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author | Paul Berry <[email protected]> | 2013-01-11 14:39:32 -0800 |
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committer | Paul Berry <[email protected]> | 2013-01-24 16:30:30 -0800 |
commit | 42a29d89fd85c86387f0d119950e243b6de76d79 (patch) | |
tree | 9eee8f2d609855dc9c6813aac84f5fdcd6786a54 /src/mesa/main/texobj.c | |
parent | 7d51ead56e2b97d313c6a0fda22cc930b5c41e9d (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/mesa/main/texobj.c')
0 files changed, 0 insertions, 0 deletions