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authorPaul Berry <[email protected]>2013-08-02 18:12:23 -0700
committerPaul Berry <[email protected]>2013-10-08 12:44:19 -0700
commitc09adcb21bd2c3993f1e8a4997d718d9fee89e6d (patch)
treef2c04a76e46f90583c41fa20c296a7a15bbc2f68
parent378ff1dbac8c01f2524282b5caa81e4296ee296e (diff)
glsl/gs: add gl_in support to builtin_variables.cpp.
Previously, builtin_variables.cpp was written assuming that we supported ARB_geometry_shader4 style geometry shader inputs, meaning that each built-in varying input to a geometry was supplied via an array variable whose name ended in "In", e.g. gl_PositionIn or gl_PointSizeIn. However, in GLSL 1.50 style geometry shaders, things work differently--built-in inputs are supplied to geometry shaders via a built-in interface block called gl_in, which contains all the built-in inputs using their usual names (e.g. the gl_Position input is supplied to the geometry shader as gl_in[i].gl_Position). This patch adds the necessary logic to builtin_variables.cpp to create the gl_in interface block and populate it accordingly for geometry shader inputs. The old ARB_geometry_shader4 style varyings are removed, though they can easily be added back in the future if we decide to support ARB_geometry_shader4. Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Jordan Justen <[email protected]>
-rw-r--r--src/glsl/builtin_variables.cpp33
1 files changed, 31 insertions, 2 deletions
diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp
index cb970fba314..e2f69fa8767 100644
--- a/src/glsl/builtin_variables.cpp
+++ b/src/glsl/builtin_variables.cpp
@@ -358,6 +358,17 @@ private:
const glsl_type * const vec4_t;
const glsl_type * const mat3_t;
const glsl_type * const mat4_t;
+
+ /**
+ * Array where the contents of the gl_PerVertex interface instance are
+ * accumulated.
+ */
+ glsl_struct_field per_vertex_fields[10];
+
+ /**
+ * Number of elements of per_vertex_fields which have been populated.
+ */
+ unsigned num_per_vertex_fields;
};
@@ -368,7 +379,8 @@ builtin_variable_generator::builtin_variable_generator(
bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
- mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
+ mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type),
+ num_per_vertex_fields(0)
{
}
@@ -757,7 +769,13 @@ builtin_variable_generator::add_varying(int slot, const glsl_type *type,
{
switch (state->target) {
case geometry_shader:
- add_input(slot, array(type, 0), name_as_gs_input);
+ assert(this->num_per_vertex_fields <
+ ARRAY_SIZE(this->per_vertex_fields));
+ this->per_vertex_fields[this->num_per_vertex_fields].type = type;
+ this->per_vertex_fields[this->num_per_vertex_fields].name = name;
+ this->per_vertex_fields[this->num_per_vertex_fields].row_major = false;
+ this->per_vertex_fields[this->num_per_vertex_fields].location = slot;
+ this->num_per_vertex_fields++;
/* FALLTHROUGH */
case vertex_shader:
add_output(slot, type, name);
@@ -804,6 +822,17 @@ builtin_variable_generator::generate_varyings()
ADD_VARYING(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
}
}
+
+ if (state->target == geometry_shader) {
+ const glsl_type *per_vertex_type =
+ glsl_type::get_interface_instance(this->per_vertex_fields,
+ this->num_per_vertex_fields,
+ GLSL_INTERFACE_PACKING_STD140,
+ "gl_in");
+ ir_variable *var = add_variable("gl_in", array(per_vertex_type, 0),
+ ir_var_shader_in, 0);
+ var->interface_type = per_vertex_type;
+ }
}