex_ST.zwzz).xy;
|
||||
Temp_0.xyz = (dcl_Input0_POSITION0.yyyy * glstate_matrix_modelview0[1].xyzx).xyz;
|
||||
Temp_0.xyz = ((glstate_matrix_modelview0[0].xyzx * dcl_Input0_POSITION0.xxxx) + Temp_0.xyzx).xyz;
|
||||
|
@ -60,58 +60,30 @@ void main ()
|
|||
Temp_0.w = inversesqrt(Temp_0.w);
|
||||
Temp_1.xyz = (Temp_0.wwww * Temp_1.xyzx).xyz;
|
||||
Temp_2.xyz = glstate_lightmodel_ambient.xyz;
|
||||
tmpvar_1 = 0;
|
||||
Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[tmpvar_1].wwww) + unity_LightPosition[tmpvar_1].xyzx).xyz;
|
||||
Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz);
|
||||
Temp_2.w = ((Temp_1.w * unity_LightAtten[tmpvar_1].z) + 1.0);
|
||||
Temp_2.w = (1.0/(Temp_2.w));
|
||||
Temp_1.w = inversesqrt(Temp_1.w);
|
||||
Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz;
|
||||
Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz);
|
||||
Temp_1.w = max (Temp_1.w, 0.0);
|
||||
Temp_1.w = (Temp_1.w * Temp_2.w);
|
||||
Temp_2.xyz = ((unity_LightColor[tmpvar_1].xyzx * Temp_1.wwww) + glstate_lightmodel_ambient.xyzx).xyz;
|
||||
tmpvar_1++;
|
||||
Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[tmpvar_1].wwww) + unity_LightPosition[tmpvar_1].xyzx).xyz;
|
||||
Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz);
|
||||
Temp_2.w = ((Temp_1.w * unity_LightAtten[tmpvar_1].z) + 1.0);
|
||||
Temp_2.w = (1.0/(Temp_2.w));
|
||||
Temp_1.w = inversesqrt(Temp_1.w);
|
||||
Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz;
|
||||
Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz);
|
||||
Temp_1.w = max (Temp_1.w, 0.0);
|
||||
Temp_1.w = (Temp_1.w * Temp_2.w);
|
||||
Temp_2.xyz = ((unity_LightColor[tmpvar_1].xyzx * Temp_1.wwww) + Temp_2.xyzx).xyz;
|
||||
tmpvar_1++;
|
||||
Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[tmpvar_1].wwww) + unity_LightPosition[tmpvar_1].xyzx).xyz;
|
||||
Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz);
|
||||
Temp_2.w = ((Temp_1.w * unity_LightAtten[tmpvar_1].z) + 1.0);
|
||||
Temp_2.w = (1.0/(Temp_2.w));
|
||||
Temp_1.w = inversesqrt(Temp_1.w);
|
||||
Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz;
|
||||
Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz);
|
||||
Temp_1.w = max (Temp_1.w, 0.0);
|
||||
Temp_1.w = (Temp_1.w * Temp_2.w);
|
||||
Temp_2.xyz = ((unity_LightColor[tmpvar_1].xyzx * Temp_1.wwww) + Temp_2.xyzx).xyz;
|
||||
tmpvar_1++;
|
||||
Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[tmpvar_1].wwww) + unity_LightPosition[tmpvar_1].xyzx).xyz;
|
||||
Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz);
|
||||
Temp_2.w = ((Temp_1.w * unity_LightAtten[tmpvar_1].z) + 1.0);
|
||||
Temp_2.w = (1.0/(Temp_2.w));
|
||||
Temp_1.w = inversesqrt(Temp_1.w);
|
||||
Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz;
|
||||
Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz);
|
||||
Temp_1.w = max (Temp_1.w, 0.0);
|
||||
Temp_1.w = (Temp_1.w * Temp_2.w);
|
||||
Temp_2.xyz = ((unity_LightColor[tmpvar_1].xyzx * Temp_1.wwww) + Temp_2.xyzx).xyz;
|
||||
tmpvar_1++;
|
||||
Temp_int_0.w = 0;
|
||||
while (true) {
|
||||
if ((Temp_int_0.w >= 4)) {
|
||||
break;
|
||||
};
|
||||
Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[Temp_int_0.w].wwww) + unity_LightPosition[Temp_int_0.w].xyzx).xyz;
|
||||
Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz);
|
||||
Temp_2.w = ((Temp_1.w * unity_LightAtten[Temp_int_0.w].z) + 1.0);
|
||||
Temp_2.w = (1.0/(Temp_2.w));
|
||||
Temp_1.w = inversesqrt(Temp_1.w);
|
||||
Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz;
|
||||
Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz);
|
||||
Temp_1.w = max (Temp_1.w, 0.0);
|
||||
Temp_1.w = (Temp_1.w * Temp_2.w);
|
||||
Temp_2.xyz = ((unity_LightColor[Temp_int_0.w].xyzx * Temp_1.wwww) + Temp_2.xyzx).xyz;
|
||||
Temp_int_0.w = (Temp_int_0.w + 1);
|
||||
};
|
||||
VtxGeoOutput2_COLOR0.xyz = (Temp_2.xyzx + Temp_2.xyzx).xyz;
|
||||
VtxGeoOutput2_COLOR0.w = 1.0;
|
||||
gl_Position = tmpvar_2;
|
||||
gl_Position = tmpvar_1;
|
||||
}
|
||||
|
||||
|
||||
// stats: 87 alu 0 tex 0 flow
|
||||
// stats: 43 alu 0 tex 2 flow
|
||||
// inputs: 3
|
||||
// #0: dcl_Input0_POSITION0 (high float) 4x1 [-1]
|
||||
// #1: dcl_Input1_NORMAL0 (high float) 4x1 [-1]
|
||||
|
|
|
@ -52,7 +52,7 @@ float4 Temp_0_2;
|
|||
float4 Temp_1_3;
|
||||
float4 Temp_2_4;
|
||||
float4 Temp_3_5;
|
||||
int tmpvar_6;
|
||||
int4 Temp_int_0_6;
|
||||
Temp_0_2 = (_mtl_i.dcl_Input0_POSITION0.yyyy * _mtl_u.glstate_matrix_mvp[1]);
|
||||
Temp_0_2 = ((_mtl_u.glstate_matrix_mvp[0] * _mtl_i.dcl_Input0_POSITION0.xxxx) + Temp_0_2);
|
||||
Temp_0_2 = ((_mtl_u.glstate_matrix_mvp[2] * _mtl_i.dcl_Input0_POSITION0.zzzz) + Temp_0_2);
|
||||
|
@ -69,51 +69,23 @@ int tmpvar_6;
|
|||
Temp_0_2.w = rsqrt(Temp_0_2.w);
|
||||
Temp_1_3.xyz = (Temp_0_2.wwww * Temp_1_3.xyzx).xyz;
|
||||
Temp_2_4.xyz = _mtl_u.glstate_lightmodel_ambient.xyz;
|
||||
tmpvar_6 = 0;
|
||||
Temp_3_5.xyz = ((-(Temp_0_2.xyzx) * _mtl_u.unity_LightPosition[tmpvar_6].wwww) + _mtl_u.unity_LightPosition[tmpvar_6].xyzx).xyz;
|
||||
Temp_1_3.w = dot (Temp_3_5.xyz, Temp_3_5.xyz);
|
||||
Temp_2_4.w = ((Temp_1_3.w * _mtl_u.unity_LightAtten[tmpvar_6].z) + 1.0);
|
||||
Temp_2_4.w = (1.0/(Temp_2_4.w));
|
||||
Temp_1_3.w = rsqrt(Temp_1_3.w);
|
||||
Temp_3_5.xyz = (Temp_1_3.wwww * Temp_3_5.xyzx).xyz;
|
||||
Temp_1_3.w = dot (Temp_1_3.xyz, Temp_3_5.xyz);
|
||||
Temp_1_3.w = max (Temp_1_3.w, 0.0);
|
||||
Temp_1_3.w = (Temp_1_3.w * Temp_2_4.w);
|
||||
Temp_2_4.xyz = ((_mtl_u.unity_LightColor[tmpvar_6].xyzx * Temp_1_3.wwww) + _mtl_u.glstate_lightmodel_ambient.xyzx).xyz;
|
||||
tmpvar_6++;
|
||||
Temp_3_5.xyz = ((-(Temp_0_2.xyzx) * _mtl_u.unity_LightPosition[tmpvar_6].wwww) + _mtl_u.unity_LightPosition[tmpvar_6].xyzx).xyz;
|
||||
Temp_1_3.w = dot (Temp_3_5.xyz, Temp_3_5.xyz);
|
||||
Temp_2_4.w = ((Temp_1_3.w * _mtl_u.unity_LightAtten[tmpvar_6].z) + 1.0);
|
||||
Temp_2_4.w = (1.0/(Temp_2_4.w));
|
||||
Temp_1_3.w = rsqrt(Temp_1_3.w);
|
||||
Temp_3_5.xyz = (Temp_1_3.wwww * Temp_3_5.xyzx).xyz;
|
||||
Temp_1_3.w = dot (Temp_1_3.xyz, Temp_3_5.xyz);
|
||||
Temp_1_3.w = max (Temp_1_3.w, 0.0);
|
||||
Temp_1_3.w = (Temp_1_3.w * Temp_2_4.w);
|
||||
Temp_2_4.xyz = ((_mtl_u.unity_LightColor[tmpvar_6].xyzx * Temp_1_3.wwww) + Temp_2_4.xyzx).xyz;
|
||||
tmpvar_6++;
|
||||
Temp_3_5.xyz = ((-(Temp_0_2.xyzx) * _mtl_u.unity_LightPosition[tmpvar_6].wwww) + _mtl_u.unity_LightPosition[tmpvar_6].xyzx).xyz;
|
||||
Temp_1_3.w = dot (Temp_3_5.xyz, Temp_3_5.xyz);
|
||||
Temp_2_4.w = ((Temp_1_3.w * _mtl_u.unity_LightAtten[tmpvar_6].z) + 1.0);
|
||||
Temp_2_4.w = (1.0/(Temp_2_4.w));
|
||||
Temp_1_3.w = rsqrt(Temp_1_3.w);
|
||||
Temp_3_5.xyz = (Temp_1_3.wwww * Temp_3_5.xyzx).xyz;
|
||||
Temp_1_3.w = dot (Temp_1_3.xyz, Temp_3_5.xyz);
|
||||
Temp_1_3.w = max (Temp_1_3.w, 0.0);
|
||||
Temp_1_3.w = (Temp_1_3.w * Temp_2_4.w);
|
||||
Temp_2_4.xyz = ((_mtl_u.unity_LightColor[tmpvar_6].xyzx * Temp_1_3.wwww) + Temp_2_4.xyzx).xyz;
|
||||
tmpvar_6++;
|
||||
Temp_3_5.xyz = ((-(Temp_0_2.xyzx) * _mtl_u.unity_LightPosition[tmpvar_6].wwww) + _mtl_u.unity_LightPosition[tmpvar_6].xyzx).xyz;
|
||||
Temp_1_3.w = dot (Temp_3_5.xyz, Temp_3_5.xyz);
|
||||
Temp_2_4.w = ((Temp_1_3.w * _mtl_u.unity_LightAtten[tmpvar_6].z) + 1.0);
|
||||
Temp_2_4.w = (1.0/(Temp_2_4.w));
|
||||
Temp_1_3.w = rsqrt(Temp_1_3.w);
|
||||
Temp_3_5.xyz = (Temp_1_3.wwww * Temp_3_5.xyzx).xyz;
|
||||
Temp_1_3.w = dot (Temp_1_3.xyz, Temp_3_5.xyz);
|
||||
Temp_1_3.w = max (Temp_1_3.w, 0.0);
|
||||
Temp_1_3.w = (Temp_1_3.w * Temp_2_4.w);
|
||||
Temp_2_4.xyz = ((_mtl_u.unity_LightColor[tmpvar_6].xyzx * Temp_1_3.wwww) + Temp_2_4.xyzx).xyz;
|
||||
tmpvar_6++;
|
||||
Temp_int_0_6.w = 0;
|
||||
while (true) {
|
||||
if ((Temp_int_0_6.w >= 4)) {
|
||||
break;
|
||||
};
|
||||
Temp_3_5.xyz = ((-(Temp_0_2.xyzx) * _mtl_u.unity_LightPosition[Temp_int_0_6.w].wwww) + _mtl_u.unity_LightPosition[Temp_int_0_6.w].xyzx).xyz;
|
||||
Temp_1_3.w = dot (Temp_3_5.xyz, Temp_3_5.xyz);
|
||||
Temp_2_4.w = ((Temp_1_3.w * _mtl_u.unity_LightAtten[Temp_int_0_6.w].z) + 1.0);
|
||||
Temp_2_4.w = (1.0/(Temp_2_4.w));
|
||||
Temp_1_3.w = rsqrt(Temp_1_3.w);
|
||||
Temp_3_5.xyz = (Temp_1_3.wwww * Temp_3_5.xyzx).xyz;
|
||||
Temp_1_3.w = dot (Temp_1_3.xyz, Temp_3_5.xyz);
|
||||
Temp_1_3.w = max (Temp_1_3.w, 0.0);
|
||||
Temp_1_3.w = (Temp_1_3.w * Temp_2_4.w);
|
||||
Temp_2_4.xyz = ((_mtl_u.unity_LightColor[Temp_int_0_6.w].xyzx * Temp_1_3.wwww) + Temp_2_4.xyzx).xyz;
|
||||
Temp_int_0_6.w = (Temp_int_0_6.w + 1);
|
||||
};
|
||||
_mtl_o.VtxGeoOutput2_COLOR0.xyz = (Temp_2_4.xyzx + Temp_2_4.xyzx).xyz;
|
||||
_mtl_o.VtxGeoOutput2_COLOR0.w = 1.0;
|
||||
_mtl_o.gl_Position = phase0_Output0_1;
|
||||
|
@ -121,7 +93,7 @@ int tmpvar_6;
|
|||
}
|
||||
|
||||
|
||||
// stats: 87 alu 0 tex 0 flow
|
||||
// stats: 43 alu 0 tex 2 flow
|
||||
// inputs: 3
|
||||
// #0: dcl_Input0_POSITION0 (high float) 4x1 [-1] loc 0
|
||||
// #1: dcl_Input1_NORMAL0 (high float) 4x1 [-1] loc 1
|
||||
|
|
Loading…
Reference in a new issue