unsigned *varying_comp_info_size,
bool default_to_smooth_interp)
{
- unsigned store_varying_info_idx[MAX_VARYINGS_INCL_PATCH][4] = {0};
+ unsigned store_varying_info_idx[MAX_VARYINGS_INCL_PATCH][4] = {{0}};
unsigned num_of_comps_to_pack = 0;
/* Count the number of varying that can be packed and create a mapping
assert(producer->info.stage != MESA_SHADER_FRAGMENT);
assert(consumer->info.stage != MESA_SHADER_VERTEX);
- struct assigned_comps assigned_comps[MAX_VARYINGS_INCL_PATCH] = {0};
+ struct assigned_comps assigned_comps[MAX_VARYINGS_INCL_PATCH] = {{0}};
get_unmoveable_components_masks(&producer->outputs, assigned_comps,
producer->info.stage,
return progress;
}
+
+/* TODO any better helper somewhere to sort a list? */
+
+static void
+insert_sorted(struct exec_list *var_list, nir_variable *new_var)
+{
+ nir_foreach_variable(var, var_list) {
+ if (var->data.location > new_var->data.location) {
+ exec_node_insert_node_before(&var->node, &new_var->node);
+ return;
+ }
+ }
+ exec_list_push_tail(var_list, &new_var->node);
+}
+
+static void
+sort_varyings(struct exec_list *var_list)
+{
+ struct exec_list new_list;
+ exec_list_make_empty(&new_list);
+ nir_foreach_variable_safe(var, var_list) {
+ exec_node_remove(&var->node);
+ insert_sorted(&new_list, var);
+ }
+ exec_list_move_nodes_to(&new_list, var_list);
+}
+
+void
+nir_assign_io_var_locations(struct exec_list *var_list, unsigned *size,
+ gl_shader_stage stage)
+{
+ unsigned location = 0;
+ unsigned assigned_locations[VARYING_SLOT_TESS_MAX];
+ uint64_t processed_locs[2] = {0};
+
+ sort_varyings(var_list);
+
+ const int base = stage == MESA_SHADER_FRAGMENT ?
+ (int) FRAG_RESULT_DATA0 : (int) VARYING_SLOT_VAR0;
+
+ int UNUSED last_loc = 0;
+ bool last_partial = false;
+ nir_foreach_variable(var, var_list) {
+ const struct glsl_type *type = var->type;
+ if (nir_is_per_vertex_io(var, stage)) {
+ assert(glsl_type_is_array(type));
+ type = glsl_get_array_element(type);
+ }
+
+ unsigned var_size;
+ if (var->data.compact) {
+ /* compact variables must be arrays of scalars */
+ assert(glsl_type_is_array(type));
+ assert(glsl_type_is_scalar(glsl_get_array_element(type)));
+ unsigned start = 4 * location + var->data.location_frac;
+ unsigned end = start + glsl_get_length(type);
+ var_size = end / 4 - location;
+ last_partial = end % 4 != 0;
+ } else {
+ /* Compact variables bypass the normal varying compacting pass,
+ * which means they cannot be in the same vec4 slot as a normal
+ * variable. If part of the current slot is taken up by a compact
+ * variable, we need to go to the next one.
+ */
+ if (last_partial) {
+ location++;
+ last_partial = false;
+ }
+ var_size = glsl_count_attribute_slots(type, false);
+ }
+
+ /* Builtins don't allow component packing so we only need to worry about
+ * user defined varyings sharing the same location.
+ */
+ bool processed = false;
+ if (var->data.location >= base) {
+ unsigned glsl_location = var->data.location - base;
+
+ for (unsigned i = 0; i < var_size; i++) {
+ if (processed_locs[var->data.index] &
+ ((uint64_t)1 << (glsl_location + i)))
+ processed = true;
+ else
+ processed_locs[var->data.index] |=
+ ((uint64_t)1 << (glsl_location + i));
+ }
+ }
+
+ /* Because component packing allows varyings to share the same location
+ * we may have already have processed this location.
+ */
+ if (processed) {
+ unsigned driver_location = assigned_locations[var->data.location];
+ var->data.driver_location = driver_location;
+
+ /* An array may be packed such that is crosses multiple other arrays
+ * or variables, we need to make sure we have allocated the elements
+ * consecutively if the previously proccessed var was shorter than
+ * the current array we are processing.
+ *
+ * NOTE: The code below assumes the var list is ordered in ascending
+ * location order.
+ */
+ assert(last_loc <= var->data.location);
+ last_loc = var->data.location;
+ unsigned last_slot_location = driver_location + var_size;
+ if (last_slot_location > location) {
+ unsigned num_unallocated_slots = last_slot_location - location;
+ unsigned first_unallocated_slot = var_size - num_unallocated_slots;
+ for (unsigned i = first_unallocated_slot; i < num_unallocated_slots; i++) {
+ assigned_locations[var->data.location + i] = location;
+ location++;
+ }
+ }
+ continue;
+ }
+
+ for (unsigned i = 0; i < var_size; i++) {
+ assigned_locations[var->data.location + i] = location + i;
+ }
+
+ var->data.driver_location = location;
+ location += var_size;
+ }
+
+ if (last_partial)
+ location++;
+
+ *size = location;
+}
+