/* * Copyright © 2014 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ /** * \file lower_vertex_id.cpp * * There exists hardware, such as i965, that does not implement the OpenGL * semantic for gl_VertexID. Instead, that hardware does not include the * value of basevertex in the gl_VertexID value. To implement the OpenGL * semantic, we'll have to convert gl_Vertex_ID to * gl_VertexIDMESA+gl_BaseVertexMESA. */ #include "glsl_symbol_table.h" #include "ir_hierarchical_visitor.h" #include "ir.h" #include "ir_builder.h" #include "linker.h" #include "program/prog_statevars.h" namespace { class lower_vertex_id_visitor : public ir_hierarchical_visitor { public: explicit lower_vertex_id_visitor(ir_function_signature *main_sig, exec_list *ir_list) : progress(false), VertexID(NULL), gl_VertexID(NULL), gl_BaseVertex(NULL), main_sig(main_sig), ir_list(ir_list) { foreach_in_list(ir_instruction, ir, ir_list) { ir_variable *const var = ir->as_variable(); if (var != NULL && var->data.mode == ir_var_system_value && var->data.location == SYSTEM_VALUE_BASE_VERTEX) { gl_BaseVertex = var; break; } } } virtual ir_visitor_status visit(ir_dereference_variable *); bool progress; private: ir_variable *VertexID; ir_variable *gl_VertexID; ir_variable *gl_BaseVertex; ir_function_signature *main_sig; exec_list *ir_list; }; } /* anonymous namespace */ ir_visitor_status lower_vertex_id_visitor::visit(ir_dereference_variable *ir) { if (ir->var->data.mode != ir_var_system_value || ir->var->data.location != SYSTEM_VALUE_VERTEX_ID) return visit_continue; if (VertexID == NULL) { const glsl_type *const int_t = glsl_type::int_type; void *const mem_ctx = ralloc_parent(ir); VertexID = new(mem_ctx) ir_variable(int_t, "__VertexID", ir_var_temporary); ir_list->push_head(VertexID); gl_VertexID = new(mem_ctx) ir_variable(int_t, "gl_VertexIDMESA", ir_var_system_value); gl_VertexID->data.how_declared = ir_var_declared_implicitly; gl_VertexID->data.read_only = true; gl_VertexID->data.location = SYSTEM_VALUE_VERTEX_ID_ZERO_BASE; gl_VertexID->data.explicit_location = true; gl_VertexID->data.explicit_index = 0; ir_list->push_head(gl_VertexID); if (gl_BaseVertex == NULL) { gl_BaseVertex = new(mem_ctx) ir_variable(int_t, "gl_BaseVertex", ir_var_system_value); gl_BaseVertex->data.how_declared = ir_var_hidden; gl_BaseVertex->data.read_only = true; gl_BaseVertex->data.location = SYSTEM_VALUE_BASE_VERTEX; gl_BaseVertex->data.explicit_location = true; gl_BaseVertex->data.explicit_index = 0; ir_list->push_head(gl_BaseVertex); } ir_instruction *const inst = ir_builder::assign(VertexID, ir_builder::add(gl_VertexID, gl_BaseVertex)); main_sig->body.push_head(inst); } ir->var = VertexID; progress = true; return visit_continue; } bool lower_vertex_id(gl_shader *shader) { /* gl_VertexID only exists in the vertex shader. */ if (shader->Stage != MESA_SHADER_VERTEX) return false; ir_function_signature *const main_sig = _mesa_get_main_function_signature(shader->symbols); if (main_sig == NULL) { assert(main_sig != NULL); return false; } lower_vertex_id_visitor v(main_sig, shader->ir); v.run(shader->ir); return v.progress; }