From: Paul Berry Date: Sat, 3 Aug 2013 01:12:23 +0000 (-0700) Subject: glsl/gs: add gl_in support to builtin_variables.cpp. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=c09adcb21bd2c3993f1e8a4997d718d9fee89e6d;p=mesa.git glsl/gs: add gl_in support to builtin_variables.cpp. Previously, builtin_variables.cpp was written assuming that we supported ARB_geometry_shader4 style geometry shader inputs, meaning that each built-in varying input to a geometry was supplied via an array variable whose name ended in "In", e.g. gl_PositionIn or gl_PointSizeIn. However, in GLSL 1.50 style geometry shaders, things work differently--built-in inputs are supplied to geometry shaders via a built-in interface block called gl_in, which contains all the built-in inputs using their usual names (e.g. the gl_Position input is supplied to the geometry shader as gl_in[i].gl_Position). This patch adds the necessary logic to builtin_variables.cpp to create the gl_in interface block and populate it accordingly for geometry shader inputs. The old ARB_geometry_shader4 style varyings are removed, though they can easily be added back in the future if we decide to support ARB_geometry_shader4. Reviewed-by: Ian Romanick Reviewed-by: Jordan Justen --- diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp index cb970fba314..e2f69fa8767 100644 --- a/src/glsl/builtin_variables.cpp +++ b/src/glsl/builtin_variables.cpp @@ -358,6 +358,17 @@ private: const glsl_type * const vec4_t; const glsl_type * const mat3_t; const glsl_type * const mat4_t; + + /** + * Array where the contents of the gl_PerVertex interface instance are + * accumulated. + */ + glsl_struct_field per_vertex_fields[10]; + + /** + * Number of elements of per_vertex_fields which have been populated. + */ + unsigned num_per_vertex_fields; }; @@ -368,7 +379,8 @@ builtin_variable_generator::builtin_variable_generator( bool_t(glsl_type::bool_type), int_t(glsl_type::int_type), float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type), vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type), - mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type) + mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type), + num_per_vertex_fields(0) { } @@ -757,7 +769,13 @@ builtin_variable_generator::add_varying(int slot, const glsl_type *type, { switch (state->target) { case geometry_shader: - add_input(slot, array(type, 0), name_as_gs_input); + assert(this->num_per_vertex_fields < + ARRAY_SIZE(this->per_vertex_fields)); + this->per_vertex_fields[this->num_per_vertex_fields].type = type; + this->per_vertex_fields[this->num_per_vertex_fields].name = name; + this->per_vertex_fields[this->num_per_vertex_fields].row_major = false; + this->per_vertex_fields[this->num_per_vertex_fields].location = slot; + this->num_per_vertex_fields++; /* FALLTHROUGH */ case vertex_shader: add_output(slot, type, name); @@ -804,6 +822,17 @@ builtin_variable_generator::generate_varyings() ADD_VARYING(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor"); } } + + if (state->target == geometry_shader) { + const glsl_type *per_vertex_type = + glsl_type::get_interface_instance(this->per_vertex_fields, + this->num_per_vertex_fields, + GLSL_INTERFACE_PACKING_STD140, + "gl_in"); + ir_variable *var = add_variable("gl_in", array(per_vertex_type, 0), + ir_var_shader_in, 0); + var->interface_type = per_vertex_type; + } }