[Mesa-dev] [PATCH 08/10] glsl: parser changes for GL_ARB_explicit_uniform_location
Tapani
tapani.palli at intel.com
Mon May 19 22:08:59 PDT 2014
On 05/19/2014 08:18 PM, Ian Romanick wrote:
> On 04/09/2014 02:56 AM, Tapani Pälli wrote:
>> Patch adds a preprocessor define for the extension and stores explicit
>> location data for uniforms during AST->HIR conversion. It also sets
>> layout token to be available when having the extension in place.
>>
>> Signed-off-by: Tapani Pälli <tapani.palli at intel.com>
>> ---
>> src/glsl/ast_to_hir.cpp | 37 +++++++++++++++++++++++++++++++++++++
>> src/glsl/glcpp/glcpp-parse.y | 3 +++
>> src/glsl/glsl_lexer.ll | 1 +
>> src/glsl/glsl_parser_extras.h | 14 ++++++++++++++
>> 4 files changed, 55 insertions(+)
>>
>> diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
>> index 8d55ee3..7431ad7 100644
>> --- a/src/glsl/ast_to_hir.cpp
>> +++ b/src/glsl/ast_to_hir.cpp
>> @@ -2170,6 +2170,43 @@ validate_explicit_location(const struct ast_type_qualifier *qual,
>> {
>> bool fail = false;
>>
>> + /* Checks for GL_ARB_explicit_uniform_location. */
>> + if (qual->flags.q.uniform) {
>> +
> Extra blank line.
oops
>> + if (!state->check_explicit_uniform_location_allowed(loc, var))
>> + return;
>> +
>> + const struct gl_context *const ctx = state->ctx;
>> + unsigned max_loc = qual->location + var->type->component_slots() - 1;
> I think that over counts for this purpose, and we can blame confusing
> nomenclature. component_slots for a mat4 is 4, so a mat4 uniform counts
> 4*4 against the GL_MAX_VERTEX_UNIFORM_COMPONENTS limit. However, it
> only has one "location" (as returned by glGetUniformLocation), so it
> only counts 1 against the GL_MAX_UNIFORM_LOCATIONS limit.
I see, I was considering structs and arrays when writing this part and
forgot about matrix. I assume matrix is the only special case here
though? Everything else gets correct location count value via
component_slots().
>> +
>> + /* ARB_explicit_uniform_location specification states:
>> + *
>> + * "The explicitly defined locations and the generated locations
>> + * must be in the range of 0 to MAX_UNIFORM_LOCATIONS minus one."
>> + *
>> + * "Valid locations for default-block uniform variable locations
>> + * are in the range of 0 to the implementation-defined maximum
>> + * number of uniform locations."
>> + */
>> + if (qual->location < 0) {
>> + _mesa_glsl_error(loc, state,
>> + "explicit location < 0 for uniform %s", var->name);
>> + return;
>> + }
>> +
>> + if (max_loc >= ctx->Const.MaxUserAssignableUniformLocations) {
>> + _mesa_glsl_error(loc, state, "location qualifier for uniform %s "
>> + ">= MAX_UNIFORM_LOCATIONS (%u)",
>> + var->name,
>> + ctx->Const.MaxUserAssignableUniformLocations);
>> + return;
>> + }
>> +
>> + var->data.explicit_location = true;
>> + var->data.location = qual->location;
>> + return;
>> + }
>> +
>> /* Between GL_ARB_explicit_attrib_location an
>> * GL_ARB_separate_shader_objects, the inputs and outputs of any shader
>> * stage can be assigned explicit locations. The checking here associates
>> diff --git a/src/glsl/glcpp/glcpp-parse.y b/src/glsl/glcpp/glcpp-parse.y
>> index f28d853..6d42138 100644
>> --- a/src/glsl/glcpp/glcpp-parse.y
>> +++ b/src/glsl/glcpp/glcpp-parse.y
>> @@ -2087,6 +2087,9 @@ _glcpp_parser_handle_version_declaration(glcpp_parser_t *parser, intmax_t versio
>> if (extensions->ARB_explicit_attrib_location)
>> add_builtin_define(parser, "GL_ARB_explicit_attrib_location", 1);
>>
>> + if (extensions->ARB_explicit_uniform_location)
>> + add_builtin_define(parser, "GL_ARB_explicit_uniform_location", 1);
>> +
>> if (extensions->ARB_shader_texture_lod)
>> add_builtin_define(parser, "GL_ARB_shader_texture_lod", 1);
>>
>> diff --git a/src/glsl/glsl_lexer.ll b/src/glsl/glsl_lexer.ll
>> index 7602351..83f0b6d 100644
>> --- a/src/glsl/glsl_lexer.ll
>> +++ b/src/glsl/glsl_lexer.ll
>> @@ -393,6 +393,7 @@ layout {
>> || yyextra->AMD_conservative_depth_enable
>> || yyextra->ARB_conservative_depth_enable
>> || yyextra->ARB_explicit_attrib_location_enable
>> + || yyextra->ARB_explicit_uniform_location_enable
>> || yyextra->has_separate_shader_objects()
>> || yyextra->ARB_uniform_buffer_object_enable
>> || yyextra->ARB_fragment_coord_conventions_enable
>> diff --git a/src/glsl/glsl_parser_extras.h b/src/glsl/glsl_parser_extras.h
>> index c53c583..20879a0 100644
>> --- a/src/glsl/glsl_parser_extras.h
>> +++ b/src/glsl/glsl_parser_extras.h
>> @@ -152,6 +152,20 @@ struct _mesa_glsl_parse_state {
>> return true;
>> }
>>
>> + bool check_explicit_uniform_location_allowed(YYLTYPE *locp,
>> + const ir_variable *var)
>> + {
>> + /* Requires OpenGL 3.3 or ARB_explicit_attrib_location. */
>> + if (ctx->Version < 33 && !ctx->Extensions.ARB_explicit_attrib_location) {
>> + _mesa_glsl_error(locp, this, "%s explicit location requires "
>> + "GL_ARB_explicit_attrib_location extension "
>> + "or OpenGL 3.3", mode_string(var));
> Many copy-and-paste bugs. :) Explicit uniform locations aren't added
> until 4.3.
It may look copy-paste but the specification states that "Requires
OpenGL 3.3 or ARB_explicit_attrib_location":
https://www.opengl.org/registry/specs/ARB/explicit_uniform_location.txt
Using 4.3 capable driver will pass this check correctly.
>> + return false;
>> + }
>> +
>> + return true;
>> + }
>> +
>> bool has_explicit_attrib_location() const
>> {
>> return ARB_explicit_attrib_location_enable || is_version(330, 300);
>>
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