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glsl: Support double inouts
Signed-off-by: Dave Airlie <airlied@redhat.com> Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
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1 changed files with 24 additions and 4 deletions
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@ -81,6 +81,13 @@ is_shader_inout(ir_variable *var)
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var->data.mode == ir_var_system_value;
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}
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static inline bool
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is_dual_slot(ir_variable *var)
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{
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const glsl_type *type = var->type->without_array();
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return type == glsl_type::dvec4_type || type == glsl_type::dvec3_type;
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}
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static void
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mark(struct gl_program *prog, ir_variable *var, int offset, int len,
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bool is_fragment_shader)
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@ -94,19 +101,32 @@ mark(struct gl_program *prog, ir_variable *var, int offset, int len,
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*/
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for (int i = 0; i < len; i++) {
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GLbitfield64 bitfield =
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BITFIELD64_BIT(var->data.location + var->data.index + offset + i);
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bool dual_slot = is_dual_slot(var);
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int idx = var->data.location + var->data.index + offset + i;
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GLbitfield64 bitfield = BITFIELD64_BIT(idx);
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/* dvec3 and dvec4 take up 2 slots */
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if (dual_slot) {
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idx += i;
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bitfield |= bitfield << 1;
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}
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if (var->data.mode == ir_var_shader_in) {
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prog->InputsRead |= bitfield;
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if (is_fragment_shader) {
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gl_fragment_program *fprog = (gl_fragment_program *) prog;
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fprog->InterpQualifier[var->data.location +
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var->data.index + offset + i] =
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fprog->InterpQualifier[idx] =
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(glsl_interp_qualifier) var->data.interpolation;
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if (var->data.centroid)
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fprog->IsCentroid |= bitfield;
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if (var->data.sample)
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fprog->IsSample |= bitfield;
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/* Set the InterpQualifier of the next slot to the same as the
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* current one, since dvec3 and dvec4 spans 2 slots.
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*/
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if (dual_slot)
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fprog->InterpQualifier[idx + 1] =
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(glsl_interp_qualifier) var->data.interpolation;
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}
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} else if (var->data.mode == ir_var_system_value) {
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prog->SystemValuesRead |= bitfield;
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