glsl: set patch outputs written directly in shader_info
[mesa.git] / src / compiler / glsl / ir_set_program_inouts.cpp
1 /*
2 * Copyright © 2010 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
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8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 * DEALINGS IN THE SOFTWARE.
22 */
23
24 /**
25 * \file ir_set_program_inouts.cpp
26 *
27 * Sets the inputs_read and outputs_written of Mesa programs.
28 *
29 * Mesa programs (gl_program, not gl_shader_program) have a set of
30 * flags indicating which varyings are read and written. Computing
31 * which are actually read from some sort of backend code can be
32 * tricky when variable array indexing involved. So this pass
33 * provides support for setting inputs_read and outputs_written right
34 * from the GLSL IR.
35 */
36
37 #include "main/core.h" /* for struct gl_program */
38 #include "ir.h"
39 #include "ir_visitor.h"
40 #include "compiler/glsl_types.h"
41
42 namespace {
43
44 class ir_set_program_inouts_visitor : public ir_hierarchical_visitor {
45 public:
46 ir_set_program_inouts_visitor(struct gl_program *prog,
47 gl_shader_stage shader_stage)
48 {
49 this->prog = prog;
50 this->shader_stage = shader_stage;
51 }
52 ~ir_set_program_inouts_visitor()
53 {
54 }
55
56 virtual ir_visitor_status visit_enter(ir_dereference_array *);
57 virtual ir_visitor_status visit_enter(ir_function_signature *);
58 virtual ir_visitor_status visit_enter(ir_discard *);
59 virtual ir_visitor_status visit_enter(ir_texture *);
60 virtual ir_visitor_status visit(ir_dereference_variable *);
61
62 private:
63 void mark_whole_variable(ir_variable *var);
64 bool try_mark_partial_variable(ir_variable *var, ir_rvalue *index);
65
66 struct gl_program *prog;
67 gl_shader_stage shader_stage;
68 };
69
70 } /* anonymous namespace */
71
72 static inline bool
73 is_shader_inout(ir_variable *var)
74 {
75 return var->data.mode == ir_var_shader_in ||
76 var->data.mode == ir_var_shader_out ||
77 var->data.mode == ir_var_system_value;
78 }
79
80 static void
81 mark(struct gl_program *prog, ir_variable *var, int offset, int len,
82 gl_shader_stage stage)
83 {
84 /* As of GLSL 1.20, varyings can only be floats, floating-point
85 * vectors or matrices, or arrays of them. For Mesa programs using
86 * inputs_read/outputs_written, everything but matrices uses one
87 * slot, while matrices use a slot per column. Presumably
88 * something doing a more clever packing would use something other
89 * than inputs_read/outputs_written.
90 */
91
92 for (int i = 0; i < len; i++) {
93 assert(var->data.location != -1);
94
95 int idx = var->data.location + offset + i;
96 bool is_patch_generic = var->data.patch &&
97 idx != VARYING_SLOT_TESS_LEVEL_INNER &&
98 idx != VARYING_SLOT_TESS_LEVEL_OUTER &&
99 idx != VARYING_SLOT_BOUNDING_BOX0 &&
100 idx != VARYING_SLOT_BOUNDING_BOX1;
101 GLbitfield64 bitfield;
102
103 if (is_patch_generic) {
104 assert(idx >= VARYING_SLOT_PATCH0 && idx < VARYING_SLOT_TESS_MAX);
105 bitfield = BITFIELD64_BIT(idx - VARYING_SLOT_PATCH0);
106 }
107 else {
108 assert(idx < VARYING_SLOT_MAX);
109 bitfield = BITFIELD64_BIT(idx);
110 }
111
112 if (var->data.mode == ir_var_shader_in) {
113 if (is_patch_generic)
114 prog->info.patch_inputs_read |= bitfield;
115 else
116 prog->info.inputs_read |= bitfield;
117
118 /* double inputs read is only for vertex inputs */
119 if (stage == MESA_SHADER_VERTEX &&
120 var->type->without_array()->is_dual_slot())
121 prog->info.double_inputs_read |= bitfield;
122
123 if (stage == MESA_SHADER_FRAGMENT) {
124 prog->info.fs.uses_sample_qualifier |= var->data.sample;
125 }
126 } else if (var->data.mode == ir_var_system_value) {
127 prog->SystemValuesRead |= bitfield;
128 } else {
129 assert(var->data.mode == ir_var_shader_out);
130 if (is_patch_generic) {
131 prog->info.patch_outputs_written |= bitfield;
132 } else if (!var->data.read_only) {
133 prog->info.outputs_written |= bitfield;
134 if (var->data.index > 0)
135 prog->SecondaryOutputsWritten |= bitfield;
136 }
137
138 if (var->data.fb_fetch_output)
139 prog->info.outputs_read |= bitfield;
140 }
141 }
142 }
143
144 /**
145 * Mark an entire variable as used. Caller must ensure that the variable
146 * represents a shader input or output.
147 */
148 void
149 ir_set_program_inouts_visitor::mark_whole_variable(ir_variable *var)
150 {
151 const glsl_type *type = var->type;
152 bool is_vertex_input = false;
153 if (this->shader_stage == MESA_SHADER_GEOMETRY &&
154 var->data.mode == ir_var_shader_in && type->is_array()) {
155 type = type->fields.array;
156 }
157
158 if (this->shader_stage == MESA_SHADER_TESS_CTRL &&
159 var->data.mode == ir_var_shader_in) {
160 assert(type->is_array());
161 type = type->fields.array;
162 }
163
164 if (this->shader_stage == MESA_SHADER_TESS_CTRL &&
165 var->data.mode == ir_var_shader_out && !var->data.patch) {
166 assert(type->is_array());
167 type = type->fields.array;
168 }
169
170 if (this->shader_stage == MESA_SHADER_TESS_EVAL &&
171 var->data.mode == ir_var_shader_in && !var->data.patch) {
172 assert(type->is_array());
173 type = type->fields.array;
174 }
175
176 if (this->shader_stage == MESA_SHADER_VERTEX &&
177 var->data.mode == ir_var_shader_in)
178 is_vertex_input = true;
179
180 mark(this->prog, var, 0, type->count_attribute_slots(is_vertex_input),
181 this->shader_stage);
182 }
183
184 /* Default handler: Mark all the locations in the variable as used. */
185 ir_visitor_status
186 ir_set_program_inouts_visitor::visit(ir_dereference_variable *ir)
187 {
188 if (!is_shader_inout(ir->var))
189 return visit_continue;
190
191 mark_whole_variable(ir->var);
192
193 return visit_continue;
194 }
195
196 /**
197 * Try to mark a portion of the given variable as used. Caller must ensure
198 * that the variable represents a shader input or output which can be indexed
199 * into in array fashion (an array or matrix). For the purpose of geometry
200 * shader inputs (which are always arrays*), this means that the array element
201 * must be something that can be indexed into in array fashion.
202 *
203 * *Except gl_PrimitiveIDIn, as noted below.
204 *
205 * For tessellation control shaders all inputs and non-patch outputs are
206 * arrays. For tessellation evaluation shaders non-patch inputs are arrays.
207 *
208 * If the index can't be interpreted as a constant, or some other problem
209 * occurs, then nothing will be marked and false will be returned.
210 */
211 bool
212 ir_set_program_inouts_visitor::try_mark_partial_variable(ir_variable *var,
213 ir_rvalue *index)
214 {
215 const glsl_type *type = var->type;
216
217 if (this->shader_stage == MESA_SHADER_GEOMETRY &&
218 var->data.mode == ir_var_shader_in) {
219 /* The only geometry shader input that is not an array is
220 * gl_PrimitiveIDIn, and in that case, this code will never be reached,
221 * because gl_PrimitiveIDIn can't be indexed into in array fashion.
222 */
223 assert(type->is_array());
224 type = type->fields.array;
225 }
226
227 if (this->shader_stage == MESA_SHADER_TESS_CTRL &&
228 var->data.mode == ir_var_shader_in) {
229 assert(type->is_array());
230 type = type->fields.array;
231 }
232
233 if (this->shader_stage == MESA_SHADER_TESS_CTRL &&
234 var->data.mode == ir_var_shader_out && !var->data.patch) {
235 assert(type->is_array());
236 type = type->fields.array;
237 }
238
239 if (this->shader_stage == MESA_SHADER_TESS_EVAL &&
240 var->data.mode == ir_var_shader_in && !var->data.patch) {
241 assert(type->is_array());
242 type = type->fields.array;
243 }
244
245 /* TODO: implement proper arrays of arrays support
246 * for now let the caller mark whole variable as used.
247 */
248 if (type->is_array() && type->fields.array->is_array())
249 return false;
250
251 /* The code below only handles:
252 *
253 * - Indexing into matrices
254 * - Indexing into arrays of (matrices, vectors, or scalars)
255 *
256 * All other possibilities are either prohibited by GLSL (vertex inputs and
257 * fragment outputs can't be structs) or should have been eliminated by
258 * lowering passes (do_vec_index_to_swizzle() gets rid of indexing into
259 * vectors, and lower_packed_varyings() gets rid of structs that occur in
260 * varyings).
261 *
262 * However, we don't use varying packing in all cases - tessellation
263 * shaders bypass it. This means we'll see varying structs and arrays
264 * of structs here. For now, we just give up so the caller marks the
265 * entire variable as used.
266 */
267 if (!(type->is_matrix() ||
268 (type->is_array() &&
269 (type->fields.array->is_numeric() ||
270 type->fields.array->is_boolean())))) {
271
272 /* If we don't know how to handle this case, give up and let the
273 * caller mark the whole variable as used.
274 */
275 return false;
276 }
277
278 ir_constant *index_as_constant = index->as_constant();
279 if (!index_as_constant)
280 return false;
281
282 unsigned elem_width;
283 unsigned num_elems;
284 if (type->is_array()) {
285 num_elems = type->length;
286 if (type->fields.array->is_matrix())
287 elem_width = type->fields.array->matrix_columns;
288 else
289 elem_width = 1;
290 } else {
291 num_elems = type->matrix_columns;
292 elem_width = 1;
293 }
294
295 if (index_as_constant->value.u[0] >= num_elems) {
296 /* Constant index outside the bounds of the matrix/array. This could
297 * arise as a result of constant folding of a legal GLSL program.
298 *
299 * Even though the spec says that indexing outside the bounds of a
300 * matrix/array results in undefined behaviour, we don't want to pass
301 * out-of-range values to mark() (since this could result in slots that
302 * don't exist being marked as used), so just let the caller mark the
303 * whole variable as used.
304 */
305 return false;
306 }
307
308 /* double element width for double types that takes two slots */
309 if (this->shader_stage != MESA_SHADER_VERTEX ||
310 var->data.mode != ir_var_shader_in) {
311 if (type->without_array()->is_dual_slot())
312 elem_width *= 2;
313 }
314
315 mark(this->prog, var, index_as_constant->value.u[0] * elem_width,
316 elem_width, this->shader_stage);
317 return true;
318 }
319
320 static bool
321 is_multiple_vertices(gl_shader_stage stage, ir_variable *var)
322 {
323 if (var->data.patch)
324 return false;
325
326 if (var->data.mode == ir_var_shader_in)
327 return stage == MESA_SHADER_GEOMETRY ||
328 stage == MESA_SHADER_TESS_CTRL ||
329 stage == MESA_SHADER_TESS_EVAL;
330 if (var->data.mode == ir_var_shader_out)
331 return stage == MESA_SHADER_TESS_CTRL;
332
333 return false;
334 }
335
336 ir_visitor_status
337 ir_set_program_inouts_visitor::visit_enter(ir_dereference_array *ir)
338 {
339 /* Note: for geometry shader inputs, lower_named_interface_blocks may
340 * create 2D arrays, so we need to be able to handle those. 2D arrays
341 * shouldn't be able to crop up for any other reason.
342 */
343 if (ir_dereference_array * const inner_array =
344 ir->array->as_dereference_array()) {
345 /* ir => foo[i][j]
346 * inner_array => foo[i]
347 */
348 if (ir_dereference_variable * const deref_var =
349 inner_array->array->as_dereference_variable()) {
350 if (is_multiple_vertices(this->shader_stage, deref_var->var)) {
351 /* foo is a geometry or tessellation shader input, so i is
352 * the vertex, and j the part of the input we're accessing.
353 */
354 if (try_mark_partial_variable(deref_var->var, ir->array_index))
355 {
356 /* We've now taken care of foo and j, but i might contain a
357 * subexpression that accesses shader inputs. So manually
358 * visit i and then continue with the parent.
359 */
360 inner_array->array_index->accept(this);
361 return visit_continue_with_parent;
362 }
363 }
364 }
365 } else if (ir_dereference_variable * const deref_var =
366 ir->array->as_dereference_variable()) {
367 /* ir => foo[i], where foo is a variable. */
368 if (is_multiple_vertices(this->shader_stage, deref_var->var)) {
369 /* foo is a geometry or tessellation shader input, so i is
370 * the vertex, and we're accessing the entire input.
371 */
372 mark_whole_variable(deref_var->var);
373 /* We've now taken care of foo, but i might contain a subexpression
374 * that accesses shader inputs. So manually visit i and then
375 * continue with the parent.
376 */
377 ir->array_index->accept(this);
378 return visit_continue_with_parent;
379 } else if (is_shader_inout(deref_var->var)) {
380 /* foo is a shader input/output, but not a geometry shader input,
381 * so i is the part of the input we're accessing.
382 */
383 if (try_mark_partial_variable(deref_var->var, ir->array_index))
384 return visit_continue_with_parent;
385 }
386 }
387
388 /* The expression is something we don't recognize. Just visit its
389 * subexpressions.
390 */
391 return visit_continue;
392 }
393
394 ir_visitor_status
395 ir_set_program_inouts_visitor::visit_enter(ir_function_signature *ir)
396 {
397 /* We don't want to descend into the function parameters and
398 * consider them as shader inputs or outputs.
399 */
400 visit_list_elements(this, &ir->body);
401 return visit_continue_with_parent;
402 }
403
404 ir_visitor_status
405 ir_set_program_inouts_visitor::visit_enter(ir_discard *)
406 {
407 /* discards are only allowed in fragment shaders. */
408 assert(this->shader_stage == MESA_SHADER_FRAGMENT);
409
410 prog->info.fs.uses_discard = true;
411
412 return visit_continue;
413 }
414
415 ir_visitor_status
416 ir_set_program_inouts_visitor::visit_enter(ir_texture *ir)
417 {
418 if (ir->op == ir_tg4)
419 prog->UsesGather = true;
420 return visit_continue;
421 }
422
423 void
424 do_set_program_inouts(exec_list *instructions, struct gl_program *prog,
425 gl_shader_stage shader_stage)
426 {
427 ir_set_program_inouts_visitor v(prog, shader_stage);
428
429 prog->info.inputs_read = 0;
430 prog->info.outputs_written = 0;
431 prog->SecondaryOutputsWritten = 0;
432 prog->info.outputs_read = 0;
433 prog->info.patch_inputs_read = 0;
434 prog->info.patch_outputs_written = 0;
435 prog->SystemValuesRead = 0;
436 if (shader_stage == MESA_SHADER_FRAGMENT) {
437 prog->info.fs.uses_sample_qualifier = false;
438 prog->info.fs.uses_discard = false;
439 }
440 visit_list_elements(&v, instructions);
441 }