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