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This is the set of shader outputs whose initial value is provided to the shader by some external means when the shader is executed, rather than computed by the shader itself. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
462 lines
16 KiB
C++
462 lines
16 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, the
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* IsCentroid and IsSample bitfields, and the UsesDFdy flag.
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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 "ir.h"
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#include "ir_visitor.h"
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#include "compiler/glsl_types.h"
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namespace {
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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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gl_shader_stage shader_stage)
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{
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this->prog = prog;
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this->shader_stage = shader_stage;
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}
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~ir_set_program_inouts_visitor()
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{
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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_enter(ir_expression *);
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virtual ir_visitor_status visit_enter(ir_discard *);
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virtual ir_visitor_status visit_enter(ir_texture *);
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virtual ir_visitor_status visit(ir_dereference_variable *);
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private:
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void mark_whole_variable(ir_variable *var);
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bool try_mark_partial_variable(ir_variable *var, ir_rvalue *index);
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struct gl_program *prog;
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gl_shader_stage shader_stage;
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};
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} /* anonymous namespace */
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static inline bool
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is_shader_inout(ir_variable *var)
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{
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return var->data.mode == ir_var_shader_in ||
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var->data.mode == ir_var_shader_out ||
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var->data.mode == ir_var_system_value;
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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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gl_shader_stage stage)
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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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assert(var->data.location != -1);
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int idx = var->data.location + var->data.index + offset + i;
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bool is_patch_generic = var->data.patch &&
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idx != VARYING_SLOT_TESS_LEVEL_INNER &&
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idx != VARYING_SLOT_TESS_LEVEL_OUTER;
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GLbitfield64 bitfield;
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if (is_patch_generic) {
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assert(idx >= VARYING_SLOT_PATCH0 && idx < VARYING_SLOT_TESS_MAX);
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bitfield = BITFIELD64_BIT(idx - VARYING_SLOT_PATCH0);
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}
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else {
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assert(idx < VARYING_SLOT_MAX);
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bitfield = BITFIELD64_BIT(idx);
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}
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if (var->data.mode == ir_var_shader_in) {
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if (is_patch_generic)
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prog->PatchInputsRead |= bitfield;
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else
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prog->InputsRead |= bitfield;
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/* double inputs read is only for vertex inputs */
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if (stage == MESA_SHADER_VERTEX &&
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var->type->without_array()->is_dual_slot())
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prog->DoubleInputsRead |= bitfield;
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if (stage == MESA_SHADER_FRAGMENT) {
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gl_fragment_program *fprog = (gl_fragment_program *) prog;
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fprog->InterpQualifier[idx] =
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(glsl_interp_mode) 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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}
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} else if (var->data.mode == ir_var_system_value) {
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prog->SystemValuesRead |= bitfield;
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} else {
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assert(var->data.mode == ir_var_shader_out);
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if (is_patch_generic)
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prog->PatchOutputsWritten |= bitfield;
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else if (!var->data.read_only)
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prog->OutputsWritten |= bitfield;
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if (var->data.fb_fetch_output)
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prog->OutputsRead |= bitfield;
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}
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}
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}
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/**
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* Mark an entire variable as used. Caller must ensure that the variable
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* represents a shader input or output.
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*/
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void
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ir_set_program_inouts_visitor::mark_whole_variable(ir_variable *var)
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{
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const glsl_type *type = var->type;
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bool is_vertex_input = false;
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if (this->shader_stage == MESA_SHADER_GEOMETRY &&
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var->data.mode == ir_var_shader_in && type->is_array()) {
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type = type->fields.array;
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}
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if (this->shader_stage == MESA_SHADER_TESS_CTRL &&
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var->data.mode == ir_var_shader_in) {
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assert(type->is_array());
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type = type->fields.array;
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}
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if (this->shader_stage == MESA_SHADER_TESS_CTRL &&
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var->data.mode == ir_var_shader_out && !var->data.patch) {
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assert(type->is_array());
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type = type->fields.array;
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}
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if (this->shader_stage == MESA_SHADER_TESS_EVAL &&
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var->data.mode == ir_var_shader_in && !var->data.patch) {
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assert(type->is_array());
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type = type->fields.array;
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}
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if (this->shader_stage == MESA_SHADER_VERTEX &&
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var->data.mode == ir_var_shader_in)
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is_vertex_input = true;
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mark(this->prog, var, 0, type->count_attribute_slots(is_vertex_input),
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this->shader_stage);
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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 (!is_shader_inout(ir->var))
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return visit_continue;
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mark_whole_variable(ir->var);
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return visit_continue;
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}
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/**
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* Try to mark a portion of the given variable as used. Caller must ensure
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* that the variable represents a shader input or output which can be indexed
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* into in array fashion (an array or matrix). For the purpose of geometry
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* shader inputs (which are always arrays*), this means that the array element
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* must be something that can be indexed into in array fashion.
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*
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* *Except gl_PrimitiveIDIn, as noted below.
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*
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* For tessellation control shaders all inputs and non-patch outputs are
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* arrays. For tessellation evaluation shaders non-patch inputs are arrays.
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*
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* If the index can't be interpreted as a constant, or some other problem
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* occurs, then nothing will be marked and false will be returned.
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*/
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bool
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ir_set_program_inouts_visitor::try_mark_partial_variable(ir_variable *var,
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ir_rvalue *index)
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{
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const glsl_type *type = var->type;
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if (this->shader_stage == MESA_SHADER_GEOMETRY &&
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var->data.mode == ir_var_shader_in) {
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/* The only geometry shader input that is not an array is
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* gl_PrimitiveIDIn, and in that case, this code will never be reached,
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* because gl_PrimitiveIDIn can't be indexed into in array fashion.
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*/
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assert(type->is_array());
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type = type->fields.array;
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}
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if (this->shader_stage == MESA_SHADER_TESS_CTRL &&
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var->data.mode == ir_var_shader_in) {
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assert(type->is_array());
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type = type->fields.array;
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}
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if (this->shader_stage == MESA_SHADER_TESS_CTRL &&
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var->data.mode == ir_var_shader_out && !var->data.patch) {
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assert(type->is_array());
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type = type->fields.array;
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}
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if (this->shader_stage == MESA_SHADER_TESS_EVAL &&
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var->data.mode == ir_var_shader_in && !var->data.patch) {
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assert(type->is_array());
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type = type->fields.array;
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}
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/* TODO: implement proper arrays of arrays support
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* for now let the caller mark whole variable as used.
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*/
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if (type->is_array() && type->fields.array->is_array())
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return false;
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/* The code below only handles:
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*
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* - Indexing into matrices
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* - Indexing into arrays of (matrices, vectors, or scalars)
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*
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* All other possibilities are either prohibited by GLSL (vertex inputs and
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* fragment outputs can't be structs) or should have been eliminated by
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* lowering passes (do_vec_index_to_swizzle() gets rid of indexing into
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* vectors, and lower_packed_varyings() gets rid of structs that occur in
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* varyings).
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*
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* However, we don't use varying packing in all cases - tessellation
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* shaders bypass it. This means we'll see varying structs and arrays
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* of structs here. For now, we just give up so the caller marks the
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* entire variable as used.
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*/
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if (!(type->is_matrix() ||
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(type->is_array() &&
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(type->fields.array->is_numeric() ||
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type->fields.array->is_boolean())))) {
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/* If we don't know how to handle this case, give up and let the
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* caller mark the whole variable as used.
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*/
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return false;
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}
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ir_constant *index_as_constant = index->as_constant();
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if (!index_as_constant)
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return false;
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unsigned elem_width;
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unsigned num_elems;
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if (type->is_array()) {
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num_elems = type->length;
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if (type->fields.array->is_matrix())
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elem_width = type->fields.array->matrix_columns;
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else
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elem_width = 1;
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} else {
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num_elems = type->matrix_columns;
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elem_width = 1;
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}
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if (index_as_constant->value.u[0] >= num_elems) {
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/* Constant index outside the bounds of the matrix/array. This could
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* arise as a result of constant folding of a legal GLSL program.
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*
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* Even though the spec says that indexing outside the bounds of a
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* matrix/array results in undefined behaviour, we don't want to pass
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* out-of-range values to mark() (since this could result in slots that
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* don't exist being marked as used), so just let the caller mark the
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* whole variable as used.
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*/
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return false;
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}
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/* double element width for double types that takes two slots */
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if (this->shader_stage != MESA_SHADER_VERTEX ||
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var->data.mode != ir_var_shader_in) {
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if (type->without_array()->is_dual_slot())
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elem_width *= 2;
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}
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mark(this->prog, var, index_as_constant->value.u[0] * elem_width,
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elem_width, this->shader_stage);
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return true;
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}
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static bool
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is_multiple_vertices(gl_shader_stage stage, ir_variable *var)
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{
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if (var->data.patch)
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return false;
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if (var->data.mode == ir_var_shader_in)
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return stage == MESA_SHADER_GEOMETRY ||
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stage == MESA_SHADER_TESS_CTRL ||
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stage == MESA_SHADER_TESS_EVAL;
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if (var->data.mode == ir_var_shader_out)
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return stage == MESA_SHADER_TESS_CTRL;
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return false;
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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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/* Note: for geometry shader inputs, lower_named_interface_blocks may
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* create 2D arrays, so we need to be able to handle those. 2D arrays
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* shouldn't be able to crop up for any other reason.
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*/
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if (ir_dereference_array * const inner_array =
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ir->array->as_dereference_array()) {
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/* ir => foo[i][j]
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* inner_array => foo[i]
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*/
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if (ir_dereference_variable * const deref_var =
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inner_array->array->as_dereference_variable()) {
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if (is_multiple_vertices(this->shader_stage, deref_var->var)) {
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/* foo is a geometry or tessellation shader input, so i is
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* the vertex, and j the part of the input we're accessing.
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*/
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if (try_mark_partial_variable(deref_var->var, ir->array_index))
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{
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/* We've now taken care of foo and j, but i might contain a
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* subexpression that accesses shader inputs. So manually
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* visit i and then continue with the parent.
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*/
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inner_array->array_index->accept(this);
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return visit_continue_with_parent;
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}
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}
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}
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} else if (ir_dereference_variable * const deref_var =
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ir->array->as_dereference_variable()) {
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/* ir => foo[i], where foo is a variable. */
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if (is_multiple_vertices(this->shader_stage, deref_var->var)) {
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/* foo is a geometry or tessellation shader input, so i is
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* the vertex, and we're accessing the entire input.
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*/
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mark_whole_variable(deref_var->var);
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/* We've now taken care of foo, but i might contain a subexpression
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* that accesses shader inputs. So manually visit i and then
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* continue with the parent.
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*/
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ir->array_index->accept(this);
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return visit_continue_with_parent;
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} else if (is_shader_inout(deref_var->var)) {
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/* foo is a shader input/output, but not a geometry shader input,
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* so i is the part of the input we're accessing.
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*/
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if (try_mark_partial_variable(deref_var->var, ir->array_index))
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return visit_continue_with_parent;
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}
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}
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/* The expression is something we don't recognize. Just visit its
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* subexpressions.
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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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ir_visitor_status
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ir_set_program_inouts_visitor::visit_enter(ir_expression *ir)
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{
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if (this->shader_stage == MESA_SHADER_FRAGMENT &&
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(ir->operation == ir_unop_dFdy ||
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ir->operation == ir_unop_dFdy_coarse ||
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ir->operation == ir_unop_dFdy_fine)) {
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gl_fragment_program *fprog = (gl_fragment_program *) prog;
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fprog->UsesDFdy = true;
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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_discard *)
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{
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/* discards are only allowed in fragment shaders. */
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assert(this->shader_stage == MESA_SHADER_FRAGMENT);
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gl_fragment_program *fprog = (gl_fragment_program *) prog;
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fprog->UsesKill = true;
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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_texture *ir)
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{
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if (ir->op == ir_tg4)
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prog->UsesGather = true;
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return visit_continue;
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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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gl_shader_stage shader_stage)
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{
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ir_set_program_inouts_visitor v(prog, shader_stage);
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prog->InputsRead = 0;
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prog->OutputsWritten = 0;
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prog->OutputsRead = 0;
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prog->PatchInputsRead = 0;
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prog->PatchOutputsWritten = 0;
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prog->SystemValuesRead = 0;
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if (shader_stage == MESA_SHADER_FRAGMENT) {
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gl_fragment_program *fprog = (gl_fragment_program *) prog;
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memset(fprog->InterpQualifier, 0, sizeof(fprog->InterpQualifier));
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fprog->IsCentroid = 0;
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fprog->IsSample = 0;
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fprog->UsesDFdy = false;
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fprog->UsesKill = false;
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}
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visit_list_elements(&v, instructions);
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}
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