2 * Copyright © 2010 Intel Corporation
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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:
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
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
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
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"
47 class ir_set_program_inouts_visitor
: public ir_hierarchical_visitor
{
49 ir_set_program_inouts_visitor(struct gl_program
*prog
, GLenum shader_type
)
52 this->shader_type
= shader_type
;
54 ~ir_set_program_inouts_visitor()
58 virtual ir_visitor_status
visit_enter(ir_dereference_array
*);
59 virtual ir_visitor_status
visit_enter(ir_function_signature
*);
60 virtual ir_visitor_status
visit_enter(ir_expression
*);
61 virtual ir_visitor_status
visit_enter(ir_discard
*);
62 virtual ir_visitor_status
visit_enter(ir_texture
*);
63 virtual ir_visitor_status
visit(ir_dereference_variable
*);
66 void mark_whole_variable(ir_variable
*var
);
67 bool try_mark_partial_variable(ir_variable
*var
, ir_rvalue
*index
);
69 struct gl_program
*prog
;
73 } /* anonymous namespace */
76 is_shader_inout(ir_variable
*var
)
78 return var
->mode
== ir_var_shader_in
||
79 var
->mode
== ir_var_shader_out
||
80 var
->mode
== ir_var_system_value
;
84 mark(struct gl_program
*prog
, ir_variable
*var
, int offset
, int len
,
85 bool is_fragment_shader
)
87 /* As of GLSL 1.20, varyings can only be floats, floating-point
88 * vectors or matrices, or arrays of them. For Mesa programs using
89 * InputsRead/OutputsWritten, everything but matrices uses one
90 * slot, while matrices use a slot per column. Presumably
91 * something doing a more clever packing would use something other
92 * than InputsRead/OutputsWritten.
95 for (int i
= 0; i
< len
; i
++) {
96 GLbitfield64 bitfield
= BITFIELD64_BIT(var
->location
+ var
->index
+ offset
+ i
);
97 if (var
->mode
== ir_var_shader_in
) {
98 prog
->InputsRead
|= bitfield
;
99 if (is_fragment_shader
) {
100 gl_fragment_program
*fprog
= (gl_fragment_program
*) prog
;
101 fprog
->InterpQualifier
[var
->location
+ var
->index
+ offset
+ i
] =
102 (glsl_interp_qualifier
) var
->interpolation
;
104 fprog
->IsCentroid
|= bitfield
;
106 } else if (var
->mode
== ir_var_system_value
) {
107 prog
->SystemValuesRead
|= bitfield
;
109 assert(var
->mode
== ir_var_shader_out
);
110 prog
->OutputsWritten
|= bitfield
;
116 * Mark an entire variable as used. Caller must ensure that the variable
117 * represents a shader input or output.
120 ir_set_program_inouts_visitor::mark_whole_variable(ir_variable
*var
)
122 const glsl_type
*type
= var
->type
;
123 if (this->shader_type
== GL_GEOMETRY_SHADER
&&
124 var
->mode
== ir_var_shader_in
&& type
->is_array()) {
125 type
= type
->fields
.array
;
128 mark(this->prog
, var
, 0, type
->count_attribute_slots(),
129 this->shader_type
== GL_FRAGMENT_SHADER
);
132 /* Default handler: Mark all the locations in the variable as used. */
134 ir_set_program_inouts_visitor::visit(ir_dereference_variable
*ir
)
136 if (!is_shader_inout(ir
->var
))
137 return visit_continue
;
139 mark_whole_variable(ir
->var
);
141 return visit_continue
;
145 * Try to mark a portion of the given variable as used. Caller must ensure
146 * that the variable represents a shader input or output which can be indexed
147 * into in array fashion (an array or matrix). For the purpose of geometry
148 * shader inputs (which are always arrays*), this means that the array element
149 * must be something that can be indexed into in array fashion.
151 * *Except gl_PrimitiveIDIn, as noted below.
153 * If the index can't be interpreted as a constant, or some other problem
154 * occurs, then nothing will be marked and false will be returned.
157 ir_set_program_inouts_visitor::try_mark_partial_variable(ir_variable
*var
,
160 const glsl_type
*type
= var
->type
;
162 if (this->shader_type
== GL_GEOMETRY_SHADER
&&
163 var
->mode
== ir_var_shader_in
) {
164 /* The only geometry shader input that is not an array is
165 * gl_PrimitiveIDIn, and in that case, this code will never be reached,
166 * because gl_PrimitiveIDIn can't be indexed into in array fashion.
168 assert(type
->is_array());
169 type
= type
->fields
.array
;
172 /* The code below only handles:
174 * - Indexing into matrices
175 * - Indexing into arrays of (matrices, vectors, or scalars)
177 * All other possibilities are either prohibited by GLSL (vertex inputs and
178 * fragment outputs can't be structs) or should have been eliminated by
179 * lowering passes (do_vec_index_to_swizzle() gets rid of indexing into
180 * vectors, and lower_packed_varyings() gets rid of structs that occur in
183 if (!(type
->is_matrix() ||
185 (type
->fields
.array
->is_numeric() ||
186 type
->fields
.array
->is_boolean())))) {
187 assert(!"Unexpected indexing in ir_set_program_inouts");
189 /* For safety in release builds, in case we ever encounter unexpected
190 * indexing, give up and let the caller mark the whole variable as used.
195 ir_constant
*index_as_constant
= index
->as_constant();
196 if (!index_as_constant
)
201 if (type
->is_array()) {
202 num_elems
= type
->length
;
203 if (type
->fields
.array
->is_matrix())
204 elem_width
= type
->fields
.array
->matrix_columns
;
208 num_elems
= type
->matrix_columns
;
212 if (index_as_constant
->value
.u
[0] >= num_elems
) {
213 /* Constant index outside the bounds of the matrix/array. This could
214 * arise as a result of constant folding of a legal GLSL program.
216 * Even though the spec says that indexing outside the bounds of a
217 * matrix/array results in undefined behaviour, we don't want to pass
218 * out-of-range values to mark() (since this could result in slots that
219 * don't exist being marked as used), so just let the caller mark the
220 * whole variable as used.
225 mark(this->prog
, var
, index_as_constant
->value
.u
[0] * elem_width
,
226 elem_width
, this->shader_type
== GL_FRAGMENT_SHADER
);
231 ir_set_program_inouts_visitor::visit_enter(ir_dereference_array
*ir
)
233 /* Note: for geometry shader inputs, lower_named_interface_blocks may
234 * create 2D arrays, so we need to be able to handle those. 2D arrays
235 * shouldn't be able to crop up for any other reason.
237 if (ir_dereference_array
* const inner_array
=
238 ir
->array
->as_dereference_array()) {
240 * inner_array => foo[i]
242 if (ir_dereference_variable
* const deref_var
=
243 inner_array
->array
->as_dereference_variable()) {
244 if (this->shader_type
== GL_GEOMETRY_SHADER
&&
245 deref_var
->var
->mode
== ir_var_shader_in
) {
246 /* foo is a geometry shader input, so i is the vertex, and j the
247 * part of the input we're accessing.
249 if (try_mark_partial_variable(deref_var
->var
, ir
->array_index
))
251 /* We've now taken care of foo and j, but i might contain a
252 * subexpression that accesses shader inputs. So manually
253 * visit i and then continue with the parent.
255 inner_array
->array_index
->accept(this);
256 return visit_continue_with_parent
;
260 } else if (ir_dereference_variable
* const deref_var
=
261 ir
->array
->as_dereference_variable()) {
262 /* ir => foo[i], where foo is a variable. */
263 if (this->shader_type
== GL_GEOMETRY_SHADER
&&
264 deref_var
->var
->mode
== ir_var_shader_in
) {
265 /* foo is a geometry shader input, so i is the vertex, and we're
266 * accessing the entire input.
268 mark_whole_variable(deref_var
->var
);
269 /* We've now taken care of foo, but i might contain a subexpression
270 * that accesses shader inputs. So manually visit i and then
271 * continue with the parent.
273 ir
->array_index
->accept(this);
274 return visit_continue_with_parent
;
275 } else if (is_shader_inout(deref_var
->var
)) {
276 /* foo is a shader input/output, but not a geometry shader input,
277 * so i is the part of the input we're accessing.
279 if (try_mark_partial_variable(deref_var
->var
, ir
->array_index
))
280 return visit_continue_with_parent
;
284 /* The expression is something we don't recognize. Just visit its
287 return visit_continue
;
291 ir_set_program_inouts_visitor::visit_enter(ir_function_signature
*ir
)
293 /* We don't want to descend into the function parameters and
294 * consider them as shader inputs or outputs.
296 visit_list_elements(this, &ir
->body
);
297 return visit_continue_with_parent
;
301 ir_set_program_inouts_visitor::visit_enter(ir_expression
*ir
)
303 if (this->shader_type
== GL_FRAGMENT_SHADER
&&
304 ir
->operation
== ir_unop_dFdy
) {
305 gl_fragment_program
*fprog
= (gl_fragment_program
*) prog
;
306 fprog
->UsesDFdy
= true;
308 return visit_continue
;
312 ir_set_program_inouts_visitor::visit_enter(ir_discard
*)
314 /* discards are only allowed in fragment shaders. */
315 assert(this->shader_type
== GL_FRAGMENT_SHADER
);
317 gl_fragment_program
*fprog
= (gl_fragment_program
*) prog
;
318 fprog
->UsesKill
= true;
320 return visit_continue
;
324 ir_set_program_inouts_visitor::visit_enter(ir_texture
*ir
)
326 if (ir
->op
== ir_tg4
)
327 prog
->UsesGather
= true;
328 return visit_continue
;
332 do_set_program_inouts(exec_list
*instructions
, struct gl_program
*prog
,
335 ir_set_program_inouts_visitor
v(prog
, shader_type
);
337 prog
->InputsRead
= 0;
338 prog
->OutputsWritten
= 0;
339 prog
->SystemValuesRead
= 0;
340 if (shader_type
== GL_FRAGMENT_SHADER
) {
341 gl_fragment_program
*fprog
= (gl_fragment_program
*) prog
;
342 memset(fprog
->InterpQualifier
, 0, sizeof(fprog
->InterpQualifier
));
343 fprog
->IsCentroid
= 0;
344 fprog
->UsesDFdy
= false;
345 fprog
->UsesKill
= false;
347 visit_list_elements(&v
, instructions
);