glsl: Remove do_set_program_inouts.
No longer used since 214c774ba6
("mesa/st: Remove st_glsl_to_tgsi.").
Reviewed-by: Adam Jackson <ajax@redhat.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18466>
This commit is contained in:
@@ -2513,10 +2513,6 @@ _mesa_glsl_initialize_variables(exec_list *instructions,
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extern void
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reparent_ir(exec_list *list, void *mem_ctx);
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extern void
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do_set_program_inouts(exec_list *instructions, struct gl_program *prog,
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gl_shader_stage shader_stage);
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extern char *
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prototype_string(const glsl_type *return_type, const char *name,
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exec_list *parameters);
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@@ -1,441 +0,0 @@
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/*
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* Copyright © 2010 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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/**
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* \file ir_set_program_inouts.cpp
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*
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* Sets the inputs_read and outputs_written of Mesa programs.
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*
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* Mesa programs (gl_program, not gl_shader_program) have a set of
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* flags indicating which varyings are read and written. Computing
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* which are actually read from some sort of backend code can be
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* tricky when variable array indexing involved. So this pass
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* provides support for setting inputs_read and outputs_written right
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* from the GLSL IR.
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*/
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#include "ir.h"
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#include "ir_visitor.h"
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#include "compiler/glsl_types.h"
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#include "main/shader_types.h"
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namespace {
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class ir_set_program_inouts_visitor : public ir_hierarchical_visitor {
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public:
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ir_set_program_inouts_visitor(struct gl_program *prog,
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gl_shader_stage shader_stage)
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{
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this->prog = prog;
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this->shader_stage = shader_stage;
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}
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~ir_set_program_inouts_visitor()
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{
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}
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virtual ir_visitor_status visit_enter(ir_dereference_array *);
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virtual ir_visitor_status visit_enter(ir_function_signature *);
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virtual ir_visitor_status visit_enter(ir_discard *);
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virtual ir_visitor_status visit_enter(ir_texture *);
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virtual ir_visitor_status visit(ir_dereference_variable *);
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private:
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void mark_whole_variable(ir_variable *var);
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bool try_mark_partial_variable(ir_variable *var, ir_rvalue *index);
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struct gl_program *prog;
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gl_shader_stage shader_stage;
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};
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} /* anonymous namespace */
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static inline bool
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is_shader_inout(ir_variable *var)
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{
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return var->data.mode == ir_var_shader_in ||
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var->data.mode == ir_var_shader_out ||
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var->data.mode == ir_var_system_value;
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}
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static void
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mark(struct gl_program *prog, ir_variable *var, int offset, int len,
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gl_shader_stage stage)
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{
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/* As of GLSL 1.20, varyings can only be floats, floating-point
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* vectors or matrices, or arrays of them. For Mesa programs using
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* inputs_read/outputs_written, everything but matrices uses one
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* slot, while matrices use a slot per column. Presumably
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* something doing a more clever packing would use something other
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* than inputs_read/outputs_written.
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*/
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for (int i = 0; i < len; i++) {
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assert(var->data.location != -1);
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int idx = var->data.location + offset + i;
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bool is_patch_generic = var->data.patch &&
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idx != VARYING_SLOT_TESS_LEVEL_INNER &&
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idx != VARYING_SLOT_TESS_LEVEL_OUTER &&
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idx != VARYING_SLOT_BOUNDING_BOX0 &&
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idx != VARYING_SLOT_BOUNDING_BOX1;
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GLbitfield64 bitfield;
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if (is_patch_generic) {
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assert(idx >= VARYING_SLOT_PATCH0 && idx < VARYING_SLOT_TESS_MAX);
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bitfield = BITFIELD64_BIT(idx - VARYING_SLOT_PATCH0);
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}
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else {
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assert(idx < VARYING_SLOT_MAX);
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bitfield = BITFIELD64_BIT(idx);
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}
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if (var->data.mode == ir_var_shader_in) {
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if (is_patch_generic)
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prog->info.patch_inputs_read |= bitfield;
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else
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prog->info.inputs_read |= bitfield;
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/* double inputs read is only for vertex inputs */
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if (stage == MESA_SHADER_VERTEX &&
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var->type->without_array()->is_dual_slot())
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prog->DualSlotInputs |= bitfield;
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if (stage == MESA_SHADER_FRAGMENT) {
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prog->info.fs.uses_sample_qualifier |= var->data.sample;
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}
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} else if (var->data.mode == ir_var_system_value) {
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BITSET_SET(prog->info.system_values_read, idx);
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} else {
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assert(var->data.mode == ir_var_shader_out);
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if (is_patch_generic) {
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prog->info.patch_outputs_written |= bitfield;
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} else if (!var->data.read_only) {
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prog->info.outputs_written |= bitfield;
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if (var->data.index > 0)
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prog->SecondaryOutputsWritten |= bitfield;
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}
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if (var->data.fb_fetch_output)
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prog->info.outputs_read |= bitfield;
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}
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}
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}
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/**
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* Mark an entire variable as used. Caller must ensure that the variable
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* represents a shader input or output.
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*/
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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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}
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if (this->shader_stage == MESA_SHADER_TESS_CTRL &&
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var->data.mode == ir_var_shader_in) {
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assert(type->is_array());
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type = type->fields.array;
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}
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if (this->shader_stage == MESA_SHADER_TESS_CTRL &&
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var->data.mode == ir_var_shader_out && !var->data.patch) {
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assert(type->is_array());
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type = type->fields.array;
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}
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if (this->shader_stage == MESA_SHADER_TESS_EVAL &&
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var->data.mode == ir_var_shader_in && !var->data.patch) {
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assert(type->is_array());
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type = type->fields.array;
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}
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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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/* Default handler: Mark all the locations in the variable as used. */
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ir_visitor_status
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ir_set_program_inouts_visitor::visit(ir_dereference_variable *ir)
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{
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if (!is_shader_inout(ir->var))
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return visit_continue;
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mark_whole_variable(ir->var);
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return visit_continue;
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}
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/**
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* Try to mark a portion of the given variable as used. Caller must ensure
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* that the variable represents a shader input or output which can be indexed
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* into in array fashion (an array or matrix). For the purpose of geometry
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* shader inputs (which are always arrays*), this means that the array element
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* must be something that can be indexed into in array fashion.
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*
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* *Except gl_PrimitiveIDIn, as noted below.
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*
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* For tessellation control shaders all inputs and non-patch outputs are
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* arrays. For tessellation evaluation shaders non-patch inputs are arrays.
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*
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* If the index can't be interpreted as a constant, or some other problem
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* occurs, then nothing will be marked and false will be returned.
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*/
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bool
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ir_set_program_inouts_visitor::try_mark_partial_variable(ir_variable *var,
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ir_rvalue *index)
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{
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const glsl_type *type = var->type;
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if (this->shader_stage == MESA_SHADER_GEOMETRY &&
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var->data.mode == ir_var_shader_in) {
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/* The only geometry shader input that is not an array is
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* gl_PrimitiveIDIn, and in that case, this code will never be reached,
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* because gl_PrimitiveIDIn can't be indexed into in array fashion.
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*/
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assert(type->is_array());
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type = type->fields.array;
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}
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if (this->shader_stage == MESA_SHADER_TESS_CTRL &&
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var->data.mode == ir_var_shader_in) {
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assert(type->is_array());
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type = type->fields.array;
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}
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if (this->shader_stage == MESA_SHADER_TESS_CTRL &&
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var->data.mode == ir_var_shader_out && !var->data.patch) {
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assert(type->is_array());
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type = type->fields.array;
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}
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if (this->shader_stage == MESA_SHADER_TESS_EVAL &&
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var->data.mode == ir_var_shader_in && !var->data.patch) {
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assert(type->is_array());
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type = type->fields.array;
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}
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/* TODO: implement proper arrays of arrays support
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* for now let the caller mark whole variable as used.
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*/
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if (type->is_array() && type->fields.array->is_array())
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return false;
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/* The code below only handles:
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*
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* - Indexing into matrices
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* - Indexing into arrays of (matrices, vectors, or scalars)
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*
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* All other possibilities are either prohibited by GLSL (vertex inputs and
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* fragment outputs can't be structs) or should have been eliminated by
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* lowering passes (do_vec_index_to_swizzle() gets rid of indexing into
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* vectors, and lower_packed_varyings() gets rid of structs that occur in
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* varyings).
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*
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* However, we don't use varying packing in all cases - tessellation
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* shaders bypass it. This means we'll see varying structs and arrays
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* of structs here. For now, we just give up so the caller marks the
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* entire variable as used.
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*/
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if (!(type->is_matrix() ||
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(type->is_array() &&
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(type->fields.array->is_numeric() ||
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type->fields.array->is_boolean())))) {
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/* If we don't know how to handle this case, give up and let the
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* caller mark the whole variable as used.
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*/
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return false;
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}
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ir_constant *index_as_constant = index->as_constant();
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if (!index_as_constant)
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return false;
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unsigned elem_width;
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unsigned num_elems;
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if (type->is_array()) {
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num_elems = type->length;
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if (type->fields.array->is_matrix())
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elem_width = type->fields.array->matrix_columns;
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else
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elem_width = 1;
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} else {
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num_elems = type->matrix_columns;
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elem_width = 1;
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}
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if (index_as_constant->value.u[0] >= num_elems) {
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/* Constant index outside the bounds of the matrix/array. This could
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* arise as a result of constant folding of a legal GLSL program.
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*
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* Even though the spec says that indexing outside the bounds of a
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* matrix/array results in undefined behaviour, we don't want to pass
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* out-of-range values to mark() (since this could result in slots that
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* don't exist being marked as used), so just let the caller mark the
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* whole variable as used.
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*/
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return false;
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}
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/* double element width for double types that takes two slots */
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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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if (type->without_array()->is_dual_slot())
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elem_width *= 2;
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}
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mark(this->prog, var, index_as_constant->value.u[0] * elem_width,
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elem_width, this->shader_stage);
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return true;
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}
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static bool
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is_multiple_vertices(gl_shader_stage stage, ir_variable *var)
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{
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if (var->data.patch)
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return false;
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if (var->data.mode == ir_var_shader_in)
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return stage == MESA_SHADER_GEOMETRY ||
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stage == MESA_SHADER_TESS_CTRL ||
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stage == MESA_SHADER_TESS_EVAL;
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if (var->data.mode == ir_var_shader_out)
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return stage == MESA_SHADER_TESS_CTRL;
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return false;
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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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/* Note: for geometry shader inputs, lower_named_interface_blocks may
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* create 2D arrays, so we need to be able to handle those. 2D arrays
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* shouldn't be able to crop up for any other reason.
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*/
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if (ir_dereference_array * const inner_array =
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ir->array->as_dereference_array()) {
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/* ir => foo[i][j]
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* inner_array => foo[i]
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*/
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if (ir_dereference_variable * const deref_var =
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inner_array->array->as_dereference_variable()) {
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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 j the part of the input we're accessing.
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*/
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if (try_mark_partial_variable(deref_var->var, ir->array_index))
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{
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/* We've now taken care of foo and j, but i might contain a
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* subexpression that accesses shader inputs. So manually
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* visit i and then continue with the parent.
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*/
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inner_array->array_index->accept(this);
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return visit_continue_with_parent;
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}
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}
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}
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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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/* 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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* that accesses shader inputs. So manually visit i and then
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* continue with the parent.
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*/
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ir->array_index->accept(this);
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return visit_continue_with_parent;
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} else if (is_shader_inout(deref_var->var)) {
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/* foo is a shader input/output, but not a geometry shader input,
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* so i is the part of the input we're accessing.
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*/
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if (try_mark_partial_variable(deref_var->var, ir->array_index))
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return visit_continue_with_parent;
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}
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}
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/* The expression is something we don't recognize. Just visit its
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* subexpressions.
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*/
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return visit_continue;
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}
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ir_visitor_status
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ir_set_program_inouts_visitor::visit_enter(ir_function_signature *ir)
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{
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/* We don't want to descend into the function parameters and
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* consider them as shader inputs or outputs.
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*/
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visit_list_elements(this, &ir->body);
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return visit_continue_with_parent;
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}
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ir_visitor_status
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ir_set_program_inouts_visitor::visit_enter(ir_discard *)
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{
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/* discards are only allowed in fragment shaders. */
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assert(this->shader_stage == MESA_SHADER_FRAGMENT);
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prog->info.fs.uses_discard = true;
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return visit_continue;
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}
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ir_visitor_status
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ir_set_program_inouts_visitor::visit_enter(ir_texture *ir)
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{
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if (ir->op == ir_tg4)
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prog->info.uses_texture_gather = true;
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return visit_continue;
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}
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void
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do_set_program_inouts(exec_list *instructions, struct gl_program *prog,
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gl_shader_stage shader_stage)
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{
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ir_set_program_inouts_visitor v(prog, shader_stage);
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prog->info.inputs_read = 0;
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prog->info.outputs_written = 0;
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prog->SecondaryOutputsWritten = 0;
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prog->info.outputs_read = 0;
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prog->info.patch_inputs_read = 0;
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prog->info.patch_outputs_written = 0;
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BITSET_ZERO(prog->info.system_values_read);
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if (shader_stage == MESA_SHADER_FRAGMENT) {
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prog->info.fs.uses_sample_qualifier = false;
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prog->info.fs.uses_discard = false;
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}
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visit_list_elements(&v, instructions);
|
||||
}
|
@@ -135,7 +135,6 @@ files_libglsl = files(
|
||||
'ir_reader.h',
|
||||
'ir_rvalue_visitor.cpp',
|
||||
'ir_rvalue_visitor.h',
|
||||
'ir_set_program_inouts.cpp',
|
||||
'ir_uniform.h',
|
||||
'ir_validate.cpp',
|
||||
'ir_variable_refcount.cpp',
|
||||
|
Reference in New Issue
Block a user