glsl: Support transform feedback of varying structs.
[mesa.git] / src / glsl / ir_set_program_inouts.cpp
1 /*
2 * Copyright © 2010 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
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8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 */
23
24 /**
25 * \file ir_set_program_inouts.cpp
26 *
27 * Sets the InputsRead and OutputsWritten of Mesa programs.
28 *
29 * Additionally, for fragment shaders, sets the InterpQualifier array, the
30 * IsCentroid bitfield, and the UsesDFdy flag.
31 *
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
37 * from the GLSL IR.
38 */
39
40 #include "main/core.h" /* for struct gl_program */
41 #include "ir.h"
42 #include "ir_visitor.h"
43 #include "glsl_types.h"
44
45 class ir_set_program_inouts_visitor : public ir_hierarchical_visitor {
46 public:
47 ir_set_program_inouts_visitor(struct gl_program *prog,
48 bool is_fragment_shader)
49 {
50 this->prog = prog;
51 this->is_fragment_shader = is_fragment_shader;
52 }
53 ~ir_set_program_inouts_visitor()
54 {
55 }
56
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 *);
62
63 struct gl_program *prog;
64 bool is_fragment_shader;
65 };
66
67 static inline bool
68 is_shader_inout(ir_variable *var)
69 {
70 return var->mode == ir_var_shader_in ||
71 var->mode == ir_var_shader_out ||
72 var->mode == ir_var_system_value;
73 }
74
75 static void
76 mark(struct gl_program *prog, ir_variable *var, int offset, int len,
77 bool is_fragment_shader)
78 {
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.
85 */
86
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;
95 if (var->centroid)
96 fprog->IsCentroid |= bitfield;
97 }
98 } else if (var->mode == ir_var_system_value) {
99 prog->SystemValuesRead |= bitfield;
100 } else {
101 assert(var->mode == ir_var_shader_out);
102 prog->OutputsWritten |= bitfield;
103 }
104 }
105 }
106
107 /* Default handler: Mark all the locations in the variable as used. */
108 ir_visitor_status
109 ir_set_program_inouts_visitor::visit(ir_dereference_variable *ir)
110 {
111 if (!is_shader_inout(ir->var))
112 return visit_continue;
113
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);
118 } else {
119 mark(this->prog, ir->var, 0, ir->type->matrix_columns,
120 this->is_fragment_shader);
121 }
122
123 return visit_continue;
124 }
125
126 ir_visitor_status
127 ir_set_program_inouts_visitor::visit_enter(ir_dereference_array *ir)
128 {
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;
133
134 /* Check that we're dereferencing a shader in or out */
135 if (!var || !is_shader_inout(var))
136 return visit_continue;
137
138 if (index) {
139 int width = 1;
140
141 if (deref_var->type->is_array() &&
142 deref_var->type->fields.array->is_matrix()) {
143 width = deref_var->type->fields.array->matrix_columns;
144 }
145
146 mark(this->prog, var, index->value.i[0] * width, width,
147 this->is_fragment_shader);
148 return visit_continue_with_parent;
149 }
150
151 return visit_continue;
152 }
153
154 ir_visitor_status
155 ir_set_program_inouts_visitor::visit_enter(ir_function_signature *ir)
156 {
157 /* We don't want to descend into the function parameters and
158 * consider them as shader inputs or outputs.
159 */
160 visit_list_elements(this, &ir->body);
161 return visit_continue_with_parent;
162 }
163
164 ir_visitor_status
165 ir_set_program_inouts_visitor::visit_enter(ir_expression *ir)
166 {
167 if (is_fragment_shader && ir->operation == ir_unop_dFdy) {
168 gl_fragment_program *fprog = (gl_fragment_program *) prog;
169 fprog->UsesDFdy = true;
170 }
171 return visit_continue;
172 }
173
174 ir_visitor_status
175 ir_set_program_inouts_visitor::visit_enter(ir_discard *)
176 {
177 /* discards are only allowed in fragment shaders. */
178 assert(is_fragment_shader);
179
180 gl_fragment_program *fprog = (gl_fragment_program *) prog;
181 fprog->UsesKill = true;
182
183 return visit_continue;
184 }
185
186 void
187 do_set_program_inouts(exec_list *instructions, struct gl_program *prog,
188 bool is_fragment_shader)
189 {
190 ir_set_program_inouts_visitor v(prog, is_fragment_shader);
191
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;
201 }
202 visit_list_elements(&v, instructions);
203 }