/* * Copyright © 2010 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 ir_set_program_inouts.cpp * * Sets the InputsRead and OutputsWritten of Mesa programs. * * Additionally, for fragment shaders, sets the InterpQualifier array, the * IsCentroid bitfield, and the UsesDFdy flag. * * Mesa programs (gl_program, not gl_shader_program) have a set of * flags indicating which varyings are read and written. Computing * which are actually read from some sort of backend code can be * tricky when variable array indexing involved. So this pass * provides support for setting InputsRead and OutputsWritten right * from the GLSL IR. */ #include "main/core.h" /* for struct gl_program */ #include "ir.h" #include "ir_visitor.h" #include "glsl_types.h" class ir_set_program_inouts_visitor : public ir_hierarchical_visitor { public: ir_set_program_inouts_visitor(struct gl_program *prog, GLenum shader_type) { this->prog = prog; this->shader_type = shader_type; } ~ir_set_program_inouts_visitor() { } virtual ir_visitor_status visit_enter(ir_dereference_array *); virtual ir_visitor_status visit_enter(ir_function_signature *); virtual ir_visitor_status visit_enter(ir_expression *); virtual ir_visitor_status visit_enter(ir_discard *); virtual ir_visitor_status visit(ir_dereference_variable *); struct gl_program *prog; GLenum shader_type; }; static inline bool is_shader_inout(ir_variable *var) { return var->mode == ir_var_shader_in || var->mode == ir_var_shader_out || var->mode == ir_var_system_value; } static void mark(struct gl_program *prog, ir_variable *var, int offset, int len, bool is_fragment_shader) { /* As of GLSL 1.20, varyings can only be floats, floating-point * vectors or matrices, or arrays of them. For Mesa programs using * InputsRead/OutputsWritten, everything but matrices uses one * slot, while matrices use a slot per column. Presumably * something doing a more clever packing would use something other * than InputsRead/OutputsWritten. */ for (int i = 0; i < len; i++) { GLbitfield64 bitfield = BITFIELD64_BIT(var->location + var->index + offset + i); if (var->mode == ir_var_shader_in) { prog->InputsRead |= bitfield; if (is_fragment_shader) { gl_fragment_program *fprog = (gl_fragment_program *) prog; fprog->InterpQualifier[var->location + var->index + offset + i] = (glsl_interp_qualifier) var->interpolation; if (var->centroid) fprog->IsCentroid |= bitfield; } } else if (var->mode == ir_var_system_value) { prog->SystemValuesRead |= bitfield; } else { assert(var->mode == ir_var_shader_out); prog->OutputsWritten |= bitfield; } } } /* Default handler: Mark all the locations in the variable as used. */ ir_visitor_status ir_set_program_inouts_visitor::visit(ir_dereference_variable *ir) { if (!is_shader_inout(ir->var)) return visit_continue; mark(this->prog, ir->var, 0, ir->type->count_attribute_slots(), this->shader_type == GL_FRAGMENT_SHADER); return visit_continue; } ir_visitor_status ir_set_program_inouts_visitor::visit_enter(ir_dereference_array *ir) { ir_dereference_variable *deref_var; ir_constant *index = ir->array_index->as_constant(); deref_var = ir->array->as_dereference_variable(); ir_variable *var = deref_var ? deref_var->var : NULL; /* Check that we're dereferencing a shader in or out */ if (!var || !is_shader_inout(var)) return visit_continue; if (index) { int width = 1; if (deref_var->type->is_array() && deref_var->type->fields.array->is_matrix()) { width = deref_var->type->fields.array->matrix_columns; } mark(this->prog, var, index->value.i[0] * width, width, this->shader_type == GL_FRAGMENT_SHADER); return visit_continue_with_parent; } return visit_continue; } ir_visitor_status ir_set_program_inouts_visitor::visit_enter(ir_function_signature *ir) { /* We don't want to descend into the function parameters and * consider them as shader inputs or outputs. */ visit_list_elements(this, &ir->body); return visit_continue_with_parent; } ir_visitor_status ir_set_program_inouts_visitor::visit_enter(ir_expression *ir) { if (this->shader_type == GL_FRAGMENT_SHADER && ir->operation == ir_unop_dFdy) { gl_fragment_program *fprog = (gl_fragment_program *) prog; fprog->UsesDFdy = true; } return visit_continue; } ir_visitor_status ir_set_program_inouts_visitor::visit_enter(ir_discard *) { /* discards are only allowed in fragment shaders. */ assert(this->shader_type == GL_FRAGMENT_SHADER); gl_fragment_program *fprog = (gl_fragment_program *) prog; fprog->UsesKill = true; return visit_continue; } void do_set_program_inouts(exec_list *instructions, struct gl_program *prog, GLenum shader_type) { ir_set_program_inouts_visitor v(prog, shader_type); prog->InputsRead = 0; prog->OutputsWritten = 0; prog->SystemValuesRead = 0; if (shader_type == GL_FRAGMENT_SHADER) { gl_fragment_program *fprog = (gl_fragment_program *) prog; memset(fprog->InterpQualifier, 0, sizeof(fprog->InterpQualifier)); fprog->IsCentroid = 0; fprog->UsesDFdy = false; fprog->UsesKill = false; } visit_list_elements(&v, instructions); }