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25 * \file ir_set_program_inouts.cpp
27 * Sets the inputs_read and outputs_written of Mesa programs.
29 * Mesa programs (gl_program, not gl_shader_program) have a set of
30 * flags indicating which varyings are read and written. Computing
31 * which are actually read from some sort of backend code can be
32 * tricky when variable array indexing involved. So this pass
33 * provides support for setting inputs_read and outputs_written right
37 #include "main/core.h" /* for struct gl_program */
39 #include "ir_visitor.h"
40 #include "compiler/glsl_types.h"
44 class ir_set_program_inouts_visitor
: public ir_hierarchical_visitor
{
46 ir_set_program_inouts_visitor(struct gl_program
*prog
,
47 gl_shader_stage shader_stage
)
50 this->shader_stage
= shader_stage
;
52 ~ir_set_program_inouts_visitor()
56 virtual ir_visitor_status
visit_enter(ir_dereference_array
*);
57 virtual ir_visitor_status
visit_enter(ir_function_signature
*);
58 virtual ir_visitor_status
visit_enter(ir_discard
*);
59 virtual ir_visitor_status
visit_enter(ir_texture
*);
60 virtual ir_visitor_status
visit(ir_dereference_variable
*);
63 void mark_whole_variable(ir_variable
*var
);
64 bool try_mark_partial_variable(ir_variable
*var
, ir_rvalue
*index
);
66 struct gl_program
*prog
;
67 gl_shader_stage shader_stage
;
70 } /* anonymous namespace */
73 is_shader_inout(ir_variable
*var
)
75 return var
->data
.mode
== ir_var_shader_in
||
76 var
->data
.mode
== ir_var_shader_out
||
77 var
->data
.mode
== ir_var_system_value
;
81 mark(struct gl_program
*prog
, ir_variable
*var
, int offset
, int len
,
82 gl_shader_stage stage
)
84 /* As of GLSL 1.20, varyings can only be floats, floating-point
85 * vectors or matrices, or arrays of them. For Mesa programs using
86 * inputs_read/outputs_written, everything but matrices uses one
87 * slot, while matrices use a slot per column. Presumably
88 * something doing a more clever packing would use something other
89 * than inputs_read/outputs_written.
92 for (int i
= 0; i
< len
; i
++) {
93 assert(var
->data
.location
!= -1);
95 int idx
= var
->data
.location
+ offset
+ i
;
96 bool is_patch_generic
= var
->data
.patch
&&
97 idx
!= VARYING_SLOT_TESS_LEVEL_INNER
&&
98 idx
!= VARYING_SLOT_TESS_LEVEL_OUTER
&&
99 idx
!= VARYING_SLOT_BOUNDING_BOX0
&&
100 idx
!= VARYING_SLOT_BOUNDING_BOX1
;
101 GLbitfield64 bitfield
;
103 if (is_patch_generic
) {
104 assert(idx
>= VARYING_SLOT_PATCH0
&& idx
< VARYING_SLOT_TESS_MAX
);
105 bitfield
= BITFIELD64_BIT(idx
- VARYING_SLOT_PATCH0
);
108 assert(idx
< VARYING_SLOT_MAX
);
109 bitfield
= BITFIELD64_BIT(idx
);
112 if (var
->data
.mode
== ir_var_shader_in
) {
113 if (is_patch_generic
)
114 prog
->info
.patch_inputs_read
|= bitfield
;
116 prog
->info
.inputs_read
|= bitfield
;
118 /* double inputs read is only for vertex inputs */
119 if (stage
== MESA_SHADER_VERTEX
&&
120 var
->type
->without_array()->is_dual_slot())
121 prog
->info
.double_inputs_read
|= bitfield
;
123 if (stage
== MESA_SHADER_FRAGMENT
) {
124 prog
->info
.fs
.uses_sample_qualifier
|= var
->data
.sample
;
126 } else if (var
->data
.mode
== ir_var_system_value
) {
127 prog
->info
.system_values_read
|= bitfield
;
129 assert(var
->data
.mode
== ir_var_shader_out
);
130 if (is_patch_generic
) {
131 prog
->info
.patch_outputs_written
|= bitfield
;
132 } else if (!var
->data
.read_only
) {
133 prog
->info
.outputs_written
|= bitfield
;
134 if (var
->data
.index
> 0)
135 prog
->SecondaryOutputsWritten
|= bitfield
;
138 if (var
->data
.fb_fetch_output
)
139 prog
->info
.outputs_read
|= bitfield
;
145 * Mark an entire variable as used. Caller must ensure that the variable
146 * represents a shader input or output.
149 ir_set_program_inouts_visitor::mark_whole_variable(ir_variable
*var
)
151 const glsl_type
*type
= var
->type
;
153 if (this->shader_stage
== MESA_SHADER_GEOMETRY
&&
154 var
->data
.mode
== ir_var_shader_in
&& type
->is_array()) {
155 type
= type
->fields
.array
;
158 if (this->shader_stage
== MESA_SHADER_TESS_CTRL
&&
159 var
->data
.mode
== ir_var_shader_in
) {
160 assert(type
->is_array());
161 type
= type
->fields
.array
;
164 if (this->shader_stage
== MESA_SHADER_TESS_CTRL
&&
165 var
->data
.mode
== ir_var_shader_out
&& !var
->data
.patch
) {
166 assert(type
->is_array());
167 type
= type
->fields
.array
;
170 if (this->shader_stage
== MESA_SHADER_TESS_EVAL
&&
171 var
->data
.mode
== ir_var_shader_in
&& !var
->data
.patch
) {
172 assert(type
->is_array());
173 type
= type
->fields
.array
;
176 mark(this->prog
, var
, 0,
177 var
->count_attribute_slots(this->shader_stage
== MESA_SHADER_VERTEX
),
181 /* Default handler: Mark all the locations in the variable as used. */
183 ir_set_program_inouts_visitor::visit(ir_dereference_variable
*ir
)
185 if (!is_shader_inout(ir
->var
))
186 return visit_continue
;
188 mark_whole_variable(ir
->var
);
190 return visit_continue
;
194 * Try to mark a portion of the given variable as used. Caller must ensure
195 * that the variable represents a shader input or output which can be indexed
196 * into in array fashion (an array or matrix). For the purpose of geometry
197 * shader inputs (which are always arrays*), this means that the array element
198 * must be something that can be indexed into in array fashion.
200 * *Except gl_PrimitiveIDIn, as noted below.
202 * For tessellation control shaders all inputs and non-patch outputs are
203 * arrays. For tessellation evaluation shaders non-patch inputs are arrays.
205 * If the index can't be interpreted as a constant, or some other problem
206 * occurs, then nothing will be marked and false will be returned.
209 ir_set_program_inouts_visitor::try_mark_partial_variable(ir_variable
*var
,
212 const glsl_type
*type
= var
->type
;
214 if (this->shader_stage
== MESA_SHADER_GEOMETRY
&&
215 var
->data
.mode
== ir_var_shader_in
) {
216 /* The only geometry shader input that is not an array is
217 * gl_PrimitiveIDIn, and in that case, this code will never be reached,
218 * because gl_PrimitiveIDIn can't be indexed into in array fashion.
220 assert(type
->is_array());
221 type
= type
->fields
.array
;
224 if (this->shader_stage
== MESA_SHADER_TESS_CTRL
&&
225 var
->data
.mode
== ir_var_shader_in
) {
226 assert(type
->is_array());
227 type
= type
->fields
.array
;
230 if (this->shader_stage
== MESA_SHADER_TESS_CTRL
&&
231 var
->data
.mode
== ir_var_shader_out
&& !var
->data
.patch
) {
232 assert(type
->is_array());
233 type
= type
->fields
.array
;
236 if (this->shader_stage
== MESA_SHADER_TESS_EVAL
&&
237 var
->data
.mode
== ir_var_shader_in
&& !var
->data
.patch
) {
238 assert(type
->is_array());
239 type
= type
->fields
.array
;
242 /* TODO: implement proper arrays of arrays support
243 * for now let the caller mark whole variable as used.
245 if (type
->is_array() && type
->fields
.array
->is_array())
248 /* The code below only handles:
250 * - Indexing into matrices
251 * - Indexing into arrays of (matrices, vectors, or scalars)
253 * All other possibilities are either prohibited by GLSL (vertex inputs and
254 * fragment outputs can't be structs) or should have been eliminated by
255 * lowering passes (do_vec_index_to_swizzle() gets rid of indexing into
256 * vectors, and lower_packed_varyings() gets rid of structs that occur in
259 * However, we don't use varying packing in all cases - tessellation
260 * shaders bypass it. This means we'll see varying structs and arrays
261 * of structs here. For now, we just give up so the caller marks the
262 * entire variable as used.
264 if (!(type
->is_matrix() ||
266 (type
->fields
.array
->is_numeric() ||
267 type
->fields
.array
->is_boolean())))) {
269 /* If we don't know how to handle this case, give up and let the
270 * caller mark the whole variable as used.
275 ir_constant
*index_as_constant
= index
->as_constant();
276 if (!index_as_constant
)
281 if (type
->is_array()) {
282 num_elems
= type
->length
;
283 if (type
->fields
.array
->is_matrix())
284 elem_width
= type
->fields
.array
->matrix_columns
;
288 num_elems
= type
->matrix_columns
;
292 if (index_as_constant
->value
.u
[0] >= num_elems
) {
293 /* Constant index outside the bounds of the matrix/array. This could
294 * arise as a result of constant folding of a legal GLSL program.
296 * Even though the spec says that indexing outside the bounds of a
297 * matrix/array results in undefined behaviour, we don't want to pass
298 * out-of-range values to mark() (since this could result in slots that
299 * don't exist being marked as used), so just let the caller mark the
300 * whole variable as used.
305 /* double element width for double types that takes two slots */
306 if (this->shader_stage
!= MESA_SHADER_VERTEX
||
307 var
->data
.mode
!= ir_var_shader_in
) {
308 if (type
->without_array()->is_dual_slot())
312 mark(this->prog
, var
, index_as_constant
->value
.u
[0] * elem_width
,
313 elem_width
, this->shader_stage
);
318 is_multiple_vertices(gl_shader_stage stage
, ir_variable
*var
)
323 if (var
->data
.mode
== ir_var_shader_in
)
324 return stage
== MESA_SHADER_GEOMETRY
||
325 stage
== MESA_SHADER_TESS_CTRL
||
326 stage
== MESA_SHADER_TESS_EVAL
;
327 if (var
->data
.mode
== ir_var_shader_out
)
328 return stage
== MESA_SHADER_TESS_CTRL
;
334 * Return true if \p var is a GLSL built-in array that controls fixed-function
335 * aspects of the pipeline. These have to be used as a whole.
338 is_fixed_function_array(ir_variable
*var
)
340 switch (var
->data
.location
) {
341 case VARYING_SLOT_TESS_LEVEL_OUTER
:
342 case VARYING_SLOT_TESS_LEVEL_INNER
:
343 case VARYING_SLOT_CLIP_DIST0
:
351 ir_set_program_inouts_visitor::visit_enter(ir_dereference_array
*ir
)
353 /* Note: for geometry shader inputs, lower_named_interface_blocks may
354 * create 2D arrays, so we need to be able to handle those. 2D arrays
355 * shouldn't be able to crop up for any other reason.
357 if (ir_dereference_array
* const inner_array
=
358 ir
->array
->as_dereference_array()) {
360 * inner_array => foo[i]
362 if (ir_dereference_variable
* const deref_var
=
363 inner_array
->array
->as_dereference_variable()) {
364 if (is_multiple_vertices(this->shader_stage
, deref_var
->var
)) {
365 /* foo is a geometry or tessellation shader input, so i is
366 * the vertex, and j the part of the input we're accessing.
368 if (try_mark_partial_variable(deref_var
->var
, ir
->array_index
))
370 /* We've now taken care of foo and j, but i might contain a
371 * subexpression that accesses shader inputs. So manually
372 * visit i and then continue with the parent.
374 inner_array
->array_index
->accept(this);
375 return visit_continue_with_parent
;
379 } else if (ir_dereference_variable
* const deref_var
=
380 ir
->array
->as_dereference_variable()) {
381 /* ir => foo[i], where foo is a variable. */
382 if (is_multiple_vertices(this->shader_stage
, deref_var
->var
) ||
383 is_fixed_function_array(deref_var
->var
)) {
384 /* In the first case, foo is a geometry or tessellation shader input,
385 * so i is the vertex, and we're accessing the entire input. In the
386 * second case, foo is a GLSL built-in array that controls
387 * fixed-function hardware, which is consumed as a whole.
389 mark_whole_variable(deref_var
->var
);
390 /* We've now taken care of foo, but i might contain a subexpression
391 * that accesses shader inputs. So manually visit i and then
392 * continue with the parent.
394 ir
->array_index
->accept(this);
395 return visit_continue_with_parent
;
396 } else if (is_shader_inout(deref_var
->var
)) {
397 /* foo is a shader input/output, but not a geometry shader input,
398 * so i is the part of the input we're accessing.
400 if (try_mark_partial_variable(deref_var
->var
, ir
->array_index
))
401 return visit_continue_with_parent
;
405 /* The expression is something we don't recognize. Just visit its
408 return visit_continue
;
412 ir_set_program_inouts_visitor::visit_enter(ir_function_signature
*ir
)
414 /* We don't want to descend into the function parameters and
415 * consider them as shader inputs or outputs.
417 visit_list_elements(this, &ir
->body
);
418 return visit_continue_with_parent
;
422 ir_set_program_inouts_visitor::visit_enter(ir_discard
*)
424 /* discards are only allowed in fragment shaders. */
425 assert(this->shader_stage
== MESA_SHADER_FRAGMENT
);
427 prog
->info
.fs
.uses_discard
= true;
429 return visit_continue
;
433 ir_set_program_inouts_visitor::visit_enter(ir_texture
*ir
)
435 if (ir
->op
== ir_tg4
)
436 prog
->info
.uses_texture_gather
= true;
437 return visit_continue
;
441 do_set_program_inouts(exec_list
*instructions
, struct gl_program
*prog
,
442 gl_shader_stage shader_stage
)
444 ir_set_program_inouts_visitor
v(prog
, shader_stage
);
446 prog
->info
.inputs_read
= 0;
447 prog
->info
.outputs_written
= 0;
448 prog
->SecondaryOutputsWritten
= 0;
449 prog
->info
.outputs_read
= 0;
450 prog
->info
.patch_inputs_read
= 0;
451 prog
->info
.patch_outputs_written
= 0;
452 prog
->info
.system_values_read
= 0;
453 if (shader_stage
== MESA_SHADER_FRAGMENT
) {
454 prog
->info
.fs
.uses_sample_qualifier
= false;
455 prog
->info
.fs
.uses_discard
= false;
457 visit_list_elements(&v
, instructions
);