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25 * \file ir_set_program_inouts.cpp
27 * Sets the InputsRead and OutputsWritten of Mesa programs.
29 * Additionally, for fragment shaders, sets the InterpQualifier array, the
30 * IsCentroid bitfield, and the UsesDFdy flag.
32 * Mesa programs (gl_program, not gl_shader_program) have a set of
33 * flags indicating which varyings are read and written. Computing
34 * which are actually read from some sort of backend code can be
35 * tricky when variable array indexing involved. So this pass
36 * provides support for setting InputsRead and OutputsWritten right
40 #include "main/core.h" /* for struct gl_program */
42 #include "ir_visitor.h"
43 #include "glsl_types.h"
45 class ir_set_program_inouts_visitor
: public ir_hierarchical_visitor
{
47 ir_set_program_inouts_visitor(struct gl_program
*prog
,
48 bool is_fragment_shader
)
51 this->is_fragment_shader
= is_fragment_shader
;
53 ~ir_set_program_inouts_visitor()
57 virtual ir_visitor_status
visit_enter(ir_dereference_array
*);
58 virtual ir_visitor_status
visit_enter(ir_function_signature
*);
59 virtual ir_visitor_status
visit_enter(ir_expression
*);
60 virtual ir_visitor_status
visit_enter(ir_discard
*);
61 virtual ir_visitor_status
visit(ir_dereference_variable
*);
63 struct gl_program
*prog
;
64 bool is_fragment_shader
;
68 is_shader_inout(ir_variable
*var
)
70 return var
->mode
== ir_var_shader_in
||
71 var
->mode
== ir_var_shader_out
||
72 var
->mode
== ir_var_system_value
;
76 mark(struct gl_program
*prog
, ir_variable
*var
, int offset
, int len
,
77 bool is_fragment_shader
)
79 /* As of GLSL 1.20, varyings can only be floats, floating-point
80 * vectors or matrices, or arrays of them. For Mesa programs using
81 * InputsRead/OutputsWritten, everything but matrices uses one
82 * slot, while matrices use a slot per column. Presumably
83 * something doing a more clever packing would use something other
84 * than InputsRead/OutputsWritten.
87 for (int i
= 0; i
< len
; i
++) {
88 GLbitfield64 bitfield
= BITFIELD64_BIT(var
->location
+ var
->index
+ offset
+ i
);
89 if (var
->mode
== ir_var_shader_in
) {
90 prog
->InputsRead
|= bitfield
;
91 if (is_fragment_shader
) {
92 gl_fragment_program
*fprog
= (gl_fragment_program
*) prog
;
93 fprog
->InterpQualifier
[var
->location
+ var
->index
+ offset
+ i
] =
94 (glsl_interp_qualifier
) var
->interpolation
;
96 fprog
->IsCentroid
|= bitfield
;
98 } else if (var
->mode
== ir_var_system_value
) {
99 prog
->SystemValuesRead
|= bitfield
;
101 assert(var
->mode
== ir_var_shader_out
);
102 prog
->OutputsWritten
|= bitfield
;
107 /* Default handler: Mark all the locations in the variable as used. */
109 ir_set_program_inouts_visitor::visit(ir_dereference_variable
*ir
)
111 if (!is_shader_inout(ir
->var
))
112 return visit_continue
;
114 if (ir
->type
->is_array()) {
115 mark(this->prog
, ir
->var
, 0,
116 ir
->type
->length
* ir
->type
->fields
.array
->matrix_columns
,
117 this->is_fragment_shader
);
119 mark(this->prog
, ir
->var
, 0, ir
->type
->matrix_columns
,
120 this->is_fragment_shader
);
123 return visit_continue
;
127 ir_set_program_inouts_visitor::visit_enter(ir_dereference_array
*ir
)
129 ir_dereference_variable
*deref_var
;
130 ir_constant
*index
= ir
->array_index
->as_constant();
131 deref_var
= ir
->array
->as_dereference_variable();
132 ir_variable
*var
= deref_var
? deref_var
->var
: NULL
;
134 /* Check that we're dereferencing a shader in or out */
135 if (!var
|| !is_shader_inout(var
))
136 return visit_continue
;
141 if (deref_var
->type
->is_array() &&
142 deref_var
->type
->fields
.array
->is_matrix()) {
143 width
= deref_var
->type
->fields
.array
->matrix_columns
;
146 mark(this->prog
, var
, index
->value
.i
[0] * width
, width
,
147 this->is_fragment_shader
);
148 return visit_continue_with_parent
;
151 return visit_continue
;
155 ir_set_program_inouts_visitor::visit_enter(ir_function_signature
*ir
)
157 /* We don't want to descend into the function parameters and
158 * consider them as shader inputs or outputs.
160 visit_list_elements(this, &ir
->body
);
161 return visit_continue_with_parent
;
165 ir_set_program_inouts_visitor::visit_enter(ir_expression
*ir
)
167 if (is_fragment_shader
&& ir
->operation
== ir_unop_dFdy
) {
168 gl_fragment_program
*fprog
= (gl_fragment_program
*) prog
;
169 fprog
->UsesDFdy
= true;
171 return visit_continue
;
175 ir_set_program_inouts_visitor::visit_enter(ir_discard
*)
177 /* discards are only allowed in fragment shaders. */
178 assert(is_fragment_shader
);
180 gl_fragment_program
*fprog
= (gl_fragment_program
*) prog
;
181 fprog
->UsesKill
= true;
183 return visit_continue
;
187 do_set_program_inouts(exec_list
*instructions
, struct gl_program
*prog
,
188 bool is_fragment_shader
)
190 ir_set_program_inouts_visitor
v(prog
, is_fragment_shader
);
192 prog
->InputsRead
= 0;
193 prog
->OutputsWritten
= 0;
194 prog
->SystemValuesRead
= 0;
195 if (is_fragment_shader
) {
196 gl_fragment_program
*fprog
= (gl_fragment_program
*) prog
;
197 memset(fprog
->InterpQualifier
, 0, sizeof(fprog
->InterpQualifier
));
198 fprog
->IsCentroid
= 0;
199 fprog
->UsesDFdy
= false;
200 fprog
->UsesKill
= false;
202 visit_list_elements(&v
, instructions
);