glsl/gs: add gl_in support to builtin_variables.cpp.

Previously, builtin_variables.cpp was written assuming that we
supported ARB_geometry_shader4 style geometry shader inputs, meaning
that each built-in varying input to a geometry was supplied via an
array variable whose name ended in "In", e.g. gl_PositionIn or
gl_PointSizeIn.

However, in GLSL 1.50 style geometry shaders, things work
differently--built-in inputs are supplied to geometry shaders via a
built-in interface block called gl_in, which contains all the built-in
inputs using their usual names (e.g. the gl_Position input is supplied
to the geometry shader as gl_in[i].gl_Position).

This patch adds the necessary logic to builtin_variables.cpp to create
the gl_in interface block and populate it accordingly for geometry
shader inputs.  The old ARB_geometry_shader4 style varyings are
removed, though they can easily be added back in the future if we
decide to support ARB_geometry_shader4.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This commit is contained in:
Paul Berry 2013-08-02 18:12:23 -07:00
parent 378ff1dbac
commit c09adcb21b

View file

@ -358,6 +358,17 @@ private:
const glsl_type * const vec4_t;
const glsl_type * const mat3_t;
const glsl_type * const mat4_t;
/**
* Array where the contents of the gl_PerVertex interface instance are
* accumulated.
*/
glsl_struct_field per_vertex_fields[10];
/**
* Number of elements of per_vertex_fields which have been populated.
*/
unsigned num_per_vertex_fields;
};
@ -368,7 +379,8 @@ builtin_variable_generator::builtin_variable_generator(
bool_t(glsl_type::bool_type), int_t(glsl_type::int_type),
float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type),
vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type),
mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type)
mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type),
num_per_vertex_fields(0)
{
}
@ -757,7 +769,13 @@ builtin_variable_generator::add_varying(int slot, const glsl_type *type,
{
switch (state->target) {
case geometry_shader:
add_input(slot, array(type, 0), name_as_gs_input);
assert(this->num_per_vertex_fields <
ARRAY_SIZE(this->per_vertex_fields));
this->per_vertex_fields[this->num_per_vertex_fields].type = type;
this->per_vertex_fields[this->num_per_vertex_fields].name = name;
this->per_vertex_fields[this->num_per_vertex_fields].row_major = false;
this->per_vertex_fields[this->num_per_vertex_fields].location = slot;
this->num_per_vertex_fields++;
/* FALLTHROUGH */
case vertex_shader:
add_output(slot, type, name);
@ -804,6 +822,17 @@ builtin_variable_generator::generate_varyings()
ADD_VARYING(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor");
}
}
if (state->target == geometry_shader) {
const glsl_type *per_vertex_type =
glsl_type::get_interface_instance(this->per_vertex_fields,
this->num_per_vertex_fields,
GLSL_INTERFACE_PACKING_STD140,
"gl_in");
ir_variable *var = add_variable("gl_in", array(per_vertex_type, 0),
ir_var_shader_in, 0);
var->interface_type = per_vertex_type;
}
}