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authorFabian Bieler <[email protected]>2014-03-20 22:33:05 +0100
committerMarek Olšák <[email protected]>2015-07-23 00:59:27 +0200
commit54f29502972cdd33302e69e029c8d07fb31b7bdf (patch)
tree2ebf942382ab4f53dd17433b07f2687a63cb55e4 /src/glsl
parent7c758c5a216b0a72a089c4fe9b4facde0e7b2726 (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')
-rw-r--r--src/glsl/lower_clip_distance.cpp185
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;
}