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This bitfield tells the back-ends which of a fragment shader's inputs require centroid interpolation. It is only set for GLSL fragment shaders, since assembly fragment shaders don't support centroid interpolation. Reviewed-by: Eric Anholt <eric@anholt.net>
187 lines
6.1 KiB
C++
187 lines
6.1 KiB
C++
/*
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* Copyright © 2010 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 ir_set_program_inouts.cpp
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*
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* Sets the InputsRead and OutputsWritten of Mesa programs.
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*
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* Additionally, for fragment shaders, sets the InterpQualifier array and
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* IsCentroid bitfield.
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*
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* Mesa programs (gl_program, not gl_shader_program) have a set of
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* flags indicating which varyings are read and written. Computing
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* which are actually read from some sort of backend code can be
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* tricky when variable array indexing involved. So this pass
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* provides support for setting InputsRead and OutputsWritten right
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* from the GLSL IR.
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*/
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#include "main/core.h" /* for struct gl_program */
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#include "program/hash_table.h"
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#include "ir.h"
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#include "ir_visitor.h"
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#include "glsl_types.h"
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class ir_set_program_inouts_visitor : public ir_hierarchical_visitor {
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public:
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ir_set_program_inouts_visitor(struct gl_program *prog,
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bool is_fragment_shader)
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{
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this->prog = prog;
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this->is_fragment_shader = is_fragment_shader;
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this->ht = hash_table_ctor(0,
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hash_table_pointer_hash,
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hash_table_pointer_compare);
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}
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~ir_set_program_inouts_visitor()
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{
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hash_table_dtor(this->ht);
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}
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virtual ir_visitor_status visit_enter(ir_dereference_array *);
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virtual ir_visitor_status visit_enter(ir_function_signature *);
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virtual ir_visitor_status visit(ir_dereference_variable *);
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virtual ir_visitor_status visit(ir_variable *);
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struct gl_program *prog;
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struct hash_table *ht;
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bool is_fragment_shader;
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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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{
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/* As of GLSL 1.20, varyings can only be floats, floating-point
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* vectors or matrices, or arrays of them. For Mesa programs using
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* InputsRead/OutputsWritten, everything but matrices uses one
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* slot, while matrices use a slot per column. Presumably
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* something doing a more clever packing would use something other
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* than InputsRead/OutputsWritten.
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*/
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for (int i = 0; i < len; i++) {
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GLbitfield64 bitfield = BITFIELD64_BIT(var->location + var->index + offset + i);
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if (var->mode == ir_var_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->location + var->index + offset + i] =
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(glsl_interp_qualifier) var->interpolation;
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if (var->centroid)
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fprog->IsCentroid |= bitfield;
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}
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} else if (var->mode == ir_var_system_value) {
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prog->SystemValuesRead |= bitfield;
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} else {
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prog->OutputsWritten |= bitfield;
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}
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}
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}
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/* Default handler: Mark all the locations in the variable as used. */
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ir_visitor_status
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ir_set_program_inouts_visitor::visit(ir_dereference_variable *ir)
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{
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if (hash_table_find(this->ht, ir->var) == NULL)
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return visit_continue;
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if (ir->type->is_array()) {
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mark(this->prog, ir->var, 0,
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ir->type->length * ir->type->fields.array->matrix_columns,
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this->is_fragment_shader);
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} else {
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mark(this->prog, ir->var, 0, ir->type->matrix_columns,
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this->is_fragment_shader);
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}
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return visit_continue;
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}
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ir_visitor_status
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ir_set_program_inouts_visitor::visit_enter(ir_dereference_array *ir)
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{
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ir_dereference_variable *deref_var;
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ir_constant *index = ir->array_index->as_constant();
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deref_var = ir->array->as_dereference_variable();
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ir_variable *var = NULL;
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/* Check that we're dereferencing a shader in or out */
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if (deref_var)
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var = (ir_variable *)hash_table_find(this->ht, deref_var->var);
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if (index && var) {
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int width = 1;
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if (deref_var->type->is_array() &&
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deref_var->type->fields.array->is_matrix()) {
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width = deref_var->type->fields.array->matrix_columns;
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}
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mark(this->prog, var, index->value.i[0] * width, width,
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this->is_fragment_shader);
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return visit_continue_with_parent;
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}
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return visit_continue;
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}
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ir_visitor_status
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ir_set_program_inouts_visitor::visit(ir_variable *ir)
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{
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if (ir->mode == ir_var_in ||
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ir->mode == ir_var_out ||
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ir->mode == ir_var_system_value) {
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hash_table_insert(this->ht, ir, ir);
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}
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return visit_continue;
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}
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ir_visitor_status
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ir_set_program_inouts_visitor::visit_enter(ir_function_signature *ir)
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{
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/* We don't want to descend into the function parameters and
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* consider them as shader inputs or outputs.
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*/
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visit_list_elements(this, &ir->body);
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return visit_continue_with_parent;
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}
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void
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do_set_program_inouts(exec_list *instructions, struct gl_program *prog,
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bool is_fragment_shader)
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{
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ir_set_program_inouts_visitor v(prog, is_fragment_shader);
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prog->InputsRead = 0;
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prog->OutputsWritten = 0;
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prog->SystemValuesRead = 0;
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if (is_fragment_shader) {
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memset(((gl_fragment_program *) prog)->InterpQualifier, 0,
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sizeof(((gl_fragment_program *) prog)->InterpQualifier));
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((gl_fragment_program *) prog)->IsCentroid = 0;
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}
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visit_list_elements(&v, instructions);
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}
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