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25 * \file ir_set_program_inouts.cpp
27 * Sets the InputsRead and OutputsWritten of Mesa programs.
29 * Additionally, for fragment shaders, sets the InterpQualifier array, the
30 * IsCentroid bitfield, and the UsesDFdy flag.
32 * Mesa programs (gl_program, not gl_shader_program) have a set of
33 * flags indicating which varyings are read and written. Computing
34 * which are actually read from some sort of backend code can be
35 * tricky when variable array indexing involved. So this pass
36 * provides support for setting InputsRead and OutputsWritten right
40 #include "main/core.h" /* for struct gl_program */
41 #include "program/hash_table.h"
43 #include "ir_visitor.h"
44 #include "glsl_types.h"
46 class ir_set_program_inouts_visitor : public ir_hierarchical_visitor {
48 ir_set_program_inouts_visitor(struct gl_program *prog,
49 bool is_fragment_shader)
52 this->is_fragment_shader = is_fragment_shader;
53 this->ht = hash_table_ctor(0,
54 hash_table_pointer_hash,
55 hash_table_pointer_compare);
57 ~ir_set_program_inouts_visitor()
59 hash_table_dtor(this->ht);
62 virtual ir_visitor_status visit_enter(ir_dereference_array *);
63 virtual ir_visitor_status visit_enter(ir_function_signature *);
64 virtual ir_visitor_status visit_enter(ir_expression *);
65 virtual ir_visitor_status visit_enter(ir_discard *);
66 virtual ir_visitor_status visit(ir_dereference_variable *);
67 virtual ir_visitor_status visit(ir_variable *);
69 struct gl_program *prog;
70 struct hash_table *ht;
71 bool is_fragment_shader;
75 mark(struct gl_program *prog, ir_variable *var, int offset, int len,
76 bool is_fragment_shader)
78 /* As of GLSL 1.20, varyings can only be floats, floating-point
79 * vectors or matrices, or arrays of them. For Mesa programs using
80 * InputsRead/OutputsWritten, everything but matrices uses one
81 * slot, while matrices use a slot per column. Presumably
82 * something doing a more clever packing would use something other
83 * than InputsRead/OutputsWritten.
86 for (int i = 0; i < len; i++) {
87 GLbitfield64 bitfield = BITFIELD64_BIT(var->location + var->index + offset + i);
88 if (var->mode == ir_var_in) {
89 prog->InputsRead |= bitfield;
90 if (is_fragment_shader) {
91 gl_fragment_program *fprog = (gl_fragment_program *) prog;
92 fprog->InterpQualifier[var->location + var->index + offset + i] =
93 (glsl_interp_qualifier) var->interpolation;
95 fprog->IsCentroid |= bitfield;
97 } else if (var->mode == ir_var_system_value) {
98 prog->SystemValuesRead |= bitfield;
100 prog->OutputsWritten |= bitfield;
105 /* Default handler: Mark all the locations in the variable as used. */
107 ir_set_program_inouts_visitor::visit(ir_dereference_variable *ir)
109 if (hash_table_find(this->ht, ir->var) == NULL)
110 return visit_continue;
112 if (ir->type->is_array()) {
113 mark(this->prog, ir->var, 0,
114 ir->type->length * ir->type->fields.array->matrix_columns,
115 this->is_fragment_shader);
117 mark(this->prog, ir->var, 0, ir->type->matrix_columns,
118 this->is_fragment_shader);
121 return visit_continue;
125 ir_set_program_inouts_visitor::visit_enter(ir_dereference_array *ir)
127 ir_dereference_variable *deref_var;
128 ir_constant *index = ir->array_index->as_constant();
129 deref_var = ir->array->as_dereference_variable();
130 ir_variable *var = NULL;
132 /* Check that we're dereferencing a shader in or out */
134 var = (ir_variable *)hash_table_find(this->ht, deref_var->var);
139 if (deref_var->type->is_array() &&
140 deref_var->type->fields.array->is_matrix()) {
141 width = deref_var->type->fields.array->matrix_columns;
144 mark(this->prog, var, index->value.i[0] * width, width,
145 this->is_fragment_shader);
146 return visit_continue_with_parent;
149 return visit_continue;
153 ir_set_program_inouts_visitor::visit(ir_variable *ir)
155 if (ir->mode == ir_var_in ||
156 ir->mode == ir_var_out ||
157 ir->mode == ir_var_system_value) {
158 hash_table_insert(this->ht, ir, ir);
161 return visit_continue;
165 ir_set_program_inouts_visitor::visit_enter(ir_function_signature *ir)
167 /* We don't want to descend into the function parameters and
168 * consider them as shader inputs or outputs.
170 visit_list_elements(this, &ir->body);
171 return visit_continue_with_parent;
175 ir_set_program_inouts_visitor::visit_enter(ir_expression *ir)
177 if (is_fragment_shader && ir->operation == ir_unop_dFdy) {
178 gl_fragment_program *fprog = (gl_fragment_program *) prog;
179 fprog->UsesDFdy = true;
181 return visit_continue;
185 ir_set_program_inouts_visitor::visit_enter(ir_discard *)
187 /* discards are only allowed in fragment shaders. */
188 assert(is_fragment_shader);
190 gl_fragment_program *fprog = (gl_fragment_program *) prog;
191 fprog->UsesKill = true;
193 return visit_continue;
197 do_set_program_inouts(exec_list *instructions, struct gl_program *prog,
198 bool is_fragment_shader)
200 ir_set_program_inouts_visitor v(prog, is_fragment_shader);
202 prog->InputsRead = 0;
203 prog->OutputsWritten = 0;
204 prog->SystemValuesRead = 0;
205 if (is_fragment_shader) {
206 gl_fragment_program *fprog = (gl_fragment_program *) prog;
207 memset(fprog->InterpQualifier, 0, sizeof(fprog->InterpQualifier));
208 fprog->IsCentroid = 0;
209 fprog->UsesDFdy = false;
210 fprog->UsesKill = false;
212 visit_list_elements(&v, instructions);