summaryrefslogtreecommitdiffstats
path: root/src/mesa
diff options
context:
space:
mode:
authorNicolai Hähnle <[email protected]>2016-10-07 21:30:05 +0200
committerNicolai Hähnle <[email protected]>2016-10-12 18:50:10 +0200
commit2299a9940c5ac5fb42b0726afa9a67fc23ba3a48 (patch)
tree6d3a75265cec15f59c09f425bcec376787850cba /src/mesa
parent63193b9cdeca4f5d0e91f90c0926a1565f6b0415 (diff)
st/glsl_to_tgsi: mark "gaps" in input/output arrays as used
In some cases, a shader may have an input/output array but not use some entries in the middle. This happens with eON games, for example. We emit declarations that cover the entire array range even if there are some unused gaps. This patch now reflects that in the InputsRead etc. fields to ensure the various input/outputMapping arrays are actually correct, which will be important when we re-jiggle the way declarations are emitted. v2: fix a typo (Edward O'Callaghan) Reviewed-by: Edward O'Callaghan <[email protected]> Reviewed-by: Dave Airlie <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/state_tracker/st_glsl_to_tgsi.cpp32
1 files changed, 24 insertions, 8 deletions
diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
index dc20fe49c55..0d39fe8d8cd 100644
--- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
+++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
@@ -2458,9 +2458,9 @@ glsl_to_tgsi_visitor::visit(ir_dereference_variable *ir)
static void
shrink_array_declarations(struct array_decl *arrays, unsigned count,
- GLbitfield64 usage_mask,
+ GLbitfield64* usage_mask,
GLbitfield64 double_usage_mask,
- GLbitfield patch_usage_mask)
+ GLbitfield* patch_usage_mask)
{
unsigned i;
int j;
@@ -2474,12 +2474,12 @@ shrink_array_declarations(struct array_decl *arrays, unsigned count,
/* Shrink the beginning. */
for (j = 0; j < (int)decl->array_size; j++) {
if (decl->mesa_index >= VARYING_SLOT_PATCH0) {
- if (patch_usage_mask &
+ if (*patch_usage_mask &
BITFIELD64_BIT(decl->mesa_index - VARYING_SLOT_PATCH0 + j))
break;
}
else {
- if (usage_mask & BITFIELD64_BIT(decl->mesa_index+j))
+ if (*usage_mask & BITFIELD64_BIT(decl->mesa_index+j))
break;
if (double_usage_mask & BITFIELD64_BIT(decl->mesa_index+j-1))
break;
@@ -2493,12 +2493,12 @@ shrink_array_declarations(struct array_decl *arrays, unsigned count,
/* Shrink the end. */
for (j = decl->array_size-1; j >= 0; j--) {
if (decl->mesa_index >= VARYING_SLOT_PATCH0) {
- if (patch_usage_mask &
+ if (*patch_usage_mask &
BITFIELD64_BIT(decl->mesa_index - VARYING_SLOT_PATCH0 + j))
break;
}
else {
- if (usage_mask & BITFIELD64_BIT(decl->mesa_index+j))
+ if (*usage_mask & BITFIELD64_BIT(decl->mesa_index+j))
break;
if (double_usage_mask & BITFIELD64_BIT(decl->mesa_index+j-1))
break;
@@ -2506,6 +2506,22 @@ shrink_array_declarations(struct array_decl *arrays, unsigned count,
decl->array_size--;
}
+
+ /* When not all entries of an array are accessed, we mark them as used
+ * here anyway, to ensure that the input/output mapping logic doesn't get
+ * confused.
+ *
+ * TODO This happens when an array isn't used via indirect access, which
+ * some game ports do (at least eON-based). There is an optimization
+ * opportunity here by replacing the array declaration with non-array
+ * declarations of those slots that are actually used.
+ */
+ for (j = 1; j < (int)decl->array_size; ++j) {
+ if (decl->mesa_index >= VARYING_SLOT_PATCH0)
+ *patch_usage_mask |= BITFIELD64_BIT(decl->mesa_index - VARYING_SLOT_PATCH0 + j);
+ else
+ *usage_mask |= BITFIELD64_BIT(decl->mesa_index + j);
+ }
}
}
@@ -6633,9 +6649,9 @@ get_mesa_program_tgsi(struct gl_context *ctx,
do_set_program_inouts(shader->ir, prog, shader->Stage);
shrink_array_declarations(v->input_arrays, v->num_input_arrays,
- prog->InputsRead, prog->DoubleInputsRead, prog->PatchInputsRead);
+ &prog->InputsRead, prog->DoubleInputsRead, &prog->PatchInputsRead);
shrink_array_declarations(v->output_arrays, v->num_output_arrays,
- prog->OutputsWritten, 0ULL, prog->PatchOutputsWritten);
+ &prog->OutputsWritten, 0ULL, &prog->PatchOutputsWritten);
count_resources(v, prog);
/* The GLSL IR won't be needed anymore. */