* Sets the InputsRead and OutputsWritten of Mesa programs.
*
* Additionally, for fragment shaders, sets the InterpQualifier array, the
- * IsCentroid bitfield, and the UsesDFdy flag.
+ * IsCentroid and IsSample bitfields, and the UsesDFdy flag.
*
* Mesa programs (gl_program, not gl_shader_program) have a set of
* flags indicating which varyings are read and written. Computing
#include "ir_visitor.h"
#include "glsl_types.h"
+namespace {
+
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()
{
virtual ir_visitor_status visit_enter(ir_function_signature *);
virtual ir_visitor_status visit_enter(ir_expression *);
virtual ir_visitor_status visit_enter(ir_discard *);
+ virtual ir_visitor_status visit_enter(ir_texture *);
virtual ir_visitor_status visit(ir_dereference_variable *);
private:
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->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;
}
}
}
void
ir_set_program_inouts_visitor::mark_whole_variable(ir_variable *var)
{
- mark(this->prog, var, 0, var->type->count_attribute_slots(),
- this->shader_type == GL_FRAGMENT_SHADER);
+ const glsl_type *type = var->type;
+ 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_stage == MESA_SHADER_FRAGMENT);
}
/* Default handler: Mark all the locations in the variable as used. */
/**
* Try to mark a portion of the given variable as used. Caller must ensure
* that the variable represents a shader input or output which can be indexed
- * into in array fashion (an array or matrix).
+ * into in array fashion (an array or matrix). For the purpose of geometry
+ * shader inputs (which are always arrays*), this means that the array element
+ * must be something that can be indexed into in array fashion.
+ *
+ * *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_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.
+ */
+ assert(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;
+ }
+
+ /* 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
if (!index_as_constant)
return false;
- int width = 1;
- if (type->is_array() && type->fields.array->is_matrix()) {
- width = type->fields.array->matrix_columns;
+ unsigned elem_width;
+ unsigned num_elems;
+ if (type->is_array()) {
+ num_elems = type->length;
+ if (type->fields.array->is_matrix())
+ elem_width = type->fields.array->matrix_columns;
+ else
+ elem_width = 1;
+ } else {
+ num_elems = type->matrix_columns;
+ elem_width = 1;
+ }
+
+ if (index_as_constant->value.u[0] >= num_elems) {
+ /* Constant index outside the bounds of the matrix/array. This could
+ * arise as a result of constant folding of a legal GLSL program.
+ *
+ * Even though the spec says that indexing outside the bounds of a
+ * matrix/array results in undefined behaviour, we don't want to pass
+ * out-of-range values to mark() (since this could result in slots that
+ * don't exist being marked as used), so just let the caller mark the
+ * whole variable as used.
+ */
+ return false;
}
- mark(this->prog, var, index_as_constant->value.u[0] * width, width,
- this->shader_type == GL_FRAGMENT_SHADER);
+ mark(this->prog, var, index_as_constant->value.u[0] * elem_width,
+ elem_width, this->shader_stage == MESA_SHADER_FRAGMENT);
return true;
}
-ir_visitor_status
-ir_set_program_inouts_visitor::visit_enter(ir_dereference_array *ir)
+static bool
+is_multiple_vertices(gl_shader_stage stage, ir_variable *var)
{
- ir_dereference_variable *deref_var;
- deref_var = ir->array->as_dereference_variable();
- ir_variable *var = deref_var ? deref_var->var : NULL;
+ if (var->data.patch)
+ return false;
- /* Check that we're dereferencing a shader in or out */
- if (!var || !is_shader_inout(var))
- return visit_continue;
+ 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;
- if (try_mark_partial_variable(var, ir->array_index))
- return visit_continue_with_parent;
+ return false;
+}
+ir_visitor_status
+ir_set_program_inouts_visitor::visit_enter(ir_dereference_array *ir)
+{
+ /* Note: for geometry shader inputs, lower_named_interface_blocks may
+ * create 2D arrays, so we need to be able to handle those. 2D arrays
+ * shouldn't be able to crop up for any other reason.
+ */
+ if (ir_dereference_array * const inner_array =
+ ir->array->as_dereference_array()) {
+ /* ir => foo[i][j]
+ * inner_array => foo[i]
+ */
+ if (ir_dereference_variable * const deref_var =
+ inner_array->array->as_dereference_variable()) {
+ 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))
+ {
+ /* We've now taken care of foo and j, but i might contain a
+ * subexpression that accesses shader inputs. So manually
+ * visit i and then continue with the parent.
+ */
+ inner_array->array_index->accept(this);
+ return visit_continue_with_parent;
+ }
+ }
+ }
+ } else if (ir_dereference_variable * const deref_var =
+ ir->array->as_dereference_variable()) {
+ /* ir => foo[i], where foo is a variable. */
+ 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
+ * that accesses shader inputs. So manually visit i and then
+ * continue with the parent.
+ */
+ ir->array_index->accept(this);
+ return visit_continue_with_parent;
+ } else if (is_shader_inout(deref_var->var)) {
+ /* foo is a shader input/output, but not a geometry shader input,
+ * so i is the part of the input we're accessing.
+ */
+ if (try_mark_partial_variable(deref_var->var, ir->array_index))
+ return visit_continue_with_parent;
+ }
+ }
+
+ /* The expression is something we don't recognize. Just visit its
+ * subexpressions.
+ */
return visit_continue;
}
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;
return visit_continue;
}
+ir_visitor_status
+ir_set_program_inouts_visitor::visit_enter(ir_texture *ir)
+{
+ if (ir->op == ir_tg4)
+ prog->UsesGather = true;
+ return visit_continue;
+}
+
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;
+ fprog->IsSample = 0;
fprog->UsesDFdy = false;
fprog->UsesKill = false;
}