[Mesa-dev] [PATCH 01/18] glsl: Add parsing support for multi-stream output in geometry shaders.
Samuel Iglesias Gonsálvez
siglesias at igalia.com
Wed Jun 11 23:32:29 PDT 2014
On Wed, 2014-06-11 at 15:29 -0700, Ian Romanick wrote:
> On 06/11/2014 12:49 AM, Iago Toral Quiroga wrote:
> > From: Samuel Iglesias Gonsalvez <siglesias at igalia.com>
> >
> > This implements parsing requirements for multi-stream support in
> > geometry shaders as defined in ARB_gpu_shader5.
> >
> > Signed-off-by: Samuel Iglesias Gonsalvez <siglesias at igalia.com>
> > ---
> > src/glsl/ast.h | 5 +++++
> > src/glsl/ast_to_hir.cpp | 6 ++++++
> > src/glsl/ast_type.cpp | 19 ++++++++++++++++++-
> > src/glsl/glsl_parser.yy | 45 +++++++++++++++++++++++++++++++++++++++++++++
> > src/glsl/ir.h | 5 +++++
> > 5 files changed, 79 insertions(+), 1 deletion(-)
> >
> > diff --git a/src/glsl/ast.h b/src/glsl/ast.h
> > index 56e7bd8..823b1d2 100644
> > --- a/src/glsl/ast.h
> > +++ b/src/glsl/ast.h
> > @@ -509,6 +509,8 @@ struct ast_type_qualifier {
> > /** \name Layout qualifiers for GL_ARB_gpu_shader5 */
> > /** \{ */
> > unsigned invocations:1;
> > + unsigned streamId:1; /* Has streamId value assigned */
> > + unsigned explicit_streamId:1; /* streamId value assigned explicitely by shader code */
> > /** \} */
> > }
> > /** \brief Set of flags, accessed by name. */
> > @@ -542,6 +544,9 @@ struct ast_type_qualifier {
> > /** Maximum output vertices in GLSL 1.50 geometry shaders. */
> > int max_vertices;
> >
> > + /** Stream ID in GLSL 1.50 geometry shaders. */
> > + unsigned streamId;
> > +
> > /** Input or output primitive type in GLSL 1.50 geometry shaders */
> > GLenum prim_type;
> >
> > diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
> > index 140bb74..ab0f50f 100644
> > --- a/src/glsl/ast_to_hir.cpp
> > +++ b/src/glsl/ast_to_hir.cpp
> > @@ -2426,6 +2426,11 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
> > if (qual->flags.q.sample)
> > var->data.sample = 1;
> >
> > + if (state->stage == MESA_SHADER_GEOMETRY &&
> > + qual->flags.q.out && qual->flags.q.streamId) {
> > + var->data.streamId = qual->streamId;
> > + }
> > +
> > if (qual->flags.q.attribute && state->stage != MESA_SHADER_VERTEX) {
> > var->type = glsl_type::error_type;
> > _mesa_glsl_error(loc, state,
> > @@ -5455,6 +5460,7 @@ ast_interface_block::hir(exec_list *instructions,
> > var->data.centroid = fields[i].centroid;
> > var->data.sample = fields[i].sample;
> > var->init_interface_type(block_type);
> > + var->data.streamId = this->layout.streamId;
> >
> > if (redeclaring_per_vertex) {
> > ir_variable *earlier =
> > diff --git a/src/glsl/ast_type.cpp b/src/glsl/ast_type.cpp
> > index 0ee2c49..749f161 100644
> > --- a/src/glsl/ast_type.cpp
> > +++ b/src/glsl/ast_type.cpp
> > @@ -125,9 +125,13 @@ ast_type_qualifier::merge_qualifier(YYLTYPE *loc,
> > /* Uniform block layout qualifiers get to overwrite each
> > * other (rightmost having priority), while all other
> > * qualifiers currently don't allow duplicates.
> > + *
> > + * Geometry shaders can have several layout qualifiers
> > + * assigning different stream ID values.
> > */
> >
> > - if ((this->flags.i & q.flags.i & ~(ubo_mat_mask.flags.i |
> > + if ((state->stage != MESA_SHADER_GEOMETRY) &&
> > + (this->flags.i & q.flags.i & ~(ubo_mat_mask.flags.i |
> > ubo_layout_mask.flags.i |
> > ubo_binding_mask.flags.i)) != 0) {
>
> I think this will allow multiply layout(location=) qualifiers on
> geometry shader inputs / outputs. So...
>
> #version 150
> #extension GL_ARB_separate_shader_objects: require
>
> layout(location=1) layout(location=2) in vec4 v;
>
> should generate an error, but I think this change will disable that error.
>
OK, we will test it and modify the patch accordingly.
Thanks for the review!
Sam
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