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author | Paul Berry <stereotype441@gmail.com> | 2013-08-02 18:12:23 -0700 |
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committer | Paul Berry <stereotype441@gmail.com> | 2013-10-08 12:44:19 -0700 |
commit | c09adcb21bd2c3993f1e8a4997d718d9fee89e6d (patch) | |
tree | f2c04a76e46f90583c41fa20c296a7a15bbc2f68 | |
parent | 378ff1dbac8c01f2524282b5caa81e4296ee296e (diff) | |
download | external_mesa3d-c09adcb21bd2c3993f1e8a4997d718d9fee89e6d.zip external_mesa3d-c09adcb21bd2c3993f1e8a4997d718d9fee89e6d.tar.gz external_mesa3d-c09adcb21bd2c3993f1e8a4997d718d9fee89e6d.tar.bz2 |
glsl/gs: add gl_in support to builtin_variables.cpp.
Previously, builtin_variables.cpp was written assuming that we
supported ARB_geometry_shader4 style geometry shader inputs, meaning
that each built-in varying input to a geometry was supplied via an
array variable whose name ended in "In", e.g. gl_PositionIn or
gl_PointSizeIn.
However, in GLSL 1.50 style geometry shaders, things work
differently--built-in inputs are supplied to geometry shaders via a
built-in interface block called gl_in, which contains all the built-in
inputs using their usual names (e.g. the gl_Position input is supplied
to the geometry shader as gl_in[i].gl_Position).
This patch adds the necessary logic to builtin_variables.cpp to create
the gl_in interface block and populate it accordingly for geometry
shader inputs. The old ARB_geometry_shader4 style varyings are
removed, though they can easily be added back in the future if we
decide to support ARB_geometry_shader4.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
-rw-r--r-- | src/glsl/builtin_variables.cpp | 33 |
1 files changed, 31 insertions, 2 deletions
diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp index cb970fb..e2f69fa 100644 --- a/src/glsl/builtin_variables.cpp +++ b/src/glsl/builtin_variables.cpp @@ -358,6 +358,17 @@ private: const glsl_type * const vec4_t; const glsl_type * const mat3_t; const glsl_type * const mat4_t; + + /** + * Array where the contents of the gl_PerVertex interface instance are + * accumulated. + */ + glsl_struct_field per_vertex_fields[10]; + + /** + * Number of elements of per_vertex_fields which have been populated. + */ + unsigned num_per_vertex_fields; }; @@ -368,7 +379,8 @@ builtin_variable_generator::builtin_variable_generator( bool_t(glsl_type::bool_type), int_t(glsl_type::int_type), float_t(glsl_type::float_type), vec2_t(glsl_type::vec2_type), vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type), - mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type) + mat3_t(glsl_type::mat3_type), mat4_t(glsl_type::mat4_type), + num_per_vertex_fields(0) { } @@ -757,7 +769,13 @@ builtin_variable_generator::add_varying(int slot, const glsl_type *type, { switch (state->target) { case geometry_shader: - add_input(slot, array(type, 0), name_as_gs_input); + assert(this->num_per_vertex_fields < + ARRAY_SIZE(this->per_vertex_fields)); + this->per_vertex_fields[this->num_per_vertex_fields].type = type; + this->per_vertex_fields[this->num_per_vertex_fields].name = name; + this->per_vertex_fields[this->num_per_vertex_fields].row_major = false; + this->per_vertex_fields[this->num_per_vertex_fields].location = slot; + this->num_per_vertex_fields++; /* FALLTHROUGH */ case vertex_shader: add_output(slot, type, name); @@ -804,6 +822,17 @@ builtin_variable_generator::generate_varyings() ADD_VARYING(VARYING_SLOT_BFC1, vec4_t, "gl_BackSecondaryColor"); } } + + if (state->target == geometry_shader) { + const glsl_type *per_vertex_type = + glsl_type::get_interface_instance(this->per_vertex_fields, + this->num_per_vertex_fields, + GLSL_INTERFACE_PACKING_STD140, + "gl_in"); + ir_variable *var = add_variable("gl_in", array(per_vertex_type, 0), + ir_var_shader_in, 0); + var->interface_type = per_vertex_type; + } } |