class ir_set_program_inouts_visitor : public ir_hierarchical_visitor {
public:
- ir_set_program_inouts_visitor(struct gl_program *prog, GLenum shader_type)
+ ir_set_program_inouts_visitor(struct gl_program *prog,
+ gl_shader_stage shader_stage)
{
this->prog = prog;
- this->shader_type = shader_type;
+ this->shader_stage = shader_stage;
}
~ir_set_program_inouts_visitor()
{
bool try_mark_partial_variable(ir_variable *var, ir_rvalue *index);
struct gl_program *prog;
- GLenum shader_type;
+ gl_shader_stage shader_stage;
};
} /* anonymous namespace */
static inline bool
is_shader_inout(ir_variable *var)
{
- return var->mode == ir_var_shader_in ||
- var->mode == ir_var_shader_out ||
- var->mode == ir_var_system_value;
+ return var->data.mode == ir_var_shader_in ||
+ var->data.mode == ir_var_shader_out ||
+ var->data.mode == ir_var_system_value;
+}
+
+static inline bool
+is_dual_slot(ir_variable *var)
+{
+ const glsl_type *type = var->type->without_array();
+ return type == glsl_type::dvec4_type || type == glsl_type::dvec3_type;
}
static void
*/
for (int i = 0; i < len; i++) {
- GLbitfield64 bitfield = BITFIELD64_BIT(var->location + var->index + offset + i);
- if (var->mode == ir_var_shader_in) {
- prog->InputsRead |= bitfield;
+ bool dual_slot = is_dual_slot(var);
+ int idx = var->data.location + var->data.index + offset + i;
+ bool is_patch_generic = var->data.patch &&
+ idx != VARYING_SLOT_TESS_LEVEL_INNER &&
+ idx != VARYING_SLOT_TESS_LEVEL_OUTER;
+ GLbitfield64 bitfield;
+
+ if (is_patch_generic) {
+ assert(idx >= VARYING_SLOT_PATCH0 && idx < VARYING_SLOT_TESS_MAX);
+ bitfield = BITFIELD64_BIT(idx - VARYING_SLOT_PATCH0);
+ }
+ else {
+ assert(idx < VARYING_SLOT_MAX);
+ bitfield = BITFIELD64_BIT(idx);
+ }
+
+ if (var->data.mode == ir_var_shader_in) {
+ if (is_patch_generic)
+ prog->PatchInputsRead |= bitfield;
+ else
+ prog->InputsRead |= bitfield;
+
+ if (dual_slot)
+ prog->DoubleInputsRead |= bitfield;
if (is_fragment_shader) {
gl_fragment_program *fprog = (gl_fragment_program *) prog;
- fprog->InterpQualifier[var->location + var->index + offset + i] =
- (glsl_interp_qualifier) var->interpolation;
- if (var->centroid)
+ fprog->InterpQualifier[idx] =
+ (glsl_interp_qualifier) var->data.interpolation;
+ if (var->data.centroid)
fprog->IsCentroid |= bitfield;
- if (var->sample)
+ if (var->data.sample)
fprog->IsSample |= bitfield;
}
- } else if (var->mode == ir_var_system_value) {
+ } else if (var->data.mode == ir_var_system_value) {
prog->SystemValuesRead |= bitfield;
} else {
- assert(var->mode == ir_var_shader_out);
- prog->OutputsWritten |= bitfield;
+ assert(var->data.mode == ir_var_shader_out);
+ if (is_patch_generic)
+ prog->PatchOutputsWritten |= bitfield;
+ else
+ prog->OutputsWritten |= bitfield;
}
}
}
ir_set_program_inouts_visitor::mark_whole_variable(ir_variable *var)
{
const glsl_type *type = var->type;
- if (this->shader_type == GL_GEOMETRY_SHADER &&
- var->mode == ir_var_shader_in && type->is_array()) {
+ if (this->shader_stage == MESA_SHADER_GEOMETRY &&
+ var->data.mode == ir_var_shader_in && type->is_array()) {
+ type = type->fields.array;
+ }
+
+ if (this->shader_stage == MESA_SHADER_TESS_CTRL &&
+ var->data.mode == ir_var_shader_in) {
+ assert(type->is_array());
+ type = type->fields.array;
+ }
+
+ if (this->shader_stage == MESA_SHADER_TESS_CTRL &&
+ var->data.mode == ir_var_shader_out && !var->data.patch) {
+ assert(type->is_array());
+ type = type->fields.array;
+ }
+
+ if (this->shader_stage == MESA_SHADER_TESS_EVAL &&
+ var->data.mode == ir_var_shader_in && !var->data.patch) {
+ assert(type->is_array());
type = type->fields.array;
}
mark(this->prog, var, 0, type->count_attribute_slots(),
- this->shader_type == GL_FRAGMENT_SHADER);
+ this->shader_stage == MESA_SHADER_FRAGMENT);
}
/* Default handler: Mark all the locations in the variable as used. */
*
* *Except gl_PrimitiveIDIn, as noted below.
*
+ * For tessellation control shaders all inputs and non-patch outputs are
+ * arrays. For tessellation evaluation shaders non-patch inputs are arrays.
+ *
* If the index can't be interpreted as a constant, or some other problem
* occurs, then nothing will be marked and false will be returned.
*/
{
const glsl_type *type = var->type;
- if (this->shader_type == GL_GEOMETRY_SHADER &&
- var->mode == ir_var_shader_in) {
+ if (this->shader_stage == MESA_SHADER_GEOMETRY &&
+ var->data.mode == ir_var_shader_in) {
/* The only geometry shader input that is not an array is
* gl_PrimitiveIDIn, and in that case, this code will never be reached,
* because gl_PrimitiveIDIn can't be indexed into in array fashion.
type = type->fields.array;
}
+ if (this->shader_stage == MESA_SHADER_TESS_CTRL &&
+ var->data.mode == ir_var_shader_in) {
+ assert(type->is_array());
+ type = type->fields.array;
+ }
+
+ if (this->shader_stage == MESA_SHADER_TESS_CTRL &&
+ var->data.mode == ir_var_shader_out && !var->data.patch) {
+ assert(type->is_array());
+ type = type->fields.array;
+ }
+
+ if (this->shader_stage == MESA_SHADER_TESS_EVAL &&
+ var->data.mode == ir_var_shader_in && !var->data.patch) {
+ assert(type->is_array());
+ type = type->fields.array;
+ }
+
+ /* TODO: implement proper arrays of arrays support
+ * for now let the caller mark whole variable as used.
+ */
+ if (type->is_array() && type->fields.array->is_array())
+ return false;
+
/* The code below only handles:
*
* - Indexing into matrices
}
mark(this->prog, var, index_as_constant->value.u[0] * elem_width,
- elem_width, this->shader_type == GL_FRAGMENT_SHADER);
+ elem_width, this->shader_stage == MESA_SHADER_FRAGMENT);
return true;
}
+static bool
+is_multiple_vertices(gl_shader_stage stage, ir_variable *var)
+{
+ if (var->data.patch)
+ return false;
+
+ if (var->data.mode == ir_var_shader_in)
+ return stage == MESA_SHADER_GEOMETRY ||
+ stage == MESA_SHADER_TESS_CTRL ||
+ stage == MESA_SHADER_TESS_EVAL;
+ if (var->data.mode == ir_var_shader_out)
+ return stage == MESA_SHADER_TESS_CTRL;
+
+ return false;
+}
+
ir_visitor_status
ir_set_program_inouts_visitor::visit_enter(ir_dereference_array *ir)
{
*/
if (ir_dereference_variable * const deref_var =
inner_array->array->as_dereference_variable()) {
- if (this->shader_type == GL_GEOMETRY_SHADER &&
- deref_var->var->mode == ir_var_shader_in) {
- /* foo is a geometry shader input, so i is the vertex, and j the
- * part of the input we're accessing.
+ if (is_multiple_vertices(this->shader_stage, deref_var->var)) {
+ /* foo is a geometry or tessellation shader input, so i is
+ * the vertex, and j the part of the input we're accessing.
*/
if (try_mark_partial_variable(deref_var->var, ir->array_index))
{
} else if (ir_dereference_variable * const deref_var =
ir->array->as_dereference_variable()) {
/* ir => foo[i], where foo is a variable. */
- if (this->shader_type == GL_GEOMETRY_SHADER &&
- deref_var->var->mode == ir_var_shader_in) {
- /* foo is a geometry shader input, so i is the vertex, and we're
- * accessing the entire input.
+ if (is_multiple_vertices(this->shader_stage, deref_var->var)) {
+ /* foo is a geometry or tessellation shader input, so i is
+ * the vertex, and we're accessing the entire input.
*/
mark_whole_variable(deref_var->var);
/* We've now taken care of foo, but i might contain a subexpression
ir_visitor_status
ir_set_program_inouts_visitor::visit_enter(ir_expression *ir)
{
- if (this->shader_type == GL_FRAGMENT_SHADER &&
- ir->operation == ir_unop_dFdy) {
+ if (this->shader_stage == MESA_SHADER_FRAGMENT &&
+ (ir->operation == ir_unop_dFdy ||
+ ir->operation == ir_unop_dFdy_coarse ||
+ ir->operation == ir_unop_dFdy_fine)) {
gl_fragment_program *fprog = (gl_fragment_program *) prog;
fprog->UsesDFdy = true;
}
ir_set_program_inouts_visitor::visit_enter(ir_discard *)
{
/* discards are only allowed in fragment shaders. */
- assert(this->shader_type == GL_FRAGMENT_SHADER);
+ assert(this->shader_stage == MESA_SHADER_FRAGMENT);
gl_fragment_program *fprog = (gl_fragment_program *) prog;
fprog->UsesKill = true;
void
do_set_program_inouts(exec_list *instructions, struct gl_program *prog,
- GLenum shader_type)
+ gl_shader_stage shader_stage)
{
- ir_set_program_inouts_visitor v(prog, shader_type);
+ ir_set_program_inouts_visitor v(prog, shader_stage);
prog->InputsRead = 0;
prog->OutputsWritten = 0;
+ prog->PatchInputsRead = 0;
+ prog->PatchOutputsWritten = 0;
prog->SystemValuesRead = 0;
- if (shader_type == GL_FRAGMENT_SHADER) {
+ if (shader_stage == MESA_SHADER_FRAGMENT) {
gl_fragment_program *fprog = (gl_fragment_program *) prog;
memset(fprog->InterpQualifier, 0, sizeof(fprog->InterpQualifier));
fprog->IsCentroid = 0;