/*
* Copyright © 2010 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
* \file ir_set_program_inouts.cpp
*
* Sets the InputsRead and OutputsWritten of Mesa programs.
*
* Additionally, for fragment shaders, sets the InterpQualifier array, the
* IsCentroid bitfield, and the UsesDFdy flag.
*
* Mesa programs (gl_program, not gl_shader_program) have a set of
* flags indicating which varyings are read and written. Computing
* which are actually read from some sort of backend code can be
* tricky when variable array indexing involved. So this pass
* provides support for setting InputsRead and OutputsWritten right
* from the GLSL IR.
*/
#include "main/core.h" /* for struct gl_program */
#include "program/hash_table.h"
#include "ir.h"
#include "ir_visitor.h"
#include "glsl_types.h"
class ir_set_program_inouts_visitor : public ir_hierarchical_visitor {
public:
ir_set_program_inouts_visitor(struct gl_program *prog,
bool is_fragment_shader)
{
this->prog = prog;
this->is_fragment_shader = is_fragment_shader;
this->ht = hash_table_ctor(0,
hash_table_pointer_hash,
hash_table_pointer_compare);
}
~ir_set_program_inouts_visitor()
{
hash_table_dtor(this->ht);
}
virtual ir_visitor_status visit_enter(ir_dereference_array *);
virtual ir_visitor_status visit_enter(ir_function_signature *);
virtual ir_visitor_status visit_enter(ir_expression *);
virtual ir_visitor_status visit_enter(ir_discard *);
virtual ir_visitor_status visit(ir_dereference_variable *);
virtual ir_visitor_status visit(ir_variable *);
struct gl_program *prog;
struct hash_table *ht;
bool is_fragment_shader;
};
static void
mark(struct gl_program *prog, ir_variable *var, int offset, int len,
bool is_fragment_shader)
{
/* As of GLSL 1.20, varyings can only be floats, floating-point
* vectors or matrices, or arrays of them. For Mesa programs using
* InputsRead/OutputsWritten, everything but matrices uses one
* slot, while matrices use a slot per column. Presumably
* something doing a more clever packing would use something other
* than InputsRead/OutputsWritten.
*/
for (int i = 0; i < len; i++) {
GLbitfield64 bitfield = BITFIELD64_BIT(var->location + var->index + offset + i);
if (var->mode == ir_var_in) {
prog->InputsRead |= bitfield;
if (is_fragment_shader) {
gl_fragment_program *fprog = (gl_fragment_program *) prog;
fprog->InterpQualifier[var->location + var->index + offset + i] =
(glsl_interp_qualifier) var->interpolation;
if (var->centroid)
fprog->IsCentroid |= bitfield;
}
} else if (var->mode == ir_var_system_value) {
prog->SystemValuesRead |= bitfield;
} else {
prog->OutputsWritten |= bitfield;
}
}
}
/* Default handler: Mark all the locations in the variable as used. */
ir_visitor_status
ir_set_program_inouts_visitor::visit(ir_dereference_variable *ir)
{
if (hash_table_find(this->ht, ir->var) == NULL)
return visit_continue;
if (ir->type->is_array()) {
mark(this->prog, ir->var, 0,
ir->type->length * ir->type->fields.array->matrix_columns,
this->is_fragment_shader);
} else {
mark(this->prog, ir->var, 0, ir->type->matrix_columns,
this->is_fragment_shader);
}
return visit_continue;
}
ir_visitor_status
ir_set_program_inouts_visitor::visit_enter(ir_dereference_array *ir)
{
ir_dereference_variable *deref_var;
ir_constant *index = ir->array_index->as_constant();
deref_var = ir->array->as_dereference_variable();
ir_variable *var = NULL;
/* Check that we're dereferencing a shader in or out */
if (deref_var)
var = (ir_variable *)hash_table_find(this->ht, deref_var->var);
if (index && var) {
int width = 1;
if (deref_var->type->is_array() &&
deref_var->type->fields.array->is_matrix()) {
width = deref_var->type->fields.array->matrix_columns;
}
mark(this->prog, var, index->value.i[0] * width, width,
this->is_fragment_shader);
return visit_continue_with_parent;
}
return visit_continue;
}
ir_visitor_status
ir_set_program_inouts_visitor::visit(ir_variable *ir)
{
if (ir->mode == ir_var_in ||
ir->mode == ir_var_out ||
ir->mode == ir_var_system_value) {
hash_table_insert(this->ht, ir, ir);
}
return visit_continue;
}
ir_visitor_status
ir_set_program_inouts_visitor::visit_enter(ir_function_signature *ir)
{
/* We don't want to descend into the function parameters and
* consider them as shader inputs or outputs.
*/
visit_list_elements(this, &ir->body);
return visit_continue_with_parent;
}
ir_visitor_status
ir_set_program_inouts_visitor::visit_enter(ir_expression *ir)
{
if (is_fragment_shader && ir->operation == ir_unop_dFdy) {
gl_fragment_program *fprog = (gl_fragment_program *) prog;
fprog->UsesDFdy = true;
}
return visit_continue;
}
ir_visitor_status
ir_set_program_inouts_visitor::visit_enter(ir_discard *)
{
/* discards are only allowed in fragment shaders. */
assert(is_fragment_shader);
gl_fragment_program *fprog = (gl_fragment_program *) prog;
fprog->UsesKill = true;
return visit_continue;
}
void
do_set_program_inouts(exec_list *instructions, struct gl_program *prog,
bool is_fragment_shader)
{
ir_set_program_inouts_visitor v(prog, is_fragment_shader);
prog->InputsRead = 0;
prog->OutputsWritten = 0;
prog->SystemValuesRead = 0;
if (is_fragment_shader) {
gl_fragment_program *fprog = (gl_fragment_program *) prog;
memset(fprog->InterpQualifier, 0, sizeof(fprog->InterpQualifier));
fprog->IsCentroid = 0;
fprog->UsesDFdy = false;
fprog->UsesKill = false;
}
visit_list_elements(&v, instructions);
}