1/* 2 * Copyright © 2014 Intel Corporation 3 * 4 * Permission is hereby granted, free of charge, to any person obtaining a 5 * copy of this software and associated documentation files (the "Software"), 6 * to deal in the Software without restriction, including without limitation 7 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8 * and/or sell copies of the Software, and to permit persons to whom the 9 * Software is furnished to do so, subject to the following conditions: 10 * 11 * The above copyright notice and this permission notice (including the next 12 * paragraph) shall be included in all copies or substantial portions of the 13 * Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 21 * DEALINGS IN THE SOFTWARE. 22 */ 23 24/** 25 * \file lower_vertex_id.cpp 26 * 27 * There exists hardware, such as i965, that does not implement the OpenGL 28 * semantic for gl_VertexID. Instead, that hardware does not include the 29 * value of basevertex in the gl_VertexID value. To implement the OpenGL 30 * semantic, we'll have to convert gl_Vertex_ID to 31 * gl_VertexIDMESA+gl_BaseVertexMESA. 32 */ 33 34#include "glsl_symbol_table.h" 35#include "ir_hierarchical_visitor.h" 36#include "ir.h" 37#include "ir_builder.h" 38#include "linker.h" 39#include "program/prog_statevars.h" 40#include "builtin_functions.h" 41#include "main/shader_types.h" 42 43namespace { 44 45class lower_vertex_id_visitor : public ir_hierarchical_visitor { 46public: 47 explicit lower_vertex_id_visitor(ir_function_signature *main_sig, 48 exec_list *ir_list) 49 : progress(false), VertexID(NULL), gl_VertexID(NULL), 50 gl_BaseVertex(NULL), main_sig(main_sig), ir_list(ir_list) 51 { 52 foreach_in_list(ir_instruction, ir, ir_list) { 53 ir_variable *const var = ir->as_variable(); 54 55 if (var != NULL && var->data.mode == ir_var_system_value && 56 var->data.location == SYSTEM_VALUE_BASE_VERTEX) { 57 gl_BaseVertex = var; 58 break; 59 } 60 } 61 } 62 63 virtual ir_visitor_status visit(ir_dereference_variable *); 64 65 bool progress; 66 67private: 68 ir_variable *VertexID; 69 ir_variable *gl_VertexID; 70 ir_variable *gl_BaseVertex; 71 72 ir_function_signature *main_sig; 73 exec_list *ir_list; 74}; 75 76} /* anonymous namespace */ 77 78ir_visitor_status 79lower_vertex_id_visitor::visit(ir_dereference_variable *ir) 80{ 81 if (ir->var->data.mode != ir_var_system_value || 82 ir->var->data.location != SYSTEM_VALUE_VERTEX_ID) 83 return visit_continue; 84 85 if (VertexID == NULL) { 86 const glsl_type *const int_t = glsl_type::int_type; 87 void *const mem_ctx = ralloc_parent(ir); 88 89 VertexID = new(mem_ctx) ir_variable(int_t, "__VertexID", 90 ir_var_temporary); 91 ir_list->push_head(VertexID); 92 93 gl_VertexID = new(mem_ctx) ir_variable(int_t, "gl_VertexIDMESA", 94 ir_var_system_value); 95 gl_VertexID->data.how_declared = ir_var_declared_implicitly; 96 gl_VertexID->data.read_only = true; 97 gl_VertexID->data.location = SYSTEM_VALUE_VERTEX_ID_ZERO_BASE; 98 gl_VertexID->data.explicit_location = true; 99 gl_VertexID->data.explicit_index = 0; 100 ir_list->push_head(gl_VertexID); 101 102 if (gl_BaseVertex == NULL) { 103 gl_BaseVertex = new(mem_ctx) ir_variable(int_t, "gl_BaseVertex", 104 ir_var_system_value); 105 gl_BaseVertex->data.how_declared = ir_var_hidden; 106 gl_BaseVertex->data.read_only = true; 107 gl_BaseVertex->data.location = SYSTEM_VALUE_BASE_VERTEX; 108 gl_BaseVertex->data.explicit_location = true; 109 gl_BaseVertex->data.explicit_index = 0; 110 ir_list->push_head(gl_BaseVertex); 111 } 112 113 ir_instruction *const inst = 114 ir_builder::assign(VertexID, 115 ir_builder::add(gl_VertexID, gl_BaseVertex)); 116 117 main_sig->body.push_head(inst); 118 } 119 120 ir->var = VertexID; 121 progress = true; 122 123 return visit_continue; 124} 125 126bool 127lower_vertex_id(gl_linked_shader *shader) 128{ 129 /* gl_VertexID only exists in the vertex shader. 130 */ 131 if (shader->Stage != MESA_SHADER_VERTEX) 132 return false; 133 134 ir_function_signature *const main_sig = 135 _mesa_get_main_function_signature(shader->symbols); 136 if (main_sig == NULL) { 137 assert(main_sig != NULL); 138 return false; 139 } 140 141 lower_vertex_id_visitor v(main_sig, shader->ir); 142 143 v.run(shader->ir); 144 145 return v.progress; 146} 147