glsl: Mark whole variable used for ClipDistance and TessLevel*.

There's no point in trying to mark partial array access for
gl_ClipDistance, gl_TessLevelOuter, or gl_TessLevelInner - they're
special built-in variables that control fixed function hardware,
and will likely be used in an all-or-nothing fashion.

Since these arrays only occupy 1-2 varying slots, we have to avoid
our normal processing which increments the slot value by the array
index.

(I wrote this code before i965 switched from ir_set_program_inouts
to nir_shader_gather_info.  It's not used by anyone today, and I'm
not sure how valuable it is...the alternative to GLSL IR lowering
is NIR compact arrays, at which point you should use nir_gather_info.)

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
This commit is contained in:
Kenneth Graunke
2015-11-15 04:22:10 -08:00
parent 8b5749f65a
commit 5c580e64cc

View File

@@ -330,6 +330,23 @@ is_multiple_vertices(gl_shader_stage stage, ir_variable *var)
return false; 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)
{
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_visitor_status
ir_set_program_inouts_visitor::visit_enter(ir_dereference_array *ir) ir_set_program_inouts_visitor::visit_enter(ir_dereference_array *ir)
{ {
@@ -362,9 +379,12 @@ ir_set_program_inouts_visitor::visit_enter(ir_dereference_array *ir)
} else if (ir_dereference_variable * const deref_var = } else if (ir_dereference_variable * const deref_var =
ir->array->as_dereference_variable()) { ir->array->as_dereference_variable()) {
/* ir => foo[i], where foo is a variable. */ /* ir => foo[i], where foo is a variable. */
if (is_multiple_vertices(this->shader_stage, deref_var->var)) { if (is_multiple_vertices(this->shader_stage, deref_var->var) ||
/* foo is a geometry or tessellation shader input, so i is is_fixed_function_array(deref_var->var)) {
* the vertex, and we're accessing the entire input. /* 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.
*/ */
mark_whole_variable(deref_var->var); mark_whole_variable(deref_var->var);
/* We've now taken care of foo, but i might contain a subexpression /* We've now taken care of foo, but i might contain a subexpression