glsl: Replace atomic_ssbo and ssbo_atomic with atomic
[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 bool is_patch_generic = var->data.patch &&
107 idx != VARYING_SLOT_TESS_LEVEL_INNER &&
108 idx != VARYING_SLOT_TESS_LEVEL_OUTER;
109 GLbitfield64 bitfield;
110
111 if (is_patch_generic) {
112 assert(idx >= VARYING_SLOT_PATCH0 && idx < VARYING_SLOT_TESS_MAX);
113 bitfield = BITFIELD64_BIT(idx - VARYING_SLOT_PATCH0);
114 }
115 else {
116 assert(idx < VARYING_SLOT_MAX);
117 bitfield = BITFIELD64_BIT(idx);
118 }
119
120 if (var->data.mode == ir_var_shader_in) {
121 if (is_patch_generic)
122 prog->PatchInputsRead |= bitfield;
123 else
124 prog->InputsRead |= bitfield;
125
126 if (dual_slot)
127 prog->DoubleInputsRead |= bitfield;
128 if (is_fragment_shader) {
129 gl_fragment_program *fprog = (gl_fragment_program *) prog;
130 fprog->InterpQualifier[idx] =
131 (glsl_interp_qualifier) var->data.interpolation;
132 if (var->data.centroid)
133 fprog->IsCentroid |= bitfield;
134 if (var->data.sample)
135 fprog->IsSample |= bitfield;
136 }
137 } else if (var->data.mode == ir_var_system_value) {
138 prog->SystemValuesRead |= bitfield;
139 } else {
140 assert(var->data.mode == ir_var_shader_out);
141 if (is_patch_generic)
142 prog->PatchOutputsWritten |= bitfield;
143 else
144 prog->OutputsWritten |= bitfield;
145 }
146 }
147 }
148
149 /**
150 * Mark an entire variable as used. Caller must ensure that the variable
151 * represents a shader input or output.
152 */
153 void
154 ir_set_program_inouts_visitor::mark_whole_variable(ir_variable *var)
155 {
156 const glsl_type *type = var->type;
157 if (this->shader_stage == MESA_SHADER_GEOMETRY &&
158 var->data.mode == ir_var_shader_in && type->is_array()) {
159 type = type->fields.array;
160 }
161
162 if (this->shader_stage == MESA_SHADER_TESS_CTRL &&
163 var->data.mode == ir_var_shader_in) {
164 assert(type->is_array());
165 type = type->fields.array;
166 }
167
168 if (this->shader_stage == MESA_SHADER_TESS_CTRL &&
169 var->data.mode == ir_var_shader_out && !var->data.patch) {
170 assert(type->is_array());
171 type = type->fields.array;
172 }
173
174 if (this->shader_stage == MESA_SHADER_TESS_EVAL &&
175 var->data.mode == ir_var_shader_in && !var->data.patch) {
176 assert(type->is_array());
177 type = type->fields.array;
178 }
179
180 mark(this->prog, var, 0, type->count_attribute_slots(),
181 this->shader_stage == MESA_SHADER_FRAGMENT);
182 }
183
184 /* Default handler: Mark all the locations in the variable as used. */
185 ir_visitor_status
186 ir_set_program_inouts_visitor::visit(ir_dereference_variable *ir)
187 {
188 if (!is_shader_inout(ir->var))
189 return visit_continue;
190
191 mark_whole_variable(ir->var);
192
193 return visit_continue;
194 }
195
196 /**
197 * Try to mark a portion of the given variable as used. Caller must ensure
198 * that the variable represents a shader input or output which can be indexed
199 * into in array fashion (an array or matrix). For the purpose of geometry
200 * shader inputs (which are always arrays*), this means that the array element
201 * must be something that can be indexed into in array fashion.
202 *
203 * *Except gl_PrimitiveIDIn, as noted below.
204 *
205 * For tessellation control shaders all inputs and non-patch outputs are
206 * arrays. For tessellation evaluation shaders non-patch inputs are arrays.
207 *
208 * If the index can't be interpreted as a constant, or some other problem
209 * occurs, then nothing will be marked and false will be returned.
210 */
211 bool
212 ir_set_program_inouts_visitor::try_mark_partial_variable(ir_variable *var,
213 ir_rvalue *index)
214 {
215 const glsl_type *type = var->type;
216
217 if (this->shader_stage == MESA_SHADER_GEOMETRY &&
218 var->data.mode == ir_var_shader_in) {
219 /* The only geometry shader input that is not an array is
220 * gl_PrimitiveIDIn, and in that case, this code will never be reached,
221 * because gl_PrimitiveIDIn can't be indexed into in array fashion.
222 */
223 assert(type->is_array());
224 type = type->fields.array;
225 }
226
227 if (this->shader_stage == MESA_SHADER_TESS_CTRL &&
228 var->data.mode == ir_var_shader_in) {
229 assert(type->is_array());
230 type = type->fields.array;
231 }
232
233 if (this->shader_stage == MESA_SHADER_TESS_CTRL &&
234 var->data.mode == ir_var_shader_out && !var->data.patch) {
235 assert(type->is_array());
236 type = type->fields.array;
237 }
238
239 if (this->shader_stage == MESA_SHADER_TESS_EVAL &&
240 var->data.mode == ir_var_shader_in && !var->data.patch) {
241 assert(type->is_array());
242 type = type->fields.array;
243 }
244
245 /* TODO: implement proper arrays of arrays support
246 * for now let the caller mark whole variable as used.
247 */
248 if (type->is_array() && type->fields.array->is_array())
249 return false;
250
251 /* The code below only handles:
252 *
253 * - Indexing into matrices
254 * - Indexing into arrays of (matrices, vectors, or scalars)
255 *
256 * All other possibilities are either prohibited by GLSL (vertex inputs and
257 * fragment outputs can't be structs) or should have been eliminated by
258 * lowering passes (do_vec_index_to_swizzle() gets rid of indexing into
259 * vectors, and lower_packed_varyings() gets rid of structs that occur in
260 * varyings).
261 */
262 if (!(type->is_matrix() ||
263 (type->is_array() &&
264 (type->fields.array->is_numeric() ||
265 type->fields.array->is_boolean())))) {
266 assert(!"Unexpected indexing in ir_set_program_inouts");
267
268 /* For safety in release builds, in case we ever encounter unexpected
269 * indexing, give up and let the caller mark the whole variable as used.
270 */
271 return false;
272 }
273
274 ir_constant *index_as_constant = index->as_constant();
275 if (!index_as_constant)
276 return false;
277
278 unsigned elem_width;
279 unsigned num_elems;
280 if (type->is_array()) {
281 num_elems = type->length;
282 if (type->fields.array->is_matrix())
283 elem_width = type->fields.array->matrix_columns;
284 else
285 elem_width = 1;
286 } else {
287 num_elems = type->matrix_columns;
288 elem_width = 1;
289 }
290
291 if (index_as_constant->value.u[0] >= num_elems) {
292 /* Constant index outside the bounds of the matrix/array. This could
293 * arise as a result of constant folding of a legal GLSL program.
294 *
295 * Even though the spec says that indexing outside the bounds of a
296 * matrix/array results in undefined behaviour, we don't want to pass
297 * out-of-range values to mark() (since this could result in slots that
298 * don't exist being marked as used), so just let the caller mark the
299 * whole variable as used.
300 */
301 return false;
302 }
303
304 mark(this->prog, var, index_as_constant->value.u[0] * elem_width,
305 elem_width, this->shader_stage == MESA_SHADER_FRAGMENT);
306 return true;
307 }
308
309 static bool
310 is_multiple_vertices(gl_shader_stage stage, ir_variable *var)
311 {
312 if (var->data.patch)
313 return false;
314
315 if (var->data.mode == ir_var_shader_in)
316 return stage == MESA_SHADER_GEOMETRY ||
317 stage == MESA_SHADER_TESS_CTRL ||
318 stage == MESA_SHADER_TESS_EVAL;
319 if (var->data.mode == ir_var_shader_out)
320 return stage == MESA_SHADER_TESS_CTRL;
321
322 return false;
323 }
324
325 ir_visitor_status
326 ir_set_program_inouts_visitor::visit_enter(ir_dereference_array *ir)
327 {
328 /* Note: for geometry shader inputs, lower_named_interface_blocks may
329 * create 2D arrays, so we need to be able to handle those. 2D arrays
330 * shouldn't be able to crop up for any other reason.
331 */
332 if (ir_dereference_array * const inner_array =
333 ir->array->as_dereference_array()) {
334 /* ir => foo[i][j]
335 * inner_array => foo[i]
336 */
337 if (ir_dereference_variable * const deref_var =
338 inner_array->array->as_dereference_variable()) {
339 if (is_multiple_vertices(this->shader_stage, deref_var->var)) {
340 /* foo is a geometry or tessellation shader input, so i is
341 * the vertex, and j the part of the input we're accessing.
342 */
343 if (try_mark_partial_variable(deref_var->var, ir->array_index))
344 {
345 /* We've now taken care of foo and j, but i might contain a
346 * subexpression that accesses shader inputs. So manually
347 * visit i and then continue with the parent.
348 */
349 inner_array->array_index->accept(this);
350 return visit_continue_with_parent;
351 }
352 }
353 }
354 } else if (ir_dereference_variable * const deref_var =
355 ir->array->as_dereference_variable()) {
356 /* ir => foo[i], where foo is a variable. */
357 if (is_multiple_vertices(this->shader_stage, deref_var->var)) {
358 /* foo is a geometry or tessellation shader input, so i is
359 * the vertex, and we're accessing the entire input.
360 */
361 mark_whole_variable(deref_var->var);
362 /* We've now taken care of foo, but i might contain a subexpression
363 * that accesses shader inputs. So manually visit i and then
364 * continue with the parent.
365 */
366 ir->array_index->accept(this);
367 return visit_continue_with_parent;
368 } else if (is_shader_inout(deref_var->var)) {
369 /* foo is a shader input/output, but not a geometry shader input,
370 * so i is the part of the input we're accessing.
371 */
372 if (try_mark_partial_variable(deref_var->var, ir->array_index))
373 return visit_continue_with_parent;
374 }
375 }
376
377 /* The expression is something we don't recognize. Just visit its
378 * subexpressions.
379 */
380 return visit_continue;
381 }
382
383 ir_visitor_status
384 ir_set_program_inouts_visitor::visit_enter(ir_function_signature *ir)
385 {
386 /* We don't want to descend into the function parameters and
387 * consider them as shader inputs or outputs.
388 */
389 visit_list_elements(this, &ir->body);
390 return visit_continue_with_parent;
391 }
392
393 ir_visitor_status
394 ir_set_program_inouts_visitor::visit_enter(ir_expression *ir)
395 {
396 if (this->shader_stage == MESA_SHADER_FRAGMENT &&
397 (ir->operation == ir_unop_dFdy ||
398 ir->operation == ir_unop_dFdy_coarse ||
399 ir->operation == ir_unop_dFdy_fine)) {
400 gl_fragment_program *fprog = (gl_fragment_program *) prog;
401 fprog->UsesDFdy = true;
402 }
403 return visit_continue;
404 }
405
406 ir_visitor_status
407 ir_set_program_inouts_visitor::visit_enter(ir_discard *)
408 {
409 /* discards are only allowed in fragment shaders. */
410 assert(this->shader_stage == MESA_SHADER_FRAGMENT);
411
412 gl_fragment_program *fprog = (gl_fragment_program *) prog;
413 fprog->UsesKill = true;
414
415 return visit_continue;
416 }
417
418 ir_visitor_status
419 ir_set_program_inouts_visitor::visit_enter(ir_texture *ir)
420 {
421 if (ir->op == ir_tg4)
422 prog->UsesGather = true;
423 return visit_continue;
424 }
425
426 void
427 do_set_program_inouts(exec_list *instructions, struct gl_program *prog,
428 gl_shader_stage shader_stage)
429 {
430 ir_set_program_inouts_visitor v(prog, shader_stage);
431
432 prog->InputsRead = 0;
433 prog->OutputsWritten = 0;
434 prog->PatchInputsRead = 0;
435 prog->PatchOutputsWritten = 0;
436 prog->SystemValuesRead = 0;
437 if (shader_stage == MESA_SHADER_FRAGMENT) {
438 gl_fragment_program *fprog = (gl_fragment_program *) prog;
439 memset(fprog->InterpQualifier, 0, sizeof(fprog->InterpQualifier));
440 fprog->IsCentroid = 0;
441 fprog->IsSample = 0;
442 fprog->UsesDFdy = false;
443 fprog->UsesKill = false;
444 }
445 visit_list_elements(&v, instructions);
446 }