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5563 serge 1
/*
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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 bitfield, 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 "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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   }
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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(ir_dereference_variable *);
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   struct gl_program *prog;
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   bool is_fragment_shader;
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};
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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->mode == ir_var_shader_in ||
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          var->mode == ir_var_shader_out ||
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          var->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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     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_shader_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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         assert(var->mode == ir_var_shader_out);
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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 (!is_shader_inout(ir->var))
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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 = deref_var ? deref_var->var : NULL;
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   /* Check that we're dereferencing a shader in or out */
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   if (!var || !is_shader_inout(var))
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      return visit_continue;
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   if (index) {
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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_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 (is_fragment_shader && ir->operation == ir_unop_dFdy) {
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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(is_fragment_shader);
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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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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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      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->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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}