e5de07e0122c764cf9fbba5bef7565903933d64e
[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 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 "program/hash_table.h"
42 #include "ir.h"
43 #include "ir_visitor.h"
44 #include "glsl_types.h"
45
46 class ir_set_program_inouts_visitor : public ir_hierarchical_visitor {
47 public:
48 ir_set_program_inouts_visitor(struct gl_program *prog,
49 bool is_fragment_shader)
50 {
51 this->prog = prog;
52 this->is_fragment_shader = is_fragment_shader;
53 this->ht = hash_table_ctor(0,
54 hash_table_pointer_hash,
55 hash_table_pointer_compare);
56 }
57 ~ir_set_program_inouts_visitor()
58 {
59 hash_table_dtor(this->ht);
60 }
61
62 virtual ir_visitor_status visit_enter(ir_dereference_array *);
63 virtual ir_visitor_status visit_enter(ir_function_signature *);
64 virtual ir_visitor_status visit_enter(ir_expression *);
65 virtual ir_visitor_status visit_enter(ir_discard *);
66 virtual ir_visitor_status visit(ir_dereference_variable *);
67 virtual ir_visitor_status visit(ir_variable *);
68
69 struct gl_program *prog;
70 struct hash_table *ht;
71 bool is_fragment_shader;
72 };
73
74 static void
75 mark(struct gl_program *prog, ir_variable *var, int offset, int len,
76 bool is_fragment_shader)
77 {
78 /* As of GLSL 1.20, varyings can only be floats, floating-point
79 * vectors or matrices, or arrays of them. For Mesa programs using
80 * InputsRead/OutputsWritten, everything but matrices uses one
81 * slot, while matrices use a slot per column. Presumably
82 * something doing a more clever packing would use something other
83 * than InputsRead/OutputsWritten.
84 */
85
86 for (int i = 0; i < len; i++) {
87 GLbitfield64 bitfield = BITFIELD64_BIT(var->location + var->index + offset + i);
88 if (var->mode == ir_var_in) {
89 prog->InputsRead |= bitfield;
90 if (is_fragment_shader) {
91 gl_fragment_program *fprog = (gl_fragment_program *) prog;
92 fprog->InterpQualifier[var->location + var->index + offset + i] =
93 (glsl_interp_qualifier) var->interpolation;
94 if (var->centroid)
95 fprog->IsCentroid |= bitfield;
96 }
97 } else if (var->mode == ir_var_system_value) {
98 prog->SystemValuesRead |= bitfield;
99 } else {
100 prog->OutputsWritten |= bitfield;
101 }
102 }
103 }
104
105 /* Default handler: Mark all the locations in the variable as used. */
106 ir_visitor_status
107 ir_set_program_inouts_visitor::visit(ir_dereference_variable *ir)
108 {
109 if (hash_table_find(this->ht, ir->var) == NULL)
110 return visit_continue;
111
112 if (ir->type->is_array()) {
113 mark(this->prog, ir->var, 0,
114 ir->type->length * ir->type->fields.array->matrix_columns,
115 this->is_fragment_shader);
116 } else {
117 mark(this->prog, ir->var, 0, ir->type->matrix_columns,
118 this->is_fragment_shader);
119 }
120
121 return visit_continue;
122 }
123
124 ir_visitor_status
125 ir_set_program_inouts_visitor::visit_enter(ir_dereference_array *ir)
126 {
127 ir_dereference_variable *deref_var;
128 ir_constant *index = ir->array_index->as_constant();
129 deref_var = ir->array->as_dereference_variable();
130 ir_variable *var = NULL;
131
132 /* Check that we're dereferencing a shader in or out */
133 if (deref_var)
134 var = (ir_variable *)hash_table_find(this->ht, deref_var->var);
135
136 if (index && var) {
137 int width = 1;
138
139 if (deref_var->type->is_array() &&
140 deref_var->type->fields.array->is_matrix()) {
141 width = deref_var->type->fields.array->matrix_columns;
142 }
143
144 mark(this->prog, var, index->value.i[0] * width, width,
145 this->is_fragment_shader);
146 return visit_continue_with_parent;
147 }
148
149 return visit_continue;
150 }
151
152 ir_visitor_status
153 ir_set_program_inouts_visitor::visit(ir_variable *ir)
154 {
155 if (ir->mode == ir_var_in ||
156 ir->mode == ir_var_out ||
157 ir->mode == ir_var_system_value) {
158 hash_table_insert(this->ht, ir, ir);
159 }
160
161 return visit_continue;
162 }
163
164 ir_visitor_status
165 ir_set_program_inouts_visitor::visit_enter(ir_function_signature *ir)
166 {
167 /* We don't want to descend into the function parameters and
168 * consider them as shader inputs or outputs.
169 */
170 visit_list_elements(this, &ir->body);
171 return visit_continue_with_parent;
172 }
173
174 ir_visitor_status
175 ir_set_program_inouts_visitor::visit_enter(ir_expression *ir)
176 {
177 if (is_fragment_shader && ir->operation == ir_unop_dFdy) {
178 gl_fragment_program *fprog = (gl_fragment_program *) prog;
179 fprog->UsesDFdy = true;
180 }
181 return visit_continue;
182 }
183
184 ir_visitor_status
185 ir_set_program_inouts_visitor::visit_enter(ir_discard *)
186 {
187 /* discards are only allowed in fragment shaders. */
188 assert(is_fragment_shader);
189
190 gl_fragment_program *fprog = (gl_fragment_program *) prog;
191 fprog->UsesKill = true;
192
193 return visit_continue;
194 }
195
196 void
197 do_set_program_inouts(exec_list *instructions, struct gl_program *prog,
198 bool is_fragment_shader)
199 {
200 ir_set_program_inouts_visitor v(prog, is_fragment_shader);
201
202 prog->InputsRead = 0;
203 prog->OutputsWritten = 0;
204 prog->SystemValuesRead = 0;
205 if (is_fragment_shader) {
206 gl_fragment_program *fprog = (gl_fragment_program *) prog;
207 memset(fprog->InterpQualifier, 0, sizeof(fprog->InterpQualifier));
208 fprog->IsCentroid = 0;
209 fprog->UsesDFdy = false;
210 fprog->UsesKill = false;
211 }
212 visit_list_elements(&v, instructions);
213 }