? NULL : warn_extension_table[this->data.warn_extension_index];
}
-unsigned
-ir_variable::count_attribute_slots(bool is_vertex_stage) const
-{
- /* GLSL contains several built-in arrays that control fixed-function
- * hardware, and are somewhat special. Clip distances and tessellation
- * factors are exposed as float[] arrays, but typically are packed
- * tightly. We want to expose these as taking a single varying slot
- * and let drivers handle laying them out appropriately.
- *
- * Skip this override if the arrays were lowered to vectors.
- */
- if (type->without_array()->is_scalar() &&
- (data.mode == ir_var_shader_in || data.mode == ir_var_shader_out) &&
- (data.location == VARYING_SLOT_CLIP_DIST0 ||
- data.location == VARYING_SLOT_CULL_DIST0 ||
- data.location == VARYING_SLOT_TESS_LEVEL_OUTER ||
- data.location == VARYING_SLOT_TESS_LEVEL_INNER)) {
- return type->length / 4;
- }
-
- /* For normal variables, simply consult the type. */
- bool is_vs_input = is_vertex_stage && this->data.mode == ir_var_shader_in;
- return this->type->count_attribute_slots(is_vs_input);
-}
-
ir_function_signature::ir_function_signature(const glsl_type *return_type,
builtin_available_predicate b)
: ir_instruction(ir_type_function_signature),
return this->u.max_ifc_array_access;
}
- unsigned count_attribute_slots(bool is_vertex_stage) const;
-
inline unsigned get_num_state_slots() const
{
assert(!this->is_interface_instance()
ir_set_program_inouts_visitor::mark_whole_variable(ir_variable *var)
{
const glsl_type *type = var->type;
-
+ bool is_vertex_input = false;
if (this->shader_stage == MESA_SHADER_GEOMETRY &&
var->data.mode == ir_var_shader_in && type->is_array()) {
type = type->fields.array;
type = type->fields.array;
}
- mark(this->prog, var, 0,
- var->count_attribute_slots(this->shader_stage == MESA_SHADER_VERTEX),
+ if (this->shader_stage == MESA_SHADER_VERTEX &&
+ var->data.mode == ir_var_shader_in)
+ is_vertex_input = true;
+
+ mark(this->prog, var, 0, type->count_attribute_slots(is_vertex_input),
this->shader_stage);
}
return false;
}
-/**
- * Return true if \p var is a GLSL built-in array that controls fixed-function
- * aspects of the pipeline. These have to be used as a whole.
- */
-static bool
-is_fixed_function_array(ir_variable *var)
-{
- if (var->data.mode != ir_var_shader_in &&
- var->data.mode != ir_var_shader_out)
- return false;
-
- switch (var->data.location) {
- case VARYING_SLOT_TESS_LEVEL_OUTER:
- case VARYING_SLOT_TESS_LEVEL_INNER:
- case VARYING_SLOT_CLIP_DIST0:
- return true;
- default:
- return false;
- }
-}
-
ir_visitor_status
ir_set_program_inouts_visitor::visit_enter(ir_dereference_array *ir)
{
} 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) ||
- is_fixed_function_array(deref_var->var)) {
- /* In the first case, foo is a geometry or tessellation shader input,
- * so i is the vertex, and we're accessing the entire input. In the
- * second case, foo is a GLSL built-in array that controls
- * fixed-function hardware, which is consumed as a whole.
+ 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
var->data.mode == ir_var_shader_out &&
var_counts_against_varying_limit(producer->Stage, var)) {
/* outputs for fragment shader can't be doubles */
- output_vectors += var->count_attribute_slots(false);
+ output_vectors += var->type->count_attribute_slots(false);
}
}
var->data.mode == ir_var_shader_in &&
var_counts_against_varying_limit(consumer->Stage, var)) {
/* vertex inputs aren't varying counted */
- input_vectors += var->count_attribute_slots(false);
+ input_vectors += var->type->count_attribute_slots(false);
}
}
return false;
}
- const unsigned slots = var->count_attribute_slots(target_index == MESA_SHADER_VERTEX);
+ const unsigned slots = var->type->count_attribute_slots(target_index == MESA_SHADER_VERTEX);
/* If the variable is not a built-in and has a location statically
* assigned in the shader (presumably via a layout qualifier), make sure
*/
for (unsigned i = 0; i < assigned_attr; i++) {
unsigned assigned_slots =
- assigned[i]->count_attribute_slots(false);
+ assigned[i]->type->count_attribute_slots(false);
unsigned assig_attr =
assigned[i]->data.location - generic_base;
unsigned assigned_use_mask = (1 << assigned_slots) - 1;
ir_variable *var = node->as_variable();
if (var && var->data.mode == ir_var_shader_out)
/* since there are no double fs outputs - pass false */
- fragment_outputs += var->count_attribute_slots(false);
+ fragment_outputs += var->type->count_attribute_slots(false);
}
}
}