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authorPaul Berry <[email protected]>2013-01-11 14:39:32 -0800
committerPaul Berry <[email protected]>2013-01-24 16:30:30 -0800
commit42a29d89fd85c86387f0d119950e243b6de76d79 (patch)
tree9eee8f2d609855dc9c6813aac84f5fdcd6786a54 /src/glsl/builtin_variables.cpp
parent7d51ead56e2b97d313c6a0fda22cc930b5c41e9d (diff)
glsl: Eliminate ambiguity between function ins/outs and shader ins/outs
This patch replaces the three ir_variable_mode enums: - ir_var_in - ir_var_out - ir_var_inout with the following five: - ir_var_shader_in - ir_var_shader_out - ir_var_function_in - ir_var_function_out - ir_var_function_inout This eliminates a frustrating ambiguity: it used to be impossible to tell whether an ir_var_{in,out} variable was a shader in/out or a function in/out without seeing where the variable was declared in the IR. This complicated some optimization and lowering passes, and would have become a problem for implementing varying structs. In the lisp-style serialization of GLSL IR to strings performed by ir_print_visitor.cpp and ir_reader.cpp, I've retained the names "in", "out", and "inout" for function parameters, to avoid introducing code churn to the src/glsl/builtins/ir/ directory. Note: a couple of comments in the code seemed to indicate that we were planning for a possible future in which geometry shaders could have shader-scope inout variables. Our GLSL grammar rejects shader-scope inout variables, and I've been unable to find any evidence in the GLSL standards documents (or extensions) that this will ever be allowed, so I've eliminated these comments. Reviewed-by: Carl Worth <[email protected]> Reviewed-by: Jordan Justen <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/glsl/builtin_variables.cpp')
-rw-r--r--src/glsl/builtin_variables.cpp88
1 files changed, 45 insertions, 43 deletions
diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp
index f2a804986cd..ccee7746e55 100644
--- a/src/glsl/builtin_variables.cpp
+++ b/src/glsl/builtin_variables.cpp
@@ -47,18 +47,18 @@ struct builtin_variable {
};
static const builtin_variable builtin_core_vs_variables[] = {
- { ir_var_out, VERT_RESULT_HPOS, "vec4", "gl_Position" },
- { ir_var_out, VERT_RESULT_PSIZ, "float", "gl_PointSize" },
+ { ir_var_shader_out, VERT_RESULT_HPOS, "vec4", "gl_Position" },
+ { ir_var_shader_out, VERT_RESULT_PSIZ, "float", "gl_PointSize" },
};
static const builtin_variable builtin_core_fs_variables[] = {
- { ir_var_in, FRAG_ATTRIB_WPOS, "vec4", "gl_FragCoord" },
- { ir_var_in, FRAG_ATTRIB_FACE, "bool", "gl_FrontFacing" },
- { ir_var_out, FRAG_RESULT_COLOR, "vec4", "gl_FragColor" },
+ { ir_var_shader_in, FRAG_ATTRIB_WPOS, "vec4", "gl_FragCoord" },
+ { ir_var_shader_in, FRAG_ATTRIB_FACE, "bool", "gl_FrontFacing" },
+ { ir_var_shader_out, FRAG_RESULT_COLOR, "vec4", "gl_FragColor" },
};
static const builtin_variable builtin_100ES_fs_variables[] = {
- { ir_var_in, FRAG_ATTRIB_PNTC, "vec2", "gl_PointCoord" },
+ { ir_var_shader_in, FRAG_ATTRIB_PNTC, "vec2", "gl_PointCoord" },
};
static const builtin_variable builtin_300ES_vs_variables[] = {
@@ -66,46 +66,46 @@ static const builtin_variable builtin_300ES_vs_variables[] = {
};
static const builtin_variable builtin_300ES_fs_variables[] = {
- { ir_var_in, FRAG_ATTRIB_WPOS, "vec4", "gl_FragCoord" },
- { ir_var_in, FRAG_ATTRIB_FACE, "bool", "gl_FrontFacing" },
- { ir_var_out, FRAG_RESULT_DEPTH, "float", "gl_FragDepth" },
- { ir_var_in, FRAG_ATTRIB_PNTC, "vec2", "gl_PointCoord" },
+ { ir_var_shader_in, FRAG_ATTRIB_WPOS, "vec4", "gl_FragCoord" },
+ { ir_var_shader_in, FRAG_ATTRIB_FACE, "bool", "gl_FrontFacing" },
+ { ir_var_shader_out, FRAG_RESULT_DEPTH, "float", "gl_FragDepth" },
+ { ir_var_shader_in, FRAG_ATTRIB_PNTC, "vec2", "gl_PointCoord" },
};
static const builtin_variable builtin_110_fs_variables[] = {
- { ir_var_out, FRAG_RESULT_DEPTH, "float", "gl_FragDepth" },
+ { ir_var_shader_out, FRAG_RESULT_DEPTH, "float", "gl_FragDepth" },
};
static const builtin_variable builtin_110_deprecated_fs_variables[] = {
- { ir_var_in, FRAG_ATTRIB_COL0, "vec4", "gl_Color" },
- { ir_var_in, FRAG_ATTRIB_COL1, "vec4", "gl_SecondaryColor" },
- { ir_var_in, FRAG_ATTRIB_FOGC, "float", "gl_FogFragCoord" },
+ { ir_var_shader_in, FRAG_ATTRIB_COL0, "vec4", "gl_Color" },
+ { ir_var_shader_in, FRAG_ATTRIB_COL1, "vec4", "gl_SecondaryColor" },
+ { ir_var_shader_in, FRAG_ATTRIB_FOGC, "float", "gl_FogFragCoord" },
};
static const builtin_variable builtin_110_deprecated_vs_variables[] = {
- { ir_var_in, VERT_ATTRIB_POS, "vec4", "gl_Vertex" },
- { ir_var_in, VERT_ATTRIB_NORMAL, "vec3", "gl_Normal" },
- { ir_var_in, VERT_ATTRIB_COLOR0, "vec4", "gl_Color" },
- { ir_var_in, VERT_ATTRIB_COLOR1, "vec4", "gl_SecondaryColor" },
- { ir_var_in, VERT_ATTRIB_TEX0, "vec4", "gl_MultiTexCoord0" },
- { ir_var_in, VERT_ATTRIB_TEX1, "vec4", "gl_MultiTexCoord1" },
- { ir_var_in, VERT_ATTRIB_TEX2, "vec4", "gl_MultiTexCoord2" },
- { ir_var_in, VERT_ATTRIB_TEX3, "vec4", "gl_MultiTexCoord3" },
- { ir_var_in, VERT_ATTRIB_TEX4, "vec4", "gl_MultiTexCoord4" },
- { ir_var_in, VERT_ATTRIB_TEX5, "vec4", "gl_MultiTexCoord5" },
- { ir_var_in, VERT_ATTRIB_TEX6, "vec4", "gl_MultiTexCoord6" },
- { ir_var_in, VERT_ATTRIB_TEX7, "vec4", "gl_MultiTexCoord7" },
- { ir_var_in, VERT_ATTRIB_FOG, "float", "gl_FogCoord" },
- { ir_var_out, VERT_RESULT_CLIP_VERTEX, "vec4", "gl_ClipVertex" },
- { ir_var_out, VERT_RESULT_COL0, "vec4", "gl_FrontColor" },
- { ir_var_out, VERT_RESULT_BFC0, "vec4", "gl_BackColor" },
- { ir_var_out, VERT_RESULT_COL1, "vec4", "gl_FrontSecondaryColor" },
- { ir_var_out, VERT_RESULT_BFC1, "vec4", "gl_BackSecondaryColor" },
- { ir_var_out, VERT_RESULT_FOGC, "float", "gl_FogFragCoord" },
+ { ir_var_shader_in, VERT_ATTRIB_POS, "vec4", "gl_Vertex" },
+ { ir_var_shader_in, VERT_ATTRIB_NORMAL, "vec3", "gl_Normal" },
+ { ir_var_shader_in, VERT_ATTRIB_COLOR0, "vec4", "gl_Color" },
+ { ir_var_shader_in, VERT_ATTRIB_COLOR1, "vec4", "gl_SecondaryColor" },
+ { ir_var_shader_in, VERT_ATTRIB_TEX0, "vec4", "gl_MultiTexCoord0" },
+ { ir_var_shader_in, VERT_ATTRIB_TEX1, "vec4", "gl_MultiTexCoord1" },
+ { ir_var_shader_in, VERT_ATTRIB_TEX2, "vec4", "gl_MultiTexCoord2" },
+ { ir_var_shader_in, VERT_ATTRIB_TEX3, "vec4", "gl_MultiTexCoord3" },
+ { ir_var_shader_in, VERT_ATTRIB_TEX4, "vec4", "gl_MultiTexCoord4" },
+ { ir_var_shader_in, VERT_ATTRIB_TEX5, "vec4", "gl_MultiTexCoord5" },
+ { ir_var_shader_in, VERT_ATTRIB_TEX6, "vec4", "gl_MultiTexCoord6" },
+ { ir_var_shader_in, VERT_ATTRIB_TEX7, "vec4", "gl_MultiTexCoord7" },
+ { ir_var_shader_in, VERT_ATTRIB_FOG, "float", "gl_FogCoord" },
+ { ir_var_shader_out, VERT_RESULT_CLIP_VERTEX, "vec4", "gl_ClipVertex" },
+ { ir_var_shader_out, VERT_RESULT_COL0, "vec4", "gl_FrontColor" },
+ { ir_var_shader_out, VERT_RESULT_BFC0, "vec4", "gl_BackColor" },
+ { ir_var_shader_out, VERT_RESULT_COL1, "vec4", "gl_FrontSecondaryColor" },
+ { ir_var_shader_out, VERT_RESULT_BFC1, "vec4", "gl_BackSecondaryColor" },
+ { ir_var_shader_out, VERT_RESULT_FOGC, "float", "gl_FogFragCoord" },
};
static const builtin_variable builtin_120_fs_variables[] = {
- { ir_var_in, FRAG_ATTRIB_PNTC, "vec2", "gl_PointCoord" },
+ { ir_var_shader_in, FRAG_ATTRIB_PNTC, "vec2", "gl_PointCoord" },
};
static const builtin_variable builtin_130_vs_variables[] = {
@@ -403,12 +403,12 @@ add_variable(exec_list *instructions, glsl_symbol_table *symtab,
switch (var->mode) {
case ir_var_auto:
- case ir_var_in:
+ case ir_var_shader_in:
case ir_var_uniform:
case ir_var_system_value:
var->read_only = true;
break;
- case ir_var_out:
+ case ir_var_shader_out:
break;
default:
/* The only variables that are added using this function should be
@@ -754,7 +754,8 @@ generate_110_vs_variables(exec_list *instructions,
glsl_type::get_array_instance(glsl_type::vec4_type, 0);
add_variable(instructions, state->symbols,
- "gl_TexCoord", vec4_array_type, ir_var_out, VERT_RESULT_TEX0);
+ "gl_TexCoord", vec4_array_type, ir_var_shader_out,
+ VERT_RESULT_TEX0);
generate_ARB_draw_buffers_variables(instructions, state, false,
vertex_shader);
@@ -814,7 +815,7 @@ generate_130_vs_variables(exec_list *instructions,
glsl_type::get_array_instance(glsl_type::float_type, 0);
add_variable(instructions, state->symbols,
- "gl_ClipDistance", clip_distance_array_type, ir_var_out,
+ "gl_ClipDistance", clip_distance_array_type, ir_var_shader_out,
VERT_RESULT_CLIP_DIST0);
}
@@ -939,7 +940,8 @@ generate_110_fs_variables(exec_list *instructions,
glsl_type::get_array_instance(glsl_type::vec4_type, 0);
add_variable(instructions, state->symbols,
- "gl_TexCoord", vec4_array_type, ir_var_in, FRAG_ATTRIB_TEX0);
+ "gl_TexCoord", vec4_array_type, ir_var_shader_in,
+ FRAG_ATTRIB_TEX0);
generate_ARB_draw_buffers_variables(instructions, state, false,
fragment_shader);
@@ -971,7 +973,7 @@ generate_ARB_draw_buffers_variables(exec_list *instructions,
ir_variable *const fd =
add_variable(instructions, state->symbols,
"gl_FragData", vec4_array_type,
- ir_var_out, FRAG_RESULT_DATA0);
+ ir_var_shader_out, FRAG_RESULT_DATA0);
if (warn)
fd->warn_extension = "GL_ARB_draw_buffers";
@@ -1028,7 +1030,7 @@ generate_ARB_shader_stencil_export_variables(exec_list *instructions,
ir_variable *const fd =
add_variable(instructions, state->symbols,
"gl_FragStencilRefARB", glsl_type::int_type,
- ir_var_out, FRAG_RESULT_STENCIL);
+ ir_var_shader_out, FRAG_RESULT_STENCIL);
if (warn)
fd->warn_extension = "GL_ARB_shader_stencil_export";
@@ -1044,7 +1046,7 @@ generate_AMD_shader_stencil_export_variables(exec_list *instructions,
ir_variable *const fd =
add_variable(instructions, state->symbols,
"gl_FragStencilRefAMD", glsl_type::int_type,
- ir_var_out, FRAG_RESULT_STENCIL);
+ ir_var_shader_out, FRAG_RESULT_STENCIL);
if (warn)
fd->warn_extension = "GL_AMD_shader_stencil_export";
@@ -1085,7 +1087,7 @@ generate_fs_clipdistance(exec_list *instructions,
glsl_type::get_array_instance(glsl_type::float_type, 0);
add_variable(instructions, state->symbols,
- "gl_ClipDistance", clip_distance_array_type, ir_var_in,
+ "gl_ClipDistance", clip_distance_array_type, ir_var_shader_in,
FRAG_ATTRIB_CLIP_DIST0);
}