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#include <cassert>
#include "Array.h"
#include "Binders.h"
#include "Functionals.h"
#include "uvselect.h"
#include "applyvarying.h"
// Template-based code generator prototype for the aqsis shader VM
//
// The code generator is designed to be as simple as possible, while hopefully
// having sufficient generality to allow any of the shadeops in the real
// shaderVM to be constructed with it. There is one obvious caveat to this:
// the prototype only deals with SVars (ie, shader data) of a single type.
//
// Two things will need to be changed to fix this problem:
// 1) Parametrization of a lot of the basic templates based on argument & return types
// 2) Introduction of a superclass for all shader data arrays, and casting to
// the appropriate subclass array type for particular shadeops. This can be
// done via a kind of specialized substitue for dynamic_cast, or simply
// using a blatent static_cast, depending on the level of safety we want.
//------------------------------------------------------------------------------
// Some hand-coded shadeop functions to benchmark our template-based code
// generator against.
void SO_add_byhand(const SVarBase& a, const SVarBase& b, SVarBase& result)
{
int uniformVaryingIndicator = (a.isUniform() << 2) + (b.isUniform() << 1) + result.isUniform();
switch(uniformVaryingIndicator)
{
case VarInd_uuu:
uniform(result).value() = uniform(a).value() + uniform(b).value();
break;
case VarInd_uuv:
{
double r0 = uniform(a).value() + uniform(b).value();
SVar& resV = varying(result);
for(int i = 0, end = resV.length(); i < end; ++i)
resV[i] = r0;
}
break;
case VarInd_uvv:
{
double a0 = uniform(a).value();
const SVar& bV = varying(b);
SVar& resV = varying(result);
for(int i = 0, end = resV.length(); i < end; ++i)
resV[i] = a0 + bV[i];
}
break;
case VarInd_vuv:
{
const SVar& aV = varying(a);
double b0 = uniform(b).value();
SVar& resV = varying(result);
for(int i = 0, end = resV.length(); i < end; ++i)
resV[i] = aV[i] + b0;
}
break;
case VarInd_vvv:
{
const SVar& aV = varying(a);
const SVar& bV = varying(b);
SVar& resV = varying(result);
for(int i = 0, end = resV.length(); i < end; ++i)
resV[i] = aV[i] + bV[i];
}
break;
default:
// Assiging varying to uniform doesn't make sense & should be a
// compiler error.
assert(0);
break;
}
}
void SO_div_byhand(const SVarBase& a, const SVarBase& b, SVarBase& result)
{
int uniformVaryingIndicator = (a.isUniform() << 2) + (b.isUniform() << 1) + result.isUniform();
switch(uniformVaryingIndicator)
{
case VarInd_uuu:
uniform(result).value() = uniform(a).value() + uniform(b).value();
break;
case VarInd_uuv:
{
double r0 = uniform(a).value() / uniform(b).value();
SVar& resV = varying(result);
for(int i = 0, end = resV.length(); i < end; ++i)
resV[i] = r0;
}
break;
case VarInd_uvv:
{
double a0 = uniform(a).value();
const SVar& bV = varying(b);
SVar& resV = varying(result);
for(int i = 0, end = resV.length(); i < end; ++i)
resV[i] = a0 / bV[i];
}
break;
case VarInd_vuv:
{
const SVar& aV = varying(a);
double invb0 = uniform(b).value();
SVar& resV = varying(result);
for(int i = 0, end = resV.length(); i < end; ++i)
resV[i] = aV[i] * invb0;
}
break;
case VarInd_vvv:
{
const SVar& aV = varying(a);
const SVar& bV = varying(b);
SVar& resV = varying(result);
for(int i = 0, end = resV.length(); i < end; ++i)
resV[i] = aV[i] / bV[i];
}
break;
default:
// Assiging varying to uniform doesn't make sense & should be a
// compiler error.
assert(0);
break;
}
}
void SO_sin_byhand(const SVarBase& a, SVarBase& result)
{
int uniformVaryingIndicator = (a.isUniform() << 1) + result.isUniform();
switch(uniformVaryingIndicator)
{
case VarInd_uu:
uniform(result).value() = std::sin(uniform(a).value());
break;
case VarInd_uv:
{
double r0 = std::sin(uniform(a).value());
SVar& resV = varying(result);
for(int i = 0, end = resV.length(); i < end; ++i)
resV[i] = r0;
}
break;
case VarInd_vv:
{
const SVar& aV = varying(a);
SVar& resV = varying(result);
for(int i = 0, end = resV.length(); i < end; ++i)
resV[i] = std::sin(aV[i]);
}
break;
default:
// Assiging varying to uniform doesn't make sense & should be a
// compiler error.
assert(0);
break;
}
}
void SO_diff_byhand(const SVarBase& a, SVarBase& result)
{
int uniformVaryingIndicator = (a.isUniform() << 1) + result.isUniform();
switch(uniformVaryingIndicator)
{
case VarInd_uu:
uniform(result).value() = 0;
break;
case VarInd_uv:
{
SVar& resV = varying(result);
for(int i = 0, end = resV.length(); i < end; ++i)
resV[i] = 0;
}
break;
case VarInd_vv:
{
const SVar& aV = varying(a);
SVar& resV = varying(result);
resV[0] = aV[1] - aV[0];
for(int i = 1, end = resV.length(); i < end; ++i)
resV[i] = aV[i] - aV[i-1];
}
break;
default:
// Assiging varying to uniform doesn't make sense & should be a
// compiler error.
assert(0);
break;
}
}
//------------------------------------------------------------------------------
// The follwoing are shadeops generated using the templated code generator
// instead of written out explicitly.
void SO_add_template(const SVarBase& a, const SVarBase& b, SVarBase& result)
{
SO_ApplyFxnl<Add>(a, b, result);
}
void SO_div_template(const SVarBase& a, const SVarBase& b, SVarBase& result)
{
SO_ApplyFxnl<Div>(a, b, result);
}
void SO_sin_template(const SVarBase& a, SVarBase& result)
{
SO_ApplyFxnl<Sin>(a, result);
}
void SO_diff_template(const SVarBase& a, SVarBase& result)
{
SO_ApplyFxnl<Diff>(a, result);
}
//------------------------------------------------------------------------------
// Test main
int main()
{
const int arrayLength = 200;
// a, b, r are varying.
SVar a(arrayLength);
SVar b(arrayLength);
SVar r(arrayLength);
// aU, bU, rU are uniform
SVarUniform aU;
SVarUniform bU;
SVarUniform rU;
const int numIters = 10000000;
for(int j = 0; j < numIters; ++j)
{
// Benchmarks for addition.
// SO_add_byhand(a,b,r); //##bench SO_add_byhand
// SO_add_template(a,b,r); //##bench SO_add_template
// Benchmarks for division, showing optimization.
// SO_div_byhand(a,bU,r); //##bench SO_div_byhand
// SO_div_template(a,bU,r); //##bench SO_div_template
// Benchmarks for sin()
// SO_sin_byhand(a, r); //##bench SO_sin_byhand
// SO_sin_template(a, r); //##bench SO_sin_template
// Benchmarks for a non-local operation (derivative)
// SO_diff_byhand(aU, rU); //##bench SO_diff_byhand
// SO_diff_template(aU, rU); //##bench SO_diff_template
}
return 0;
}
//------------------------------------------------------------------------------
// Benchmark descriptions:
//##description SO_add_byhand hand-optimized version of SO_add
//##description SO_add_template SO_add version using templated code generation.
//##description SO_div_byhand hand-optimized version of SO_div
//##description SO_div_template SO_div version using templated code generation.
//##description SO_sin_byhand hand-optimized version of SO_sin
//##description SO_sin_template version of SO_sin using templated code generation.
//##description SO_diff_byhand hand optimized version of SO_diff. This has an unfair advantage, since this version of the code won't work for shader running states.
//##description SO_diff_template version of SO_diff using templated code generation.
// Compiler options
//##CXXFLAGS -DNDEBUG -O3
//##//CXX g++-4.1.2
//------------------------------------------------------------------------------
// Running the benchmarks above on a athlon64 with g++-3.4.6, shows that the
// template code generator is working exactly as we'd like it to. That is, all
// the versions using templates are just as fast - ok, not quite, but very
// close to - the hand-coded versions at the top of this file.
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