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 commit42699e1271
. Revert "glsl: Mark whole variable used for ClipDistance and TessLevel*." This reverts commit5c580e64cc
. Revert "glsl: Override the # of varying slots for ClipDistance and TessLevel*." This reverts commit8b5749f65a
. Revert "glsl: Create and use a new ir_variable::count_attribute_slots() wrapper." This reverts commit6aa5cb34d0
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This commit is contained in:
@@ -1618,31 +1618,6 @@ ir_variable::get_extension_warning() const
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? NULL : warn_extension_table[this->data.warn_extension_index];
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}
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unsigned
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ir_variable::count_attribute_slots(bool is_vertex_stage) const
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{
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/* GLSL contains several built-in arrays that control fixed-function
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* hardware, and are somewhat special. Clip distances and tessellation
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* factors are exposed as float[] arrays, but typically are packed
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* tightly. We want to expose these as taking a single varying slot
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* and let drivers handle laying them out appropriately.
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*
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* Skip this override if the arrays were lowered to vectors.
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*/
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if (type->without_array()->is_scalar() &&
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(data.mode == ir_var_shader_in || data.mode == ir_var_shader_out) &&
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(data.location == VARYING_SLOT_CLIP_DIST0 ||
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data.location == VARYING_SLOT_CULL_DIST0 ||
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data.location == VARYING_SLOT_TESS_LEVEL_OUTER ||
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data.location == VARYING_SLOT_TESS_LEVEL_INNER)) {
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return type->length / 4;
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}
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/* For normal variables, simply consult the type. */
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bool is_vs_input = is_vertex_stage && this->data.mode == ir_var_shader_in;
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return this->type->count_attribute_slots(is_vs_input);
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}
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ir_function_signature::ir_function_signature(const glsl_type *return_type,
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builtin_available_predicate b)
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: ir_instruction(ir_type_function_signature),
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@@ -553,8 +553,6 @@ public:
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return this->u.max_ifc_array_access;
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}
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unsigned count_attribute_slots(bool is_vertex_stage) const;
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inline unsigned get_num_state_slots() const
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{
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assert(!this->is_interface_instance()
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@@ -149,7 +149,7 @@ void
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ir_set_program_inouts_visitor::mark_whole_variable(ir_variable *var)
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{
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const glsl_type *type = var->type;
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bool is_vertex_input = false;
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if (this->shader_stage == MESA_SHADER_GEOMETRY &&
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var->data.mode == ir_var_shader_in && type->is_array()) {
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type = type->fields.array;
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@@ -173,8 +173,11 @@ ir_set_program_inouts_visitor::mark_whole_variable(ir_variable *var)
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type = type->fields.array;
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}
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mark(this->prog, var, 0,
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var->count_attribute_slots(this->shader_stage == MESA_SHADER_VERTEX),
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if (this->shader_stage == MESA_SHADER_VERTEX &&
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var->data.mode == ir_var_shader_in)
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is_vertex_input = true;
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mark(this->prog, var, 0, type->count_attribute_slots(is_vertex_input),
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this->shader_stage);
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}
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@@ -330,27 +333,6 @@ is_multiple_vertices(gl_shader_stage stage, ir_variable *var)
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return false;
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}
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/**
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* Return true if \p var is a GLSL built-in array that controls fixed-function
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* aspects of the pipeline. These have to be used as a whole.
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*/
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static bool
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is_fixed_function_array(ir_variable *var)
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{
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if (var->data.mode != ir_var_shader_in &&
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var->data.mode != ir_var_shader_out)
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return false;
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switch (var->data.location) {
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case VARYING_SLOT_TESS_LEVEL_OUTER:
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case VARYING_SLOT_TESS_LEVEL_INNER:
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case VARYING_SLOT_CLIP_DIST0:
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return true;
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default:
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return false;
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}
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}
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ir_visitor_status
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ir_set_program_inouts_visitor::visit_enter(ir_dereference_array *ir)
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{
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@@ -383,12 +365,9 @@ ir_set_program_inouts_visitor::visit_enter(ir_dereference_array *ir)
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} else if (ir_dereference_variable * const deref_var =
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ir->array->as_dereference_variable()) {
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/* ir => foo[i], where foo is a variable. */
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if (is_multiple_vertices(this->shader_stage, deref_var->var) ||
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is_fixed_function_array(deref_var->var)) {
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/* In the first case, foo is a geometry or tessellation shader input,
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* so i is the vertex, and we're accessing the entire input. In the
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* second case, foo is a GLSL built-in array that controls
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* fixed-function hardware, which is consumed as a whole.
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if (is_multiple_vertices(this->shader_stage, deref_var->var)) {
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/* foo is a geometry or tessellation shader input, so i is
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* the vertex, and we're accessing the entire input.
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*/
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mark_whole_variable(deref_var->var);
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/* 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,
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var->data.mode == ir_var_shader_out &&
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var_counts_against_varying_limit(producer->Stage, var)) {
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/* outputs for fragment shader can't be doubles */
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output_vectors += var->count_attribute_slots(false);
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output_vectors += var->type->count_attribute_slots(false);
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}
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}
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@@ -2345,7 +2345,7 @@ check_against_input_limit(struct gl_context *ctx,
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var->data.mode == ir_var_shader_in &&
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var_counts_against_varying_limit(consumer->Stage, var)) {
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/* vertex inputs aren't varying counted */
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input_vectors += var->count_attribute_slots(false);
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input_vectors += var->type->count_attribute_slots(false);
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}
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}
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@@ -2670,7 +2670,7 @@ assign_attribute_or_color_locations(void *mem_ctx,
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return false;
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}
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const unsigned slots = var->count_attribute_slots(target_index == MESA_SHADER_VERTEX);
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const unsigned slots = var->type->count_attribute_slots(target_index == MESA_SHADER_VERTEX);
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/* If the variable is not a built-in and has a location statically
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* assigned in the shader (presumably via a layout qualifier), make sure
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@@ -2782,7 +2782,7 @@ assign_attribute_or_color_locations(void *mem_ctx,
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*/
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for (unsigned i = 0; i < assigned_attr; i++) {
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unsigned assigned_slots =
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assigned[i]->count_attribute_slots(false);
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assigned[i]->type->count_attribute_slots(false);
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unsigned assig_attr =
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assigned[i]->data.location - generic_base;
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unsigned assigned_use_mask = (1 << assigned_slots) - 1;
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@@ -3233,7 +3233,7 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
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ir_variable *var = node->as_variable();
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if (var && var->data.mode == ir_var_shader_out)
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/* since there are no double fs outputs - pass false */
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fragment_outputs += var->count_attribute_slots(false);
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fragment_outputs += var->type->count_attribute_slots(false);
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}
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}
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}
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