[Mesa-dev] [PATCH v3 1/9] glsl: convert GS input primitive to use ast_type_qualifier

Jordan Justen jordan.l.justen at intel.com
Wed Feb 5 00:07:22 CET 2014


This allows the use of merge_qualifier, which will be needed
for supporting multiple input qualifiers, such as the
primitive type type being specified separately from the
invocations count (ARB_gpu_shader5).

state->gs_input_prim_type is moved into state->in_qualifier->prim_type

state->gs_input_prim_type_specified is still processed separately
so we can determine when the input primitive is specified. This
is important since certain scenerios are not supported until after
the primitive type has been specified in the shader code.

Signed-off-by: Jordan Justen <jordan.l.justen at intel.com>
---
 src/glsl/ast.h                  |  5 +++++
 src/glsl/ast_to_hir.cpp         |  5 ++---
 src/glsl/ast_type.cpp           | 35 +++++++++++++++++++++++++++++++++++
 src/glsl/glsl_parser.yy         | 18 ++++++------------
 src/glsl/glsl_parser_extras.cpp |  6 +++---
 src/glsl/glsl_parser_extras.h   |  7 ++-----
 6 files changed, 53 insertions(+), 23 deletions(-)

diff --git a/src/glsl/ast.h b/src/glsl/ast.h
index 0bda28d..e74d8a3 100644
--- a/src/glsl/ast.h
+++ b/src/glsl/ast.h
@@ -544,6 +544,11 @@ struct ast_type_qualifier {
    bool merge_qualifier(YYLTYPE *loc,
 			_mesa_glsl_parse_state *state,
 			ast_type_qualifier q);
+
+   bool merge_in_qualifier(YYLTYPE *loc,
+                           _mesa_glsl_parse_state *state,
+                           ast_type_qualifier q);
+
 };
 
 class ast_declarator_list;
diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
index 1bfb4e5..faf47f9 100644
--- a/src/glsl/ast_to_hir.cpp
+++ b/src/glsl/ast_to_hir.cpp
@@ -2767,7 +2767,7 @@ handle_geometry_shader_input_decl(struct _mesa_glsl_parse_state *state,
 {
    unsigned num_vertices = 0;
    if (state->gs_input_prim_type_specified) {
-      num_vertices = vertices_per_prim(state->gs_input_prim_type);
+      num_vertices = vertices_per_prim(state->in_qualifier->prim_type);
    }
 
    /* Geometry shader input variables must be arrays.  Caller should have
@@ -5236,7 +5236,7 @@ ast_gs_input_layout::hir(exec_list *instructions,
     * was consistent with this one.
     */
    if (state->gs_input_prim_type_specified &&
-       state->gs_input_prim_type != this->prim_type) {
+       state->in_qualifier->prim_type != this->prim_type) {
       _mesa_glsl_error(&loc, state,
                        "geometry shader input layout does not match"
                        " previous declaration");
@@ -5257,7 +5257,6 @@ ast_gs_input_layout::hir(exec_list *instructions,
    }
 
    state->gs_input_prim_type_specified = true;
-   state->gs_input_prim_type = this->prim_type;
 
    /* If any shader inputs occurred before this declaration and did not
     * specify an array size, their size is determined now.
diff --git a/src/glsl/ast_type.cpp b/src/glsl/ast_type.cpp
index 637da0d..7f3737b 100644
--- a/src/glsl/ast_type.cpp
+++ b/src/glsl/ast_type.cpp
@@ -178,3 +178,38 @@ ast_type_qualifier::merge_qualifier(YYLTYPE *loc,
    return true;
 }
 
+bool
+ast_type_qualifier::merge_in_qualifier(YYLTYPE *loc,
+                                       _mesa_glsl_parse_state *state,
+                                       ast_type_qualifier q)
+{
+   /* Input layout qualifiers can be specified multiple
+    * times in separate declarations, as long as they match.
+    */
+   if (this->flags.q.prim_type) {
+      if (q.flags.q.prim_type &&
+          this->prim_type != q.prim_type) {
+         _mesa_glsl_error(loc, state,
+                          "conflicting input primitive types specified");
+      }
+   } else if (q.flags.q.prim_type) {
+      /* Make sure this is a valid input primitive type. */
+      switch (q.prim_type) {
+      case GL_POINTS:
+      case GL_LINES:
+      case GL_LINES_ADJACENCY:
+      case GL_TRIANGLES:
+      case GL_TRIANGLES_ADJACENCY:
+         break;
+      default:
+         _mesa_glsl_error(loc, state,
+                          "invalid geometry shader input primitive type");
+         return false;
+      }
+
+      state->in_qualifier->flags.q.prim_type = 1;
+      state->in_qualifier->prim_type = q.prim_type;
+   }
+
+   return true;
+}
diff --git a/src/glsl/glsl_parser.yy b/src/glsl/glsl_parser.yy
index 928c57e..e368217 100644
--- a/src/glsl/glsl_parser.yy
+++ b/src/glsl/glsl_parser.yy
@@ -2343,19 +2343,13 @@ layout_defaults:
                           "input layout qualifiers must specify a primitive"
                           " type");
       } else {
-         /* Make sure this is a valid input primitive type. */
-         switch ($1.prim_type) {
-         case GL_POINTS:
-         case GL_LINES:
-         case GL_LINES_ADJACENCY:
-         case GL_TRIANGLES:
-         case GL_TRIANGLES_ADJACENCY:
+         bool first_prim = $1.flags.q.prim_type &&
+                           !state->in_qualifier->flags.q.prim_type;
+
+         if (!state->in_qualifier->merge_in_qualifier(& @1, state, $1)) {
+            YYERROR;
+         } else if (first_prim) {
             $$ = new(ctx) ast_gs_input_layout(@1, $1.prim_type);
-            break;
-         default:
-            _mesa_glsl_error(&@1, state,
-                             "invalid geometry shader input primitive type");
-            break;
          }
       }
    }
diff --git a/src/glsl/glsl_parser_extras.cpp b/src/glsl/glsl_parser_extras.cpp
index 87784ed..7e5969a 100644
--- a/src/glsl/glsl_parser_extras.cpp
+++ b/src/glsl/glsl_parser_extras.cpp
@@ -187,8 +187,8 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
    this->default_uniform_qualifier->flags.q.column_major = 1;
 
    this->gs_input_prim_type_specified = false;
-   this->gs_input_prim_type = GL_POINTS;
    this->gs_input_size = 0;
+   this->in_qualifier = new(this) ast_type_qualifier();
    this->out_qualifier = new(this) ast_type_qualifier();
    memset(this->atomic_counter_offsets, 0,
           sizeof(this->atomic_counter_offsets));
@@ -1330,7 +1330,7 @@ set_shader_inout_layout(struct gl_shader *shader,
 {
    if (shader->Stage != MESA_SHADER_GEOMETRY) {
       /* Should have been prevented by the parser. */
-      assert(!state->gs_input_prim_type_specified);
+      assert(!state->in_qualifier->flags.i);
       assert(!state->out_qualifier->flags.i);
       return;
    }
@@ -1340,7 +1340,7 @@ set_shader_inout_layout(struct gl_shader *shader,
       shader->Geom.VerticesOut = state->out_qualifier->max_vertices;
 
    if (state->gs_input_prim_type_specified) {
-      shader->Geom.InputType = state->gs_input_prim_type;
+      shader->Geom.InputType = state->in_qualifier->prim_type;
    } else {
       shader->Geom.InputType = PRIM_UNKNOWN;
    }
diff --git a/src/glsl/glsl_parser_extras.h b/src/glsl/glsl_parser_extras.h
index 8a4cbf1..4f791de 100644
--- a/src/glsl/glsl_parser_extras.h
+++ b/src/glsl/glsl_parser_extras.h
@@ -190,11 +190,8 @@ struct _mesa_glsl_parse_state {
     */
    bool gs_input_prim_type_specified;
 
-   /**
-    * If gs_input_prim_type_specified is true, the primitive type that was
-    * specified.  Otherwise ignored.
-    */
-   GLenum gs_input_prim_type;
+   /** Input layout qualifiers from GLSL 1.50. (geometry shader controls)*/
+   struct ast_type_qualifier *in_qualifier;
 
    /** Output layout qualifiers from GLSL 1.50. (geometry shader controls)*/
    struct ast_type_qualifier *out_qualifier;
-- 
1.8.5.3



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