void
ir_set_program_inouts_visitor::mark_whole_variable(ir_variable *var)
{
- mark(this->prog, var, 0, var->type->count_attribute_slots(),
+ const glsl_type *type = var->type;
+ if (this->shader_type == GL_GEOMETRY_SHADER &&
+ var->mode == ir_var_shader_in && type->is_array()) {
+ type = type->fields.array;
+ }
+
+ mark(this->prog, var, 0, type->count_attribute_slots(),
this->shader_type == GL_FRAGMENT_SHADER);
}
/**
* 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.
*
* 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) {
+ /* 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;
+ }
+
/* The code below only handles:
*
* - Indexing into matrices
ir_visitor_status
ir_set_program_inouts_visitor::visit_enter(ir_dereference_array *ir)
{
- ir_dereference_variable *deref_var;
- deref_var = ir->array->as_dereference_variable();
- ir_variable *var = deref_var ? deref_var->var : NULL;
-
- /* Check that we're dereferencing a shader in or out */
- if (!var || !is_shader_inout(var))
- return visit_continue;
-
- if (try_mark_partial_variable(var, ir->array_index))
- return visit_continue_with_parent;
+ /* 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->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 (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->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.
+ */
+ 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;
}