[Mesa-dev] [PATCH 29/34] glsl: Export the compiler's GS layout qualifiers to the gl_shader.
Paul Berry
stereotype441 at gmail.com
Thu Aug 1 14:49:16 PDT 2013
On 1 August 2013 09:34, Ian Romanick <idr at freedesktop.org> wrote:
> On 08/01/2013 07:17 AM, Paul Berry wrote:
>
>> On 31 July 2013 17:42, Ian Romanick <idr at freedesktop.org
>> <mailto:idr at freedesktop.org>> wrote:
>>
>> On 07/28/2013 11:03 PM, Paul Berry wrote:
>>
>> From: Eric Anholt <eric at anholt.net <mailto:eric at anholt.net>>
>>
>>
>> Next step is to validate them at link time.
>>
>> v2 (Paul Berry <stereotype441 at gmail.com
>> <mailto:stereotype441 at gmail.**com <stereotype441 at gmail.com>>>):
>> Don't attempt to export the
>>
>> layout qualifiers in the event of a compile error, since some of
>> them
>> are set up by ast_to_hir(), and ast_to_hir() isn't guaranteed to
>> have
>> run in the event of a compile error.
>> ---
>> src/glsl/glsl_parser_extras.__**cpp | 31
>> ++++++++++++++++++++++++++++++**__+
>>
>> src/mesa/main/mtypes.h | 18 ++++++++++++++++++
>> 2 files changed, 49 insertions(+)
>>
>> diff --git a/src/glsl/glsl_parser_extras.**__cpp
>> b/src/glsl/glsl_parser_extras.**__cpp
>> index 6b8fb45..2311447 100644
>> --- a/src/glsl/glsl_parser_extras.**__cpp
>> +++ b/src/glsl/glsl_parser_extras.**__cpp
>> @@ -1446,6 +1446,34 @@
>> ast_struct_specifier::ast___**struct_specifier(const char
>> *identifier,
>>
>> is_declaration = true;
>> }
>>
>> +static void
>> +set_shader_inout_layout(__**struct gl_shader *shader,
>>
>> + struct _mesa_glsl_parse_state *state)
>> +{
>> + if (shader->Type != GL_GEOMETRY_SHADER) {
>> + /* Should have been prevented by the parser. */
>> + assert(!state->gs_input_prim__**_type_specified);
>> + assert(!state->out_qualifier->**__flags.i);
>>
>> + return;
>> + }
>> +
>> + shader->Geom.VerticesOut = 0;
>> + if (state->out_qualifier->flags._**_q.max_vertices)
>> + shader->Geom.VerticesOut =
>> state->out_qualifier->max___**vertices;
>> +
>> + if (state->gs_input_prim_type___**specified) {
>>
>> + shader->Geom.InputType = state->gs_input_prim_type;
>> + } else {
>> + shader->Geom.InputType = ~0;
>> + }
>> +
>> + if (state->out_qualifier->flags._**_q.prim_type) {
>> + shader->Geom.OutputType = state->out_qualifier->prim___**
>> type;
>>
>> + } else {
>> + shader->Geom.OutputType = ~0;
>> + }
>> +}
>> +
>> extern "C" {
>>
>> void
>> @@ -1521,6 +1549,9 @@ _mesa_glsl_compile_shader(__**struct
>>
>> gl_context *ctx, struct gl_shader *shader,
>> shader->UniformBlocks = state->uniform_blocks;
>> ralloc_steal(shader, shader->UniformBlocks);
>>
>> + if (!state->error)
>> + set_shader_inout_layout(__**shader, state);
>>
>> +
>> /* Retain any live IR, but trash the rest. */
>> reparent_ir(shader->ir, shader->ir);
>>
>> diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
>> index 33075bd..bc90d09 100644
>> --- a/src/mesa/main/mtypes.h
>> +++ b/src/mesa/main/mtypes.h
>> @@ -2170,6 +2170,24 @@ struct gl_shader
>> /** Shaders containing built-in functions that are used
>> for linking. */
>> struct gl_shader *builtins_to_link[16];
>> unsigned num_builtins_to_link;
>> +
>> + /**
>> + * Geometry shader state from GLSL 1.50 layout qualifiers.
>> + */
>> + struct {
>> + GLint VerticesOut;
>> + /**
>> + * GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_ARB,
>> GL_TRIANGLES, or
>> + * GL_TRIANGLES_ADJACENCY_ARB, or ~0 if it's not set in
>> this shader
>> + * (since GL_POINTS is 0).
>> + */
>>
>>
>> After looking at the next patch, I wonder if we should make a
>> descriptive #define for ~0u for this. Thoughts?
>>
>> Hmm, maybe we should use mtypes.h's PRIM_UNKNOWN.
>>
>
> Good call! I had forgotten that PRIM_UNKNOWN existed and was defined in
> terms of the other GL_<prim> enums.
Ok, done.
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