[Mesa-dev] [PATCH 14/17] glsl: Support double inouts (was: add double support)

Ilia Mirkin imirkin at alum.mit.edu
Thu Feb 5 18:40:02 PST 2015


On Thu, Feb 5, 2015 at 2:14 PM, Matt Turner <mattst88 at gmail.com> wrote:
> On Thu, Feb 5, 2015 at 3:05 AM, Topi Pohjolainen
> <topi.pohjolainen at intel.com> wrote:
>> From: Dave Airlie <airlied at gmail.com>
>>
>> Signed-off-by: Dave Airlie <airlied at redhat.com>
>> ---
>>  src/glsl/ir_set_program_inouts.cpp | 24 +++++++++++++++++++++---
>>  1 file changed, 21 insertions(+), 3 deletions(-)
>>
>> diff --git a/src/glsl/ir_set_program_inouts.cpp b/src/glsl/ir_set_program_inouts.cpp
>> index 97ead75..4aa402e 100644
>> --- a/src/glsl/ir_set_program_inouts.cpp
>> +++ b/src/glsl/ir_set_program_inouts.cpp
>> @@ -81,6 +81,17 @@ is_shader_inout(ir_variable *var)
>>            var->data.mode == ir_var_system_value;
>>  }
>>
>> +static inline bool
>> +is_dvec34_inout(ir_variable *var)
>> +{
>> +   if (var->type == glsl_type::dvec4_type || var->type == glsl_type::dvec3_type)
>> +      return true;
>> +
>> +   if (var->type->is_array() && (var->type->element_type() == glsl_type::dvec4_type || var->type->element_type() == glsl_type::dvec3_type))
>
> Line wrap.

Bleh. Switched to use var->type->without_array(). Much more concise.

>
>> +      return true;
>> +   return false;
>> +}
>> +
>>  static void
>>  mark(struct gl_program *prog, ir_variable *var, int offset, int len,
>>       bool is_fragment_shader)
>> @@ -94,19 +105,26 @@ mark(struct gl_program *prog, ir_variable *var, int offset, int len,
>>      */
>>
>>     for (int i = 0; i < len; i++) {
>> +      int idx = var->data.location + var->data.index + offset + i;
>>        GLbitfield64 bitfield =
>> -         BITFIELD64_BIT(var->data.location + var->data.index + offset + i);
>> +         BITFIELD64_BIT(idx);
>> +
>> +      if (is_dvec34_inout(var))
>
> I don't understand what's special about dvec3/dvec4. Some comments
> would be nice.

I didn't write this code, but I think it's because dvec3/4 take up 2
vec4 slots. Added comments to that effect.

>
>> +         bitfield |= bitfield << 1;
>>        if (var->data.mode == ir_var_shader_in) {
>>          prog->InputsRead |= bitfield;
>>           if (is_fragment_shader) {
>>              gl_fragment_program *fprog = (gl_fragment_program *) prog;
>> -            fprog->InterpQualifier[var->data.location +
>> -                                   var->data.index + offset + i] =
>> +            fprog->InterpQualifier[idx] =
>>                 (glsl_interp_qualifier) var->data.interpolation;
>>              if (var->data.centroid)
>>                 fprog->IsCentroid |= bitfield;
>>              if (var->data.sample)
>>                 fprog->IsSample |= bitfield;
>> +
>> +            if (is_dvec34_inout(var))
>> +               fprog->InterpQualifier[idx + 1] =
>> +                  (glsl_interp_qualifier) var->data.interpolation;
>>           }
>>        } else if (var->data.mode == ir_var_system_value) {
>>           prog->SystemValuesRead |= bitfield;
>> --
>> 1.9.3
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