diff options
author | Fabian Bieler <[email protected]> | 2014-03-20 22:33:05 +0100 |
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committer | Marek Olšák <[email protected]> | 2015-07-23 00:59:27 +0200 |
commit | 54f29502972cdd33302e69e029c8d07fb31b7bdf (patch) | |
tree | 2ebf942382ab4f53dd17433b07f2687a63cb55e4 /src/glsl/lower_clip_distance.cpp | |
parent | 7c758c5a216b0a72a089c4fe9b4facde0e7b2726 (diff) |
glsl: make lower_clip_distance work with tessellation shaders.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
Diffstat (limited to 'src/glsl/lower_clip_distance.cpp')
-rw-r--r-- | src/glsl/lower_clip_distance.cpp | 185 |
1 files changed, 105 insertions, 80 deletions
diff --git a/src/glsl/lower_clip_distance.cpp b/src/glsl/lower_clip_distance.cpp index 01f028b1f37..1ada215796c 100644 --- a/src/glsl/lower_clip_distance.cpp +++ b/src/glsl/lower_clip_distance.cpp @@ -55,9 +55,9 @@ namespace { class lower_clip_distance_visitor : public ir_rvalue_visitor { public: explicit lower_clip_distance_visitor(gl_shader_stage shader_stage) - : progress(false), old_clip_distance_1d_var(NULL), - old_clip_distance_2d_var(NULL), new_clip_distance_1d_var(NULL), - new_clip_distance_2d_var(NULL), shader_stage(shader_stage) + : progress(false), old_clip_distance_out_var(NULL), + old_clip_distance_in_var(NULL), new_clip_distance_out_var(NULL), + new_clip_distance_in_var(NULL), shader_stage(shader_stage) { } @@ -80,20 +80,21 @@ public: * * Note: * - * - the 2d_var is for geometry shader input only. + * - the in_var is for geometry and both tessellation shader inputs only. * - * - since gl_ClipDistance is available in geometry shaders as both an - * input and an output, it's possible for both old_clip_distance_1d_var - * and old_clip_distance_2d_var to be non-null. + * - since gl_ClipDistance is available in tessellation control, + * tessellation evaluation and geometry shaders as both an input + * and an output, it's possible for both old_clip_distance_out_var + * and old_clip_distance_in_var to be non-null. */ - ir_variable *old_clip_distance_1d_var; - ir_variable *old_clip_distance_2d_var; + ir_variable *old_clip_distance_out_var; + ir_variable *old_clip_distance_in_var; /** * Pointer to the newly-created gl_ClipDistanceMESA variable. */ - ir_variable *new_clip_distance_1d_var; - ir_variable *new_clip_distance_2d_var; + ir_variable *new_clip_distance_out_var; + ir_variable *new_clip_distance_in_var; /** * Type of shader we are compiling (e.g. MESA_SHADER_VERTEX) @@ -110,62 +111,81 @@ public: ir_visitor_status lower_clip_distance_visitor::visit(ir_variable *ir) { + ir_variable **old_var; + ir_variable **new_var; + if (!ir->name || strcmp(ir->name, "gl_ClipDistance") != 0) return visit_continue; assert (ir->type->is_array()); - if (!ir->type->fields.array->is_array()) { - /* 1D gl_ClipDistance (used for vertex and geometry output, and fragment - * input). - */ - if (this->old_clip_distance_1d_var) + if (ir->data.mode == ir_var_shader_out) { + if (this->old_clip_distance_out_var) + return visit_continue; + old_var = &old_clip_distance_out_var; + new_var = &new_clip_distance_out_var; + } else if (ir->data.mode == ir_var_shader_in) { + if (this->old_clip_distance_in_var) return visit_continue; + old_var = &old_clip_distance_in_var; + new_var = &new_clip_distance_in_var; + } else { + unreachable("not reached"); + } - this->progress = true; - this->old_clip_distance_1d_var = ir; + this->progress = true; + + if (!ir->type->fields.array->is_array()) { + /* gl_ClipDistance (used for vertex, tessellation evaluation and + * geometry output, and fragment input). + */ + assert((ir->data.mode == ir_var_shader_in && + this->shader_stage == MESA_SHADER_FRAGMENT) || + (ir->data.mode == ir_var_shader_out && + (this->shader_stage == MESA_SHADER_VERTEX || + this->shader_stage == MESA_SHADER_TESS_EVAL || + this->shader_stage == MESA_SHADER_GEOMETRY))); + + *old_var = ir; assert (ir->type->fields.array == glsl_type::float_type); unsigned new_size = (ir->type->array_size() + 3) / 4; /* Clone the old var so that we inherit all of its properties */ - this->new_clip_distance_1d_var = ir->clone(ralloc_parent(ir), NULL); + *new_var = ir->clone(ralloc_parent(ir), NULL); /* And change the properties that we need to change */ - this->new_clip_distance_1d_var->name - = ralloc_strdup(this->new_clip_distance_1d_var, - "gl_ClipDistanceMESA"); - this->new_clip_distance_1d_var->type - = glsl_type::get_array_instance(glsl_type::vec4_type, new_size); - this->new_clip_distance_1d_var->data.max_array_access - = ir->data.max_array_access / 4; - - ir->replace_with(this->new_clip_distance_1d_var); + (*new_var)->name = ralloc_strdup(*new_var, "gl_ClipDistanceMESA"); + (*new_var)->type = glsl_type::get_array_instance(glsl_type::vec4_type, + new_size); + (*new_var)->data.max_array_access = ir->data.max_array_access / 4; + + ir->replace_with(*new_var); } else { - /* 2D gl_ClipDistance (used for geometry input). */ - assert(ir->data.mode == ir_var_shader_in && - this->shader_stage == MESA_SHADER_GEOMETRY); - if (this->old_clip_distance_2d_var) - return visit_continue; + /* 2D gl_ClipDistance (used for tessellation control, tessellation + * evaluation and geometry input, and tessellation control output). + */ + assert((ir->data.mode == ir_var_shader_in && + (this->shader_stage == MESA_SHADER_GEOMETRY || + this->shader_stage == MESA_SHADER_TESS_EVAL)) || + this->shader_stage == MESA_SHADER_TESS_CTRL); - this->progress = true; - this->old_clip_distance_2d_var = ir; + *old_var = ir; assert (ir->type->fields.array->fields.array == glsl_type::float_type); unsigned new_size = (ir->type->fields.array->array_size() + 3) / 4; /* Clone the old var so that we inherit all of its properties */ - this->new_clip_distance_2d_var = ir->clone(ralloc_parent(ir), NULL); + *new_var = ir->clone(ralloc_parent(ir), NULL); /* And change the properties that we need to change */ - this->new_clip_distance_2d_var->name - = ralloc_strdup(this->new_clip_distance_2d_var, "gl_ClipDistanceMESA"); - this->new_clip_distance_2d_var->type = glsl_type::get_array_instance( + (*new_var)->name = ralloc_strdup(*new_var, "gl_ClipDistanceMESA"); + (*new_var)->type = glsl_type::get_array_instance( glsl_type::get_array_instance(glsl_type::vec4_type, new_size), ir->type->array_size()); - this->new_clip_distance_2d_var->data.max_array_access - = ir->data.max_array_access / 4; + (*new_var)->data.max_array_access = ir->data.max_array_access / 4; - ir->replace_with(this->new_clip_distance_2d_var); + ir->replace_with(*new_var); } + return visit_continue; } @@ -242,26 +262,27 @@ lower_clip_distance_visitor::is_clip_distance_vec8(ir_rvalue *ir) { /* Note that geometry shaders contain gl_ClipDistance both as an input * (which is a 2D array) and an output (which is a 1D array), so it's - * possible for both this->old_clip_distance_1d_var and - * this->old_clip_distance_2d_var to be non-NULL in the same shader. + * possible for both this->old_clip_distance_out_var and + * this->old_clip_distance_in_var to be non-NULL in the same shader. */ - if (this->old_clip_distance_1d_var) { - ir_dereference_variable *var_ref = ir->as_dereference_variable(); - if (var_ref && var_ref->var == this->old_clip_distance_1d_var) + if (!ir->type->is_array()) + return false; + if (ir->type->fields.array != glsl_type::float_type) + return false; + + if (this->old_clip_distance_out_var) { + if (ir->variable_referenced() == this->old_clip_distance_out_var) return true; } - if (this->old_clip_distance_2d_var) { - /* 2D clip distance is only possible as a geometry input */ - assert(this->shader_stage == MESA_SHADER_GEOMETRY); + if (this->old_clip_distance_in_var) { + assert(this->shader_stage == MESA_SHADER_TESS_CTRL || + this->shader_stage == MESA_SHADER_TESS_EVAL || + this->shader_stage == MESA_SHADER_GEOMETRY || + this->shader_stage == MESA_SHADER_FRAGMENT); - ir_dereference_array *array_ref = ir->as_dereference_array(); - if (array_ref) { - ir_dereference_variable *var_ref = - array_ref->array->as_dereference_variable(); - if (var_ref && var_ref->var == this->old_clip_distance_2d_var) - return true; - } + if (ir->variable_referenced() == this->old_clip_distance_in_var) + return true; } return false; } @@ -279,29 +300,33 @@ lower_clip_distance_visitor::is_clip_distance_vec8(ir_rvalue *ir) ir_rvalue * lower_clip_distance_visitor::lower_clip_distance_vec8(ir_rvalue *ir) { - if (this->old_clip_distance_1d_var) { - ir_dereference_variable *var_ref = ir->as_dereference_variable(); - if (var_ref && var_ref->var == this->old_clip_distance_1d_var) { - return new(ralloc_parent(ir)) - ir_dereference_variable(this->new_clip_distance_1d_var); - } + if (!ir->type->is_array()) + return NULL; + if (ir->type->fields.array != glsl_type::float_type) + return NULL; + + ir_variable **new_var = NULL; + if (this->old_clip_distance_out_var) { + if (ir->variable_referenced() == this->old_clip_distance_out_var) + new_var = &this->new_clip_distance_out_var; + } + if (this->old_clip_distance_in_var) { + if (ir->variable_referenced() == this->old_clip_distance_in_var) + new_var = &this->new_clip_distance_in_var; } - if (this->old_clip_distance_2d_var) { - /* 2D clip distance is only possible as a geometry input */ - assert(this->shader_stage == MESA_SHADER_GEOMETRY); + if (new_var == NULL) + return NULL; + if (ir->as_dereference_variable()) { + return new(ralloc_parent(ir)) ir_dereference_variable(*new_var); + } else { ir_dereference_array *array_ref = ir->as_dereference_array(); - if (array_ref) { - ir_dereference_variable *var_ref = - array_ref->array->as_dereference_variable(); - if (var_ref && var_ref->var == this->old_clip_distance_2d_var) { - return new(ralloc_parent(ir)) - ir_dereference_array(this->new_clip_distance_2d_var, - array_ref->array_index); - } - } + assert(array_ref); + assert(array_ref->array->as_dereference_variable()); + + return new(ralloc_parent(ir)) + ir_dereference_array(*new_var, array_ref->array_index); } - return NULL; } @@ -540,10 +565,10 @@ lower_clip_distance(gl_shader *shader) visit_list_elements(&v, shader->ir); - if (v.new_clip_distance_1d_var) - shader->symbols->add_variable(v.new_clip_distance_1d_var); - if (v.new_clip_distance_2d_var) - shader->symbols->add_variable(v.new_clip_distance_2d_var); + if (v.new_clip_distance_out_var) + shader->symbols->add_variable(v.new_clip_distance_out_var); + if (v.new_clip_distance_in_var) + shader->symbols->add_variable(v.new_clip_distance_in_var); return v.progress; } |