[Mesa-dev] [PATCH v2 19/28] glsl: Support double inouts
Ilia Mirkin
imirkin at alum.mit.edu
Sun Feb 8 00:12:30 PST 2015
On Fri, Feb 6, 2015 at 3:54 AM, Ian Romanick <idr at freedesktop.org> wrote:
> 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;
Because the function was structured differently before... I added the
->without_array thing on the last iteration, but didn't do the final
cleanup. Done now.
>
> 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.
OK, changing to is_dual_slot().
>
>> +}
>> +
>> 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.
OK, thanks for confirming. I noticed it on my own code read, but
wasn't 100% sure.
>
>> 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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