glsl: Eliminate ambiguity between function ins/outs and shader ins/outs
This patch replaces the three ir_variable_mode enums: - ir_var_in - ir_var_out - ir_var_inout with the following five: - ir_var_shader_in - ir_var_shader_out - ir_var_function_in - ir_var_function_out - ir_var_function_inout This eliminates a frustrating ambiguity: it used to be impossible to tell whether an ir_var_{in,out} variable was a shader in/out or a function in/out without seeing where the variable was declared in the IR. This complicated some optimization and lowering passes, and would have become a problem for implementing varying structs. In the lisp-style serialization of GLSL IR to strings performed by ir_print_visitor.cpp and ir_reader.cpp, I've retained the names "in", "out", and "inout" for function parameters, to avoid introducing code churn to the src/glsl/builtins/ir/ directory. Note: a couple of comments in the code seemed to indicate that we were planning for a possible future in which geometry shaders could have shader-scope inout variables. Our GLSL grammar rejects shader-scope inout variables, and I've been unable to find any evidence in the GLSL standards documents (or extensions) that this will ever be allowed, so I've eliminated these comments. Reviewed-by: Carl Worth <cworth@cworth.org> Reviewed-by: Jordan Justen <jordan.l.justen@intel.com> Reviewed-by: Eric Anholt <eric@anholt.net>
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@@ -146,7 +146,8 @@ void ir_print_visitor::visit(ir_variable *ir)
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const char *const cent = (ir->centroid) ? "centroid " : "";
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const char *const inv = (ir->invariant) ? "invariant " : "";
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const char *const mode[] = { "", "uniform ", "in ", "out ", "inout ",
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const char *const mode[] = { "", "uniform ", "shader_in ", "shader_out ",
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"in ", "out ", "inout ",
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"const_in ", "sys ", "temporary " };
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const char *const interp[] = { "", "flat", "noperspective" };
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