glsl: Set UsesDFdy appropriately for GLSL shaders.

This patch updates the ir_set_program_inouts_visitor so that it also
sets gl_fragment_program::UsesDFdy.

This is a bit of a hack (since dFdy() isn't an input or an output),
but there's no other obvious visitor to squeeze this functionality
into, and it would be silly to create a brand new visitor just for
this purpose.

v2: use local 'fprog' var to avoid repeated casting.

Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Paul Berry 2012-06-20 12:49:29 -07:00
parent a0f7b86959
commit ce1d2f08f9

View file

@ -26,8 +26,8 @@
*
* Sets the InputsRead and OutputsWritten of Mesa programs.
*
* Additionally, for fragment shaders, sets the InterpQualifier array and
* IsCentroid bitfield.
* 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
@ -61,6 +61,7 @@ public:
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(ir_dereference_variable *);
virtual ir_visitor_status visit(ir_variable *);
@ -169,6 +170,16 @@ ir_set_program_inouts_visitor::visit_enter(ir_function_signature *ir)
return visit_continue_with_parent;
}
ir_visitor_status
ir_set_program_inouts_visitor::visit_enter(ir_expression *ir)
{
if (is_fragment_shader && ir->operation == ir_unop_dFdy) {
gl_fragment_program *fprog = (gl_fragment_program *) prog;
fprog->UsesDFdy = true;
}
return visit_continue;
}
void
do_set_program_inouts(exec_list *instructions, struct gl_program *prog,
bool is_fragment_shader)
@ -179,9 +190,10 @@ do_set_program_inouts(exec_list *instructions, struct gl_program *prog,
prog->OutputsWritten = 0;
prog->SystemValuesRead = 0;
if (is_fragment_shader) {
memset(((gl_fragment_program *) prog)->InterpQualifier, 0,
sizeof(((gl_fragment_program *) prog)->InterpQualifier));
((gl_fragment_program *) prog)->IsCentroid = 0;
gl_fragment_program *fprog = (gl_fragment_program *) prog;
memset(fprog->InterpQualifier, 0, sizeof(fprog->InterpQualifier));
fprog->IsCentroid = 0;
fprog->UsesDFdy = false;
}
visit_list_elements(&v, instructions);
}