for (int i = 0; i < len; i++) {
bool dual_slot = is_dual_slot(var);
int idx = var->data.location + var->data.index + offset + i;
- GLbitfield64 bitfield = BITFIELD64_BIT(idx);
+ 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) {
- prog->InputsRead |= bitfield;
+ if (is_patch_generic)
+ prog->PatchInputsRead |= bitfield;
+ else
+ prog->InputsRead |= bitfield;
+
if (dual_slot)
prog->DoubleInputsRead |= bitfield;
if (is_fragment_shader) {
prog->SystemValuesRead |= bitfield;
} else {
assert(var->data.mode == ir_var_shader_out);
- prog->OutputsWritten |= bitfield;
+ if (is_patch_generic)
+ prog->PatchOutputsWritten |= bitfield;
+ else
+ prog->OutputsWritten |= bitfield;
}
}
}
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_stage == MESA_SHADER_FRAGMENT);
}
*
* *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.
*/
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
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_stage == MESA_SHADER_GEOMETRY &&
- deref_var->var->data.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_stage == MESA_SHADER_GEOMETRY &&
- deref_var->var->data.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
prog->InputsRead = 0;
prog->OutputsWritten = 0;
+ prog->PatchInputsRead = 0;
+ prog->PatchOutputsWritten = 0;
prog->SystemValuesRead = 0;
if (shader_stage == MESA_SHADER_FRAGMENT) {
gl_fragment_program *fprog = (gl_fragment_program *) prog;