[Mesa-dev] [PATCH 8/8] glsl: Modify ir_set_program_inouts to handle geometry shaders.
Paul Berry
stereotype441 at gmail.com
Wed Jul 31 14:18:00 PDT 2013
---
src/glsl/ir_set_program_inouts.cpp | 85 ++++++++++++++++++++++++++++++++------
1 file changed, 73 insertions(+), 12 deletions(-)
diff --git a/src/glsl/ir_set_program_inouts.cpp b/src/glsl/ir_set_program_inouts.cpp
index 018342b..8f96324 100644
--- a/src/glsl/ir_set_program_inouts.cpp
+++ b/src/glsl/ir_set_program_inouts.cpp
@@ -114,7 +114,13 @@ mark(struct gl_program *prog, ir_variable *var, int offset, int len,
void
ir_set_program_inouts_visitor::mark_whole_variable(ir_variable *var)
{
- mark(this->prog, var, 0, var->type->count_attribute_slots(),
+ const glsl_type *type = var->type;
+ if (this->shader_type == GL_GEOMETRY_SHADER &&
+ var->mode == ir_var_shader_in && type->is_array()) {
+ type = type->fields.array;
+ }
+
+ mark(this->prog, var, 0, type->count_attribute_slots(),
this->shader_type == GL_FRAGMENT_SHADER);
}
@@ -133,7 +139,9 @@ ir_set_program_inouts_visitor::visit(ir_dereference_variable *ir)
/**
* Try to mark a portion of the given variable as used. Caller must ensure
* that the variable represents a shader input or output which can be indexed
- * into in array fashion (an array, matrix, or vector).
+ * into in array fashion (an array, matrix, or vector). For the purpose of
+ * geometry shader inputs (which are always arrays), this means that the array
+ * element must be something that can be indexed into in array fashion.
*
* If the index can't be interpreted as a constant, or some other problem
* occurs, then nothing will be marked and false will be returned.
@@ -144,6 +152,16 @@ ir_set_program_inouts_visitor::try_mark_partial_variable(ir_variable *var,
{
const glsl_type *type = var->type;
+ if (this->shader_type == GL_GEOMETRY_SHADER &&
+ var->mode == ir_var_shader_in) {
+ /* The only geometry shader input that is not an array is
+ * gl_PrimitiveIDIn, and in that case, this code will never be reached,
+ * because gl_PrimitiveIDIn can't be indexed into in array fashion.
+ */
+ assert(type->is_array());
+ type = type->fields.array;
+ }
+
/* The code below only handles:
*
* - Indexing into matrices
@@ -205,17 +223,60 @@ ir_set_program_inouts_visitor::try_mark_partial_variable(ir_variable *var,
ir_visitor_status
ir_set_program_inouts_visitor::visit_enter(ir_dereference_array *ir)
{
- ir_dereference_variable *deref_var;
- deref_var = ir->array->as_dereference_variable();
- ir_variable *var = deref_var ? deref_var->var : NULL;
-
- /* Check that we're dereferencing a shader in or out */
- if (!var || !is_shader_inout(var))
- return visit_continue;
-
- if (try_mark_partial_variable(var, ir->array_index))
- return visit_continue_with_parent;
+ /* Note: for geometry shader inputs, lower_named_interface_blocks may
+ * create 2D arrays, so we need to be able to handle those. 2D arrays
+ * shouldn't be able to crop up for any other reason.
+ */
+ if (ir_dereference_array *inner_array =
+ ir->array->as_dereference_array()) {
+ /* ir => foo[i][j]
+ * inner_array => foo[i]
+ */
+ if (ir_dereference_variable *deref_var =
+ inner_array->as_dereference_variable()) {
+ if (this->shader_type == GL_GEOMETRY_SHADER &&
+ deref_var->var->mode == ir_var_shader_in) {
+ /* foo is a geometry shader input, so i is the vertex, and j the
+ * part of the input we're accessing.
+ */
+ if (try_mark_partial_variable(deref_var->var, ir->array_index))
+ {
+ /* We've now taken care of foo and j, but i might contain a
+ * subexpression that accesses shader inputs. So manually
+ * visit i and then continue with the parent.
+ */
+ inner_array->array_index->accept(this);
+ return visit_continue_with_parent;
+ }
+ }
+ }
+ } else if (ir_dereference_variable *deref_var =
+ ir->as_dereference_variable()) {
+ /* ir => foo[i], where foo is a variable. */
+ if (this->shader_type == GL_GEOMETRY_SHADER &&
+ deref_var->var->mode == ir_var_shader_in) {
+ /* foo is a geometry shader input, so i is the vertex, and we're
+ * accessing the entire input.
+ */
+ mark_whole_variable(deref_var->var);
+ /* We've now taken care of foo, but i might contain a subexpression
+ * that accesses shader inputs. So manually visit i and then
+ * continue with the parent.
+ */
+ ir->array_index->accept(this);
+ return visit_continue_with_parent;
+ } else if (is_shader_inout(deref_var->var)) {
+ /* foo is a shader input/output, but not a geometry shader input,
+ * so i is the part of the input we're accessing.
+ */
+ if (try_mark_partial_variable(deref_var->var, ir->array_index))
+ return visit_continue_with_parent;
+ }
+ }
+ /* The expression is something we don't recognize. Just visit its
+ * subexpressions.
+ */
return visit_continue;
}
--
1.8.3.4
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