From: Paul Berry Date: Wed, 31 Jul 2013 19:49:49 +0000 (-0700) Subject: glsl: Modify ir_set_program_inouts to handle geometry shaders. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=8fc41df;p=mesa.git glsl: Modify ir_set_program_inouts to handle geometry shaders. Reviewed-by: Kenneth Graunke Reviewed-by: Ian Romanick --- diff --git a/src/glsl/ir_set_program_inouts.cpp b/src/glsl/ir_set_program_inouts.cpp index 27c3ca70e5a..c6abc828254 100644 --- a/src/glsl/ir_set_program_inouts.cpp +++ b/src/glsl/ir_set_program_inouts.cpp @@ -114,7 +114,13 @@ mark(struct gl_program *prog, ir_variable *var, int offset, int len, 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); } @@ -133,7 +139,11 @@ ir_set_program_inouts_visitor::visit(ir_dereference_variable *ir) /** * 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. @@ -144,6 +154,16 @@ ir_set_program_inouts_visitor::try_mark_partial_variable(ir_variable *var, { 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 @@ -205,17 +225,60 @@ ir_set_program_inouts_visitor::try_mark_partial_variable(ir_variable *var, 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; }