glsl: Handle the inout qualifier in fragment shader output declarations.

According to the EXT_shader_framebuffer_fetch extension the inout
qualifier can be used on ESSL 3.0+ shaders to declare a special kind
of fragment output that gets implicitly initialized with the previous
framebuffer contents at the current fragment coordinates.  In addition
we allow using the same language to define FB fetch outputs in GLSL
1.3+ shaders in preparation for the desktop MESA_shader_framebuffer_fetch
extensions.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Francisco Jerez 2016-07-19 20:10:21 -07:00
parent b49d8f20f4
commit 19e929a177
2 changed files with 16 additions and 1 deletions

View file

@ -3713,7 +3713,7 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
*/
assert(var->data.mode != ir_var_temporary);
if (qual->flags.q.in && qual->flags.q.out)
var->data.mode = ir_var_function_inout;
var->data.mode = is_parameter ? ir_var_function_inout : ir_var_shader_out;
else if (qual->flags.q.in)
var->data.mode = is_parameter ? ir_var_function_in : ir_var_shader_in;
else if (qual->flags.q.attribute
@ -3730,6 +3730,9 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
else if (qual->flags.q.shared_storage)
var->data.mode = ir_var_shader_shared;
var->data.fb_fetch_output = state->stage == MESA_SHADER_FRAGMENT &&
qual->flags.q.in && qual->flags.q.out;
if (!is_parameter && is_varying_var(var, state->stage)) {
/* User-defined ins/outs are not permitted in compute shaders. */
if (state->stage == MESA_SHADER_COMPUTE) {

View file

@ -1944,6 +1944,18 @@ storage_qualifier:
$$.xfb_buffer = state->out_qualifier->xfb_buffer;
}
}
| INOUT_TOK
{
memset(& $$, 0, sizeof($$));
$$.flags.q.in = 1;
$$.flags.q.out = 1;
if (!state->has_framebuffer_fetch() ||
!state->is_version(130, 300) ||
state->stage != MESA_SHADER_FRAGMENT)
_mesa_glsl_error(&@1, state, "A single interface variable cannot be "
"declared as both input and output");
}
| UNIFORM
{
memset(& $$, 0, sizeof($$));