[PATCH 2/5] d3dcompiler: Introduce a separate structure for lvalue derefs.

Zebediah Figura zfigura at codeweavers.com
Tue Apr 28 16:44:56 CDT 2020


On 4/28/20 4:22 PM, Matteo Bruni wrote:
>>> I have another proposal, as a way to sidestep the whole deref story.
>>> As usual, with the caveat that this is all armchair planning and it is
>>> known that plans rarely survive contact with the enemy. Anyway...
>>>
>>> With the current IR we end up having arbitrarily complex deref chains
>>> to represent the composition of multiple levels of array and struct
>>> "indexing", which are necessarily cumbersome to handle. What if we
>>> transform all of that into offsetting instead? An arbitrary variable
>>> dereference would be represented as (variable, offset), with offset an
>>> arbitrary expression with an integer scalar value. That requires that
>>> we know the layout of complex data types early on, which now we can
>>> do, I think. The offsets could be in scalar or vec4 units, I can see
>>> benefits for either choice. Ideally we would directly generate offsets
>>> right during parsing and skip derefs altogether, although that might
>>> not be practical.
>>> An obvious downside coming from this is that constant folding becomes
>>> pretty much required, to compute a register index at codegen time. It
>>> does have the advantage that non-constant offsets are no different
>>> from constant ones as far as IR is concerned. Obviously we can skip
>>> supporting those initially, regardless of all this.
>>
>> I like this inasmuch as it's basically "hlsl_deref chains, but simpler";
>> I guess it requires no recursion anywhere, and so kind of sidesteps the
>> constraints that led us here in the first place.
> 
> Yeah, I didn't really love any of the options coming from derefs so
> decided to throw them away and see what happens :P
> 
>>> What do you think? I have a complication right away, which is the fact
>>> that in SM3 struct variables can be allocated into multiple register
>>> sets (see http://www.winehq.org/pipermail/wine-devel/2013-August/100705.html).
>>> I don't think it's a blocker but it is annoying...
>>
>> The way I'd solve that is just to allow for potentially multiple
>> hlsl_reg structures to any given uniform. That could be as simple as
>> including three separate hlsl_reg structures inside hlsl_var. sm2-3
>> apparently allocates structs by limiting the size to include the last
>> used element (whereas prior used elements remain unused). That'd just
>> have to be done per type.
> 
> Hmm, not sure if it does allocate "unnecessary" elements but, if
> that's the case, that's quite nice indeed since it means offsets (when
> counting in units of actual SM2 registers) are the same regardless of
> the register set.

>From my testing it essentially does, yes, i.e. if you have

struct { int unused; float f; bool b; } s;
float4 main(float4 pos : POSITION) : POSITION
{
    if (s.b)
       return s.f;
    return pos;
}

then "s" gets allocated to registers b0-b2 and c0-c1, but only b2 and c1
are ever used.

So yeah, it makes things pretty simple. I can see how it would have been
a lot uglier otherwise.

>> I'm admittedly not sure how changing our representation of derefs
>> affects this specific problem, but maybe I'm missing something.
> 
> It doesn't seem insurmountable either way, just something that's maybe
> a bit more of a hassle with offsets vs derefs. Or not, if the above is
> how it works.
> 
>> To my simultaneous delight and chagrin I can't come up with anything
>> else that this approach would break.
> 
> I call it a success! Until you find it while updating the code :D
> 



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