Revert recent GLSL slot counting fiasco.

I apparently broke mark_whole_variable in ir_set_program_inouts.
It was passing a type that wasn't var->type, so the wrapper didn't
work out.  It's all broken, revert it and start over.

Fixes all kinds of things on other drivers.

Revert "glsl: Make is_fixed_function_array actually check for varyings."

This reverts commit 42699e1271.

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

This reverts commit 5c580e64cc.

Revert "glsl: Override the # of varying slots for ClipDistance and TessLevel*."

This reverts commit 8b5749f65a.

Revert "glsl: Create and use a new ir_variable::count_attribute_slots() wrapper."

This reverts commit 6aa5cb34d0.
This commit is contained in:
Kenneth Graunke
2017-01-07 13:58:42 -08:00
parent 42699e1271
commit 957ec00243
5 changed files with 14 additions and 62 deletions

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@@ -1618,31 +1618,6 @@ ir_variable::get_extension_warning() const
? NULL : warn_extension_table[this->data.warn_extension_index]; ? NULL : warn_extension_table[this->data.warn_extension_index];
} }
unsigned
ir_variable::count_attribute_slots(bool is_vertex_stage) const
{
/* GLSL contains several built-in arrays that control fixed-function
* hardware, and are somewhat special. Clip distances and tessellation
* factors are exposed as float[] arrays, but typically are packed
* tightly. We want to expose these as taking a single varying slot
* and let drivers handle laying them out appropriately.
*
* Skip this override if the arrays were lowered to vectors.
*/
if (type->without_array()->is_scalar() &&
(data.mode == ir_var_shader_in || data.mode == ir_var_shader_out) &&
(data.location == VARYING_SLOT_CLIP_DIST0 ||
data.location == VARYING_SLOT_CULL_DIST0 ||
data.location == VARYING_SLOT_TESS_LEVEL_OUTER ||
data.location == VARYING_SLOT_TESS_LEVEL_INNER)) {
return type->length / 4;
}
/* For normal variables, simply consult the type. */
bool is_vs_input = is_vertex_stage && this->data.mode == ir_var_shader_in;
return this->type->count_attribute_slots(is_vs_input);
}
ir_function_signature::ir_function_signature(const glsl_type *return_type, ir_function_signature::ir_function_signature(const glsl_type *return_type,
builtin_available_predicate b) builtin_available_predicate b)
: ir_instruction(ir_type_function_signature), : ir_instruction(ir_type_function_signature),

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@@ -553,8 +553,6 @@ public:
return this->u.max_ifc_array_access; return this->u.max_ifc_array_access;
} }
unsigned count_attribute_slots(bool is_vertex_stage) const;
inline unsigned get_num_state_slots() const inline unsigned get_num_state_slots() const
{ {
assert(!this->is_interface_instance() assert(!this->is_interface_instance()

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@@ -149,7 +149,7 @@ void
ir_set_program_inouts_visitor::mark_whole_variable(ir_variable *var) ir_set_program_inouts_visitor::mark_whole_variable(ir_variable *var)
{ {
const glsl_type *type = var->type; const glsl_type *type = var->type;
bool is_vertex_input = false;
if (this->shader_stage == MESA_SHADER_GEOMETRY && if (this->shader_stage == MESA_SHADER_GEOMETRY &&
var->data.mode == ir_var_shader_in && type->is_array()) { var->data.mode == ir_var_shader_in && type->is_array()) {
type = type->fields.array; type = type->fields.array;
@@ -173,8 +173,11 @@ ir_set_program_inouts_visitor::mark_whole_variable(ir_variable *var)
type = type->fields.array; type = type->fields.array;
} }
mark(this->prog, var, 0, if (this->shader_stage == MESA_SHADER_VERTEX &&
var->count_attribute_slots(this->shader_stage == MESA_SHADER_VERTEX), var->data.mode == ir_var_shader_in)
is_vertex_input = true;
mark(this->prog, var, 0, type->count_attribute_slots(is_vertex_input),
this->shader_stage); this->shader_stage);
} }
@@ -330,27 +333,6 @@ 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)
{
if (var->data.mode != ir_var_shader_in &&
var->data.mode != ir_var_shader_out)
return false;
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)
{ {
@@ -383,12 +365,9 @@ 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)) {
is_fixed_function_array(deref_var->var)) { /* foo is a geometry or tessellation shader input, so i is
/* In the first case, foo is a geometry or tessellation shader input, * the vertex, and we're accessing the entire 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

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@@ -2301,7 +2301,7 @@ check_against_output_limit(struct gl_context *ctx,
var->data.mode == ir_var_shader_out && var->data.mode == ir_var_shader_out &&
var_counts_against_varying_limit(producer->Stage, var)) { var_counts_against_varying_limit(producer->Stage, var)) {
/* outputs for fragment shader can't be doubles */ /* outputs for fragment shader can't be doubles */
output_vectors += var->count_attribute_slots(false); output_vectors += var->type->count_attribute_slots(false);
} }
} }
@@ -2345,7 +2345,7 @@ check_against_input_limit(struct gl_context *ctx,
var->data.mode == ir_var_shader_in && var->data.mode == ir_var_shader_in &&
var_counts_against_varying_limit(consumer->Stage, var)) { var_counts_against_varying_limit(consumer->Stage, var)) {
/* vertex inputs aren't varying counted */ /* vertex inputs aren't varying counted */
input_vectors += var->count_attribute_slots(false); input_vectors += var->type->count_attribute_slots(false);
} }
} }

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@@ -2670,7 +2670,7 @@ assign_attribute_or_color_locations(void *mem_ctx,
return false; return false;
} }
const unsigned slots = var->count_attribute_slots(target_index == MESA_SHADER_VERTEX); const unsigned slots = var->type->count_attribute_slots(target_index == MESA_SHADER_VERTEX);
/* If the variable is not a built-in and has a location statically /* If the variable is not a built-in and has a location statically
* assigned in the shader (presumably via a layout qualifier), make sure * assigned in the shader (presumably via a layout qualifier), make sure
@@ -2782,7 +2782,7 @@ assign_attribute_or_color_locations(void *mem_ctx,
*/ */
for (unsigned i = 0; i < assigned_attr; i++) { for (unsigned i = 0; i < assigned_attr; i++) {
unsigned assigned_slots = unsigned assigned_slots =
assigned[i]->count_attribute_slots(false); assigned[i]->type->count_attribute_slots(false);
unsigned assig_attr = unsigned assig_attr =
assigned[i]->data.location - generic_base; assigned[i]->data.location - generic_base;
unsigned assigned_use_mask = (1 << assigned_slots) - 1; unsigned assigned_use_mask = (1 << assigned_slots) - 1;
@@ -3233,7 +3233,7 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
ir_variable *var = node->as_variable(); ir_variable *var = node->as_variable();
if (var && var->data.mode == ir_var_shader_out) if (var && var->data.mode == ir_var_shader_out)
/* since there are no double fs outputs - pass false */ /* since there are no double fs outputs - pass false */
fragment_outputs += var->count_attribute_slots(false); fragment_outputs += var->type->count_attribute_slots(false);
} }
} }
} }