return stages;
}
+/**
+ * Create gl_shader_variable from ir_variable class.
+ */
+static gl_shader_variable *
+create_shader_variable(struct gl_shader_program *shProg, const ir_variable *in)
+{
+ gl_shader_variable *out = ralloc(shProg, struct gl_shader_variable);
+ if (!out)
+ return NULL;
+
+ out->type = in->type;
+ out->name = ralloc_strdup(shProg, in->name);
+
+ if (!out->name)
+ return NULL;
+
+ out->location = in->data.location;
+ out->index = in->data.index;
+ out->patch = in->data.patch;
+ out->mode = in->data.mode;
+
+ return out;
+}
+
static bool
add_interface_variables(struct gl_shader_program *shProg,
exec_list *ir, GLenum programInterface)
if (strncmp(var->name, "gl_out_FragData", 15) == 0)
continue;
- if (!add_program_resource(shProg, programInterface, var,
- build_stageref(shProg, var->name,
- var->data.mode) | mask))
+ gl_shader_variable *sha_v = create_shader_variable(shProg, var);
+ if (!sha_v)
+ return false;
+
+ if (!add_program_resource(shProg, programInterface, sha_v,
+ build_stageref(shProg, sha_v->name,
+ sha_v->mode) | mask))
return false;
}
return true;
}
if (type == iface) {
- if (!add_program_resource(shProg, iface, var,
- build_stageref(shProg, var->name,
- var->data.mode)))
+ gl_shader_variable *sha_v = create_shader_variable(shProg, var);
+ if (!sha_v)
+ return false;
+ if (!add_program_resource(shProg, iface, sha_v,
+ build_stageref(shProg, sha_v->name,
+ sha_v->mode)))
return false;
}
}
ir_variable *var = node->as_variable();
if (var) {
assert(var->data.mode == ir_var_shader_out);
- if (!add_program_resource(shProg, GL_PROGRAM_OUTPUT, var,
+ gl_shader_variable *sha_v = create_shader_variable(shProg, var);
+ if (!sha_v)
+ return false;
+ if (!add_program_resource(shProg, GL_PROGRAM_OUTPUT, sha_v,
1 << MESA_SHADER_FRAGMENT))
return false;
}
if (shProg->SeparateShader) {
if (!add_packed_varyings(shProg, input_stage, GL_PROGRAM_INPUT))
return;
- if (!add_packed_varyings(shProg, output_stage, GL_PROGRAM_OUTPUT))
- return;
+
+ /* Only when dealing with multiple stages, otherwise we would have
+ * duplicate gl_shader_variable entries.
+ */
+ if (input_stage != output_stage) {
+ if (!add_packed_varyings(shProg, output_stage, GL_PROGRAM_OUTPUT))
+ return;
+ }
}
if (!add_fragdata_arrays(shProg))
GLboolean StageReferences[MESA_SHADER_STAGES];
};
+/**
+ * Data container for shader queries. This holds only the minimal
+ * amount of required information for resource queries to work.
+ */
+struct gl_shader_variable
+{
+ /**
+ * Declared type of the variable
+ */
+ const struct glsl_type *type;
+
+ /**
+ * Declared name of the variable
+ */
+ char *name;
+
+ /**
+ * Storage location of the base of this variable
+ *
+ * The precise meaning of this field depends on the nature of the variable.
+ *
+ * - Vertex shader input: one of the values from \c gl_vert_attrib.
+ * - Vertex shader output: one of the values from \c gl_varying_slot.
+ * - Geometry shader input: one of the values from \c gl_varying_slot.
+ * - Geometry shader output: one of the values from \c gl_varying_slot.
+ * - Fragment shader input: one of the values from \c gl_varying_slot.
+ * - Fragment shader output: one of the values from \c gl_frag_result.
+ * - Uniforms: Per-stage uniform slot number for default uniform block.
+ * - Uniforms: Index within the uniform block definition for UBO members.
+ * - Non-UBO Uniforms: explicit location until linking then reused to
+ * store uniform slot number.
+ * - Other: This field is not currently used.
+ *
+ * If the variable is a uniform, shader input, or shader output, and the
+ * slot has not been assigned, the value will be -1.
+ */
+ int location;
+
+ /**
+ * Output index for dual source blending.
+ *
+ * \note
+ * The GLSL spec only allows the values 0 or 1 for the index in \b dual
+ * source blending.
+ */
+ unsigned index:1;
+
+ /**
+ * Specifies whether a shader input/output is per-patch in tessellation
+ * shader stages.
+ */
+ unsigned patch:1;
+
+ /**
+ * Storage class of the variable.
+ *
+ * \sa (n)ir_variable_mode
+ */
+ unsigned mode:4;
+};
+
/**
* Active resource in a gl_shader_program
*/
return (type *) res->Data; \
}
-DECL_RESOURCE_FUNC(VAR, ir_variable);
+DECL_RESOURCE_FUNC(VAR, gl_shader_variable);
DECL_RESOURCE_FUNC(UBO, gl_uniform_block);
DECL_RESOURCE_FUNC(UNI, gl_uniform_storage);
DECL_RESOURCE_FUNC(ATC, gl_active_atomic_buffer);
}
static bool
-is_active_attrib(const ir_variable *var)
+is_active_attrib(const gl_shader_variable *var)
{
if (!var)
return false;
- switch (var->data.mode) {
+ switch (var->mode) {
case ir_var_shader_in:
- return var->data.location != -1;
+ return var->location != -1;
case ir_var_system_value:
/* From GL 4.3 core spec, section 11.1.1 (Vertex Attributes):
* are enumerated, including the special built-in inputs gl_VertexID
* and gl_InstanceID."
*/
- return var->data.location == SYSTEM_VALUE_VERTEX_ID ||
- var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE ||
- var->data.location == SYSTEM_VALUE_INSTANCE_ID;
+ return var->location == SYSTEM_VALUE_VERTEX_ID ||
+ var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE ||
+ var->location == SYSTEM_VALUE_INSTANCE_ID;
default:
return false;
return;
}
- const ir_variable *const var = RESOURCE_VAR(res);
+ const gl_shader_variable *const var = RESOURCE_VAR(res);
if (!is_active_attrib(var))
return;
* consider gl_VertexIDMESA as gl_VertexID for purposes of checking
* active attributes.
*/
- if (var->data.mode == ir_var_system_value &&
- var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
+ if (var->mode == ir_var_system_value &&
+ var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
var_name = "gl_VertexID";
}
const char*
_mesa_program_resource_name(struct gl_program_resource *res)
{
- const ir_variable *var;
+ const gl_shader_variable *var;
switch (res->Type) {
case GL_UNIFORM_BLOCK:
case GL_SHADER_STORAGE_BLOCK:
case GL_PROGRAM_INPUT:
var = RESOURCE_VAR(res);
/* Special case gl_VertexIDMESA -> gl_VertexID. */
- if (var->data.mode == ir_var_system_value &&
- var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
+ if (var->mode == ir_var_system_value &&
+ var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
return "gl_VertexID";
}
/* fallthrough */
*/
switch (res->Type) {
case GL_PROGRAM_INPUT: {
- const ir_variable *var = RESOURCE_VAR(res);
+ const gl_shader_variable *var = RESOURCE_VAR(res);
/* If the input is an array, fail if the index is out of bounds. */
if (array_index > 0
&& array_index >= var->type->length) {
return -1;
}
- return (var->data.location +
+ return (var->location +
(array_index * var->type->without_array()->matrix_columns) -
VERT_ATTRIB_GENERIC0);
}
&& array_index >= RESOURCE_VAR(res)->type->length) {
return -1;
}
- return RESOURCE_VAR(res)->data.location + array_index - FRAG_RESULT_DATA0;
+ return RESOURCE_VAR(res)->location + array_index - FRAG_RESULT_DATA0;
case GL_UNIFORM:
/* If the uniform is built-in, fail. */
if (RESOURCE_UNI(res)->builtin)
if (!res || !(res->StageReferences & (1 << MESA_SHADER_FRAGMENT)))
return -1;
- return RESOURCE_VAR(res)->data.index;
+ return RESOURCE_VAR(res)->index;
}
static uint8_t
case GL_LOCATION_INDEX:
if (res->Type != GL_PROGRAM_OUTPUT)
goto invalid_operation;
- *val = RESOURCE_VAR(res)->data.index;
+ *val = RESOURCE_VAR(res)->index;
return 1;
case GL_NUM_COMPATIBLE_SUBROUTINES:
switch (res->Type) {
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
- *val = RESOURCE_VAR(res)->data.patch;
+ *val = RESOURCE_VAR(res)->patch;
return 1;
default:
goto invalid_operation;