[Mesa-dev] [PATCH v2 19/28] glsl: Support double inouts
Ian Romanick
idr at freedesktop.org
Fri Feb 6 00:54:11 PST 2015
On 02/06/2015 06:56 AM, Ilia Mirkin wrote:
> From: Dave Airlie <airlied at gmail.com>
>
> Signed-off-by: Dave Airlie <airlied at redhat.com>
> ---
> src/glsl/ir_set_program_inouts.cpp | 28 +++++++++++++++++++++++++---
> 1 file changed, 25 insertions(+), 3 deletions(-)
>
> diff --git a/src/glsl/ir_set_program_inouts.cpp b/src/glsl/ir_set_program_inouts.cpp
> index 97ead75..b38742c 100644
> --- a/src/glsl/ir_set_program_inouts.cpp
> +++ b/src/glsl/ir_set_program_inouts.cpp
> @@ -81,6 +81,16 @@ is_shader_inout(ir_variable *var)
> var->data.mode == ir_var_system_value;
> }
>
> +static inline bool
> +is_dvec34_inout(ir_variable *var)
> +{
> + const glsl_type *type = var->type->without_array();
> + if (type == glsl_type::dvec4_type || type == glsl_type::dvec3_type)
> + return true;
> +
> + return false;
Why not just
const glsl_type *const type = var->type->without_array();
return type == glsl_type::dvec4_type || type == glsl_type::dvec3_type;
It may also be better to name this something different. We'll do the
same "doubling" if / when we add support for GL_AMD_gpu_shader_int64.
> +}
> +
> static void
> mark(struct gl_program *prog, ir_variable *var, int offset, int len,
> bool is_fragment_shader)
> @@ -94,19 +104,31 @@ mark(struct gl_program *prog, ir_variable *var, int offset, int len,
> */
>
> for (int i = 0; i < len; i++) {
> + /* XXX Should it be i * 2 for dvec3/4? */
> + int idx = var->data.location + var->data.index + offset + i;
I believe it should be i * 2. Otherwise elements 0 and 1 of a dvec4
array will partially overlap. That seems... bad.
> GLbitfield64 bitfield =
> - BITFIELD64_BIT(var->data.location + var->data.index + offset + i);
> + BITFIELD64_BIT(idx);
> +
> + /* dvec3 and dvec4 take up 2 slots */
> + if (is_dvec34_inout(var))
> + 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;
> +
> + /* Set the InterpQualifier of the next slot to the same as the
> + * current one, since dvec3 and dvec4 spans 2 slots.
> + */
> + 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;
>
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