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If the GL_ARB_shader_draw_parameters extension is enabled, we'll already have a gl_BaseVertex variable. It will have var->how_declared set to ir_var_declared_implicitly, and will appear in the program resource list. If not, we make one for internal use. We don't want it to be listed in the program resource list, as the application won't be expecting it. Marking it hidden will properly exclude it. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com> Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
144 lines
4.7 KiB
C++
144 lines
4.7 KiB
C++
/*
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* Copyright © 2014 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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/**
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* \file lower_vertex_id.cpp
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*
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* There exists hardware, such as i965, that does not implement the OpenGL
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* semantic for gl_VertexID. Instead, that hardware does not include the
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* value of basevertex in the gl_VertexID value. To implement the OpenGL
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* semantic, we'll have to convert gl_Vertex_ID to
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* gl_VertexIDMESA+gl_BaseVertexMESA.
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*/
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#include "glsl_symbol_table.h"
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#include "ir_hierarchical_visitor.h"
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#include "ir.h"
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#include "ir_builder.h"
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#include "linker.h"
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#include "program/prog_statevars.h"
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namespace {
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class lower_vertex_id_visitor : public ir_hierarchical_visitor {
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public:
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explicit lower_vertex_id_visitor(ir_function_signature *main_sig,
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exec_list *ir_list)
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: progress(false), VertexID(NULL), gl_VertexID(NULL),
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gl_BaseVertex(NULL), main_sig(main_sig), ir_list(ir_list)
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{
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foreach_in_list(ir_instruction, ir, ir_list) {
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ir_variable *const var = ir->as_variable();
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if (var != NULL && var->data.mode == ir_var_system_value &&
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var->data.location == SYSTEM_VALUE_BASE_VERTEX) {
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gl_BaseVertex = var;
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break;
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}
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}
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}
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virtual ir_visitor_status visit(ir_dereference_variable *);
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bool progress;
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private:
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ir_variable *VertexID;
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ir_variable *gl_VertexID;
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ir_variable *gl_BaseVertex;
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ir_function_signature *main_sig;
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exec_list *ir_list;
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};
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} /* anonymous namespace */
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ir_visitor_status
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lower_vertex_id_visitor::visit(ir_dereference_variable *ir)
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{
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if (ir->var->data.mode != ir_var_system_value ||
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ir->var->data.location != SYSTEM_VALUE_VERTEX_ID)
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return visit_continue;
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if (VertexID == NULL) {
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const glsl_type *const int_t = glsl_type::int_type;
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void *const mem_ctx = ralloc_parent(ir);
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VertexID = new(mem_ctx) ir_variable(int_t, "__VertexID",
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ir_var_temporary);
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ir_list->push_head(VertexID);
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gl_VertexID = new(mem_ctx) ir_variable(int_t, "gl_VertexIDMESA",
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ir_var_system_value);
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gl_VertexID->data.how_declared = ir_var_declared_implicitly;
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gl_VertexID->data.read_only = true;
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gl_VertexID->data.location = SYSTEM_VALUE_VERTEX_ID_ZERO_BASE;
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gl_VertexID->data.explicit_location = true;
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gl_VertexID->data.explicit_index = 0;
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ir_list->push_head(gl_VertexID);
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if (gl_BaseVertex == NULL) {
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gl_BaseVertex = new(mem_ctx) ir_variable(int_t, "gl_BaseVertex",
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ir_var_system_value);
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gl_BaseVertex->data.how_declared = ir_var_hidden;
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gl_BaseVertex->data.read_only = true;
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gl_BaseVertex->data.location = SYSTEM_VALUE_BASE_VERTEX;
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gl_BaseVertex->data.explicit_location = true;
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gl_BaseVertex->data.explicit_index = 0;
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ir_list->push_head(gl_BaseVertex);
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}
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ir_instruction *const inst =
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ir_builder::assign(VertexID,
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ir_builder::add(gl_VertexID, gl_BaseVertex));
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main_sig->body.push_head(inst);
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}
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ir->var = VertexID;
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progress = true;
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return visit_continue;
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}
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bool
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lower_vertex_id(gl_shader *shader)
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{
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/* gl_VertexID only exists in the vertex shader.
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*/
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if (shader->Stage != MESA_SHADER_VERTEX)
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return false;
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ir_function_signature *const main_sig =
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_mesa_get_main_function_signature(shader);
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if (main_sig == NULL) {
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assert(main_sig != NULL);
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return false;
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}
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lower_vertex_id_visitor v(main_sig, shader->ir);
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v.run(shader->ir);
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return v.progress;
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}
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