nir/spirv: pull out logic for getting builtin locations
[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"),
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:
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
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.
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 and IsSample bitfields, 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 namespace {
46
47 class ir_set_program_inouts_visitor : public ir_hierarchical_visitor {
48 public:
49 ir_set_program_inouts_visitor(struct gl_program *prog,
50 gl_shader_stage shader_stage)
51 {
52 this->prog = prog;
53 this->shader_stage = shader_stage;
54 }
55 ~ir_set_program_inouts_visitor()
56 {
57 }
58
59 virtual ir_visitor_status visit_enter(ir_dereference_array *);
60 virtual ir_visitor_status visit_enter(ir_function_signature *);
61 virtual ir_visitor_status visit_enter(ir_expression *);
62 virtual ir_visitor_status visit_enter(ir_discard *);
63 virtual ir_visitor_status visit_enter(ir_texture *);
64 virtual ir_visitor_status visit(ir_dereference_variable *);
65
66 private:
67 void mark_whole_variable(ir_variable *var);
68 bool try_mark_partial_variable(ir_variable *var, ir_rvalue *index);
69
70 struct gl_program *prog;
71 gl_shader_stage shader_stage;
72 };
73
74 } /* anonymous namespace */
75
76 static inline bool
77 is_shader_inout(ir_variable *var)
78 {
79 return var->data.mode == ir_var_shader_in ||
80 var->data.mode == ir_var_shader_out ||
81 var->data.mode == ir_var_system_value;
82 }
83
84 static inline bool
85 is_dual_slot(ir_variable *var)
86 {
87 const glsl_type *type = var->type->without_array();
88 return type == glsl_type::dvec4_type || type == glsl_type::dvec3_type;
89 }
90
91 static void
92 mark(struct gl_program *prog, ir_variable *var, int offset, int len,
93 bool is_fragment_shader)
94 {
95 /* As of GLSL 1.20, varyings can only be floats, floating-point
96 * vectors or matrices, or arrays of them. For Mesa programs using
97 * InputsRead/OutputsWritten, everything but matrices uses one
98 * slot, while matrices use a slot per column. Presumably
99 * something doing a more clever packing would use something other
100 * than InputsRead/OutputsWritten.
101 */
102
103 for (int i = 0; i < len; i++) {
104 bool dual_slot = is_dual_slot(var);
105 int idx = var->data.location + var->data.index + offset + i;
106 GLbitfield64 bitfield = BITFIELD64_BIT(idx);
107
108 if (var->data.mode == ir_var_shader_in) {
109 prog->InputsRead |= bitfield;
110 if (dual_slot)
111 prog->DoubleInputsRead |= bitfield;
112 if (is_fragment_shader) {
113 gl_fragment_program *fprog = (gl_fragment_program *) prog;
114 fprog->InterpQualifier[idx] =
115 (glsl_interp_qualifier) var->data.interpolation;
116 if (var->data.centroid)
117 fprog->IsCentroid |= bitfield;
118 if (var->data.sample)
119 fprog->IsSample |= bitfield;
120 }
121 } else if (var->data.mode == ir_var_system_value) {
122 prog->SystemValuesRead |= bitfield;
123 } else {
124 assert(var->data.mode == ir_var_shader_out);
125 prog->OutputsWritten |= bitfield;
126 }
127 }
128 }
129
130 /**
131 * Mark an entire variable as used. Caller must ensure that the variable
132 * represents a shader input or output.
133 */
134 void
135 ir_set_program_inouts_visitor::mark_whole_variable(ir_variable *var)
136 {
137 const glsl_type *type = var->type;
138 if (this->shader_stage == MESA_SHADER_GEOMETRY &&
139 var->data.mode == ir_var_shader_in && type->is_array()) {
140 type = type->fields.array;
141 }
142
143 mark(this->prog, var, 0, type->count_attribute_slots(),
144 this->shader_stage == MESA_SHADER_FRAGMENT);
145 }
146
147 /* Default handler: Mark all the locations in the variable as used. */
148 ir_visitor_status
149 ir_set_program_inouts_visitor::visit(ir_dereference_variable *ir)
150 {
151 if (!is_shader_inout(ir->var))
152 return visit_continue;
153
154 mark_whole_variable(ir->var);
155
156 return visit_continue;
157 }
158
159 /**
160 * Try to mark a portion of the given variable as used. Caller must ensure
161 * that the variable represents a shader input or output which can be indexed
162 * into in array fashion (an array or matrix). For the purpose of geometry
163 * shader inputs (which are always arrays*), this means that the array element
164 * must be something that can be indexed into in array fashion.
165 *
166 * *Except gl_PrimitiveIDIn, as noted below.
167 *
168 * If the index can't be interpreted as a constant, or some other problem
169 * occurs, then nothing will be marked and false will be returned.
170 */
171 bool
172 ir_set_program_inouts_visitor::try_mark_partial_variable(ir_variable *var,
173 ir_rvalue *index)
174 {
175 const glsl_type *type = var->type;
176
177 if (this->shader_stage == MESA_SHADER_GEOMETRY &&
178 var->data.mode == ir_var_shader_in) {
179 /* The only geometry shader input that is not an array is
180 * gl_PrimitiveIDIn, and in that case, this code will never be reached,
181 * because gl_PrimitiveIDIn can't be indexed into in array fashion.
182 */
183 assert(type->is_array());
184 type = type->fields.array;
185 }
186
187 /* The code below only handles:
188 *
189 * - Indexing into matrices
190 * - Indexing into arrays of (matrices, vectors, or scalars)
191 *
192 * All other possibilities are either prohibited by GLSL (vertex inputs and
193 * fragment outputs can't be structs) or should have been eliminated by
194 * lowering passes (do_vec_index_to_swizzle() gets rid of indexing into
195 * vectors, and lower_packed_varyings() gets rid of structs that occur in
196 * varyings).
197 */
198 if (!(type->is_matrix() ||
199 (type->is_array() &&
200 (type->fields.array->is_numeric() ||
201 type->fields.array->is_boolean())))) {
202 assert(!"Unexpected indexing in ir_set_program_inouts");
203
204 /* For safety in release builds, in case we ever encounter unexpected
205 * indexing, give up and let the caller mark the whole variable as used.
206 */
207 return false;
208 }
209
210 ir_constant *index_as_constant = index->as_constant();
211 if (!index_as_constant)
212 return false;
213
214 unsigned elem_width;
215 unsigned num_elems;
216 if (type->is_array()) {
217 num_elems = type->length;
218 if (type->fields.array->is_matrix())
219 elem_width = type->fields.array->matrix_columns;
220 else
221 elem_width = 1;
222 } else {
223 num_elems = type->matrix_columns;
224 elem_width = 1;
225 }
226
227 if (index_as_constant->value.u[0] >= num_elems) {
228 /* Constant index outside the bounds of the matrix/array. This could
229 * arise as a result of constant folding of a legal GLSL program.
230 *
231 * Even though the spec says that indexing outside the bounds of a
232 * matrix/array results in undefined behaviour, we don't want to pass
233 * out-of-range values to mark() (since this could result in slots that
234 * don't exist being marked as used), so just let the caller mark the
235 * whole variable as used.
236 */
237 return false;
238 }
239
240 mark(this->prog, var, index_as_constant->value.u[0] * elem_width,
241 elem_width, this->shader_stage == MESA_SHADER_FRAGMENT);
242 return true;
243 }
244
245 ir_visitor_status
246 ir_set_program_inouts_visitor::visit_enter(ir_dereference_array *ir)
247 {
248 /* Note: for geometry shader inputs, lower_named_interface_blocks may
249 * create 2D arrays, so we need to be able to handle those. 2D arrays
250 * shouldn't be able to crop up for any other reason.
251 */
252 if (ir_dereference_array * const inner_array =
253 ir->array->as_dereference_array()) {
254 /* ir => foo[i][j]
255 * inner_array => foo[i]
256 */
257 if (ir_dereference_variable * const deref_var =
258 inner_array->array->as_dereference_variable()) {
259 if (this->shader_stage == MESA_SHADER_GEOMETRY &&
260 deref_var->var->data.mode == ir_var_shader_in) {
261 /* foo is a geometry shader input, so i is the vertex, and j the
262 * part of the input we're accessing.
263 */
264 if (try_mark_partial_variable(deref_var->var, ir->array_index))
265 {
266 /* We've now taken care of foo and j, but i might contain a
267 * subexpression that accesses shader inputs. So manually
268 * visit i and then continue with the parent.
269 */
270 inner_array->array_index->accept(this);
271 return visit_continue_with_parent;
272 }
273 }
274 }
275 } else if (ir_dereference_variable * const deref_var =
276 ir->array->as_dereference_variable()) {
277 /* ir => foo[i], where foo is a variable. */
278 if (this->shader_stage == MESA_SHADER_GEOMETRY &&
279 deref_var->var->data.mode == ir_var_shader_in) {
280 /* foo is a geometry shader input, so i is the vertex, and we're
281 * accessing the entire input.
282 */
283 mark_whole_variable(deref_var->var);
284 /* We've now taken care of foo, but i might contain a subexpression
285 * that accesses shader inputs. So manually visit i and then
286 * continue with the parent.
287 */
288 ir->array_index->accept(this);
289 return visit_continue_with_parent;
290 } else if (is_shader_inout(deref_var->var)) {
291 /* foo is a shader input/output, but not a geometry shader input,
292 * so i is the part of the input we're accessing.
293 */
294 if (try_mark_partial_variable(deref_var->var, ir->array_index))
295 return visit_continue_with_parent;
296 }
297 }
298
299 /* The expression is something we don't recognize. Just visit its
300 * subexpressions.
301 */
302 return visit_continue;
303 }
304
305 ir_visitor_status
306 ir_set_program_inouts_visitor::visit_enter(ir_function_signature *ir)
307 {
308 /* We don't want to descend into the function parameters and
309 * consider them as shader inputs or outputs.
310 */
311 visit_list_elements(this, &ir->body);
312 return visit_continue_with_parent;
313 }
314
315 ir_visitor_status
316 ir_set_program_inouts_visitor::visit_enter(ir_expression *ir)
317 {
318 if (this->shader_stage == MESA_SHADER_FRAGMENT &&
319 (ir->operation == ir_unop_dFdy ||
320 ir->operation == ir_unop_dFdy_coarse ||
321 ir->operation == ir_unop_dFdy_fine)) {
322 gl_fragment_program *fprog = (gl_fragment_program *) prog;
323 fprog->UsesDFdy = true;
324 }
325 return visit_continue;
326 }
327
328 ir_visitor_status
329 ir_set_program_inouts_visitor::visit_enter(ir_discard *)
330 {
331 /* discards are only allowed in fragment shaders. */
332 assert(this->shader_stage == MESA_SHADER_FRAGMENT);
333
334 gl_fragment_program *fprog = (gl_fragment_program *) prog;
335 fprog->UsesKill = true;
336
337 return visit_continue;
338 }
339
340 ir_visitor_status
341 ir_set_program_inouts_visitor::visit_enter(ir_texture *ir)
342 {
343 if (ir->op == ir_tg4)
344 prog->UsesGather = true;
345 return visit_continue;
346 }
347
348 void
349 do_set_program_inouts(exec_list *instructions, struct gl_program *prog,
350 gl_shader_stage shader_stage)
351 {
352 ir_set_program_inouts_visitor v(prog, shader_stage);
353
354 prog->InputsRead = 0;
355 prog->OutputsWritten = 0;
356 prog->SystemValuesRead = 0;
357 if (shader_stage == MESA_SHADER_FRAGMENT) {
358 gl_fragment_program *fprog = (gl_fragment_program *) prog;
359 memset(fprog->InterpQualifier, 0, sizeof(fprog->InterpQualifier));
360 fprog->IsCentroid = 0;
361 fprog->IsSample = 0;
362 fprog->UsesDFdy = false;
363 fprog->UsesKill = false;
364 }
365 visit_list_elements(&v, instructions);
366 }