[Mesa-dev] [PATCH 02/11] glsl: Add link time checks for GLSL precision qualifiers

Ian Romanick idr at freedesktop.org
Mon Jan 19 19:39:10 PST 2015


On 01/19/2015 03:32 AM, Eduardo Lima Mitev wrote:
> From: Iago Toral Quiroga <itoral at igalia.com>
> 
> Currently, we only consider precision qualifiers at compile-time. This patch
> adds precision information to ir_variable so we can also do link time checks.
> Specifically, from the GLSL ES3 spec, 4.5.3 Precision Qualifiers:
> 
> "The same uniform declared in different shaders that are linked together
>  must have the same precision qualification."
> 
> Notice that this patch will check the above also for GLSL ES globals that are
> not uniforms. This is not explicitly stated in the spec, but seems to be
> the only consistent choice: since we can only have one definition of a global
> all its declarations should be identical, including precision qualifiers.

Probably not.  In ES you can only have one compilation unit per stage,
so you can never have such a conflict.

> No piglit regressions.
> 
> Fixes the following 4 dEQP tests:
> dEQP-GLES3.functional.shaders.linkage.uniform.struct.precision_conflict_1
> dEQP-GLES3.functional.shaders.linkage.uniform.struct.precision_conflict_2
> dEQP-GLES3.functional.shaders.linkage.uniform.struct.precision_conflict_3
> dEQP-GLES3.functional.shaders.linkage.uniform.struct.precision_conflict_4
> ---
>  src/glsl/ast_to_hir.cpp | 12 ++++++++++++
>  src/glsl/glsl_types.cpp |  4 ++++
>  src/glsl/glsl_types.h   | 13 +++++++++++++
>  src/glsl/ir.h           | 15 +++++++++++++++
>  src/glsl/linker.cpp     | 48 ++++++++++++++++++++++++++++++++++++++++--------
>  5 files changed, 84 insertions(+), 8 deletions(-)
> 
> diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
> index 811a955..2b67e14 100644
> --- a/src/glsl/ast_to_hir.cpp
> +++ b/src/glsl/ast_to_hir.cpp
> @@ -2460,6 +2460,10 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
>     if (qual->flags.q.sample)
>        var->data.sample = 1;
>  
> +   /* Precision qualifiers do not hold any meaning in Desktop GLSL */
> +   if (state->es_shader && qual->precision)
> +      var->data.precision = qual->precision;
> +
>     if (state->stage == MESA_SHADER_GEOMETRY &&
>         qual->flags.q.out && qual->flags.q.stream) {
>        var->data.stream = qual->stream;
> @@ -5213,6 +5217,10 @@ ast_process_structure_or_interface_block(exec_list *instructions,
>           fields[i].centroid = qual->flags.q.centroid ? 1 : 0;
>           fields[i].sample = qual->flags.q.sample ? 1 : 0;
>  
> +         /* Precision qualifiers do not hold any meaning in Desktop GLSL */
> +         fields[i].precision = state->es_shader ? qual->precision :
> +                                                  GLSL_PRECISION_NONE;
> +
>           /* Only save explicitly defined streams in block's field */
>           fields[i].stream = qual->flags.q.explicit_stream ? qual->stream : -1;
>  
> @@ -5688,6 +5696,10 @@ ast_interface_block::hir(exec_list *instructions,
>           var->data.sample = fields[i].sample;
>           var->init_interface_type(block_type);
>  
> +         /* Precision qualifiers do not hold any meaning in Desktop GLSL */
> +         var->data.precision = state->es_shader ? fields[i].precision :
> +                                                  GLSL_PRECISION_NONE;
> +
>           if (fields[i].matrix_layout == GLSL_MATRIX_LAYOUT_INHERITED) {
>              var->data.matrix_layout = matrix_layout == GLSL_MATRIX_LAYOUT_INHERITED
>                 ? GLSL_MATRIX_LAYOUT_COLUMN_MAJOR : matrix_layout;
> diff --git a/src/glsl/glsl_types.cpp b/src/glsl/glsl_types.cpp
> index b4223f4..e35c2aa 100644
> --- a/src/glsl/glsl_types.cpp
> +++ b/src/glsl/glsl_types.cpp
> @@ -122,6 +122,7 @@ glsl_type::glsl_type(const glsl_struct_field *fields, unsigned num_fields,
>        this->fields.structure[i].centroid = fields[i].centroid;
>        this->fields.structure[i].sample = fields[i].sample;
>        this->fields.structure[i].matrix_layout = fields[i].matrix_layout;
> +      this->fields.structure[i].precision = fields[i].precision;
>     }
>  
>     mtx_unlock(&glsl_type::mutex);
> @@ -668,6 +669,9 @@ glsl_type::record_compare(const glsl_type *b) const
>        if (this->fields.structure[i].sample
>            != b->fields.structure[i].sample)
>           return false;
> +      if (this->fields.structure[i].precision
> +          != b->fields.structure[i].precision)
> +         return false;
>     }
>  
>     return true;
> diff --git a/src/glsl/glsl_types.h b/src/glsl/glsl_types.h
> index 441015c..2405006 100644
> --- a/src/glsl/glsl_types.h
> +++ b/src/glsl/glsl_types.h
> @@ -100,6 +100,13 @@ enum glsl_matrix_layout {
>     GLSL_MATRIX_LAYOUT_ROW_MAJOR
>  };
>  
> +enum {
> +   GLSL_PRECISION_NONE = 0,
> +   GLSL_PRECISION_HIGH,
> +   GLSL_PRECISION_MEDIUM,
> +   GLSL_PRECISION_LOW
> +};
> +
>  #ifdef __cplusplus
>  #include "GL/gl.h"
>  #include "util/ralloc.h"
> @@ -117,6 +124,7 @@ struct glsl_type {
>  				* and \c GLSL_TYPE_UINT are valid.
>  				*/
>     unsigned interface_packing:2;
> +   unsigned precision:2;

Eh... putting precision in the GLSL type doesn't seem right.  It seems
that will cause problems with type checking things like:

    lowp float x = 1.0;
    highp float y = x;

>  
>     /* Callers of this ralloc-based new need not call delete. It's
>      * easier to just ralloc_free 'mem_ctx' (or any of its ancestors). */
> @@ -741,6 +749,11 @@ struct glsl_struct_field {
>      * streams (as in ir_variable::stream). -1 otherwise.
>      */
>     int stream;
> +
> +   /**
> +    * Precission qualifier
> +    */
> +   unsigned precision;
>  };
>  
>  static inline unsigned int
> diff --git a/src/glsl/ir.h b/src/glsl/ir.h
> index a0f48b2..b17c244 100644
> --- a/src/glsl/ir.h
> +++ b/src/glsl/ir.h
> @@ -825,6 +825,21 @@ public:
>        unsigned max_array_access;
>  
>        /**
> +       * Precision qualifier.
> +       *
> +       * In desktop GLSL we do not care about precision qualifiers at all, in
> +       * fact the spec does not care about some incoherent uses of qualifiers
> +       * that do raise an error in GLSL ES (specifically, declaring the same
> +       * uniform in multiple shaders with different precision qualifiers).

Instead, I would say, "in fact, the spec says that precision qualifiers
are ignored."

> +       *
> +       * To make things easy, we make it so that this field is always
> +       * GLSL_PRECISION_NONE on desktop shaders. This way all the variables
> +       * have the same precision value and the checks we add in the compiler
> +       * for this field will never break a desktop shader compile.
> +       */
> +      unsigned precision;

I'm not very comfortable putting this in ir_variable.  This class is one
of the main sources of memory (over-)usage in the compiler.  Making
every ir_variable 4 bytes bigger is pretty painful.

Unless we can come up with a different way, I think I'm going to have to
make subclassing ir_variable work.  This hasn't already been done
because we don't know the kind of ir_variable (e.g., local, uniform,
shader input, etc.) until after we allocate the object and add it to the
symbol table.

> +
> +      /**
>         * Allow (only) ir_variable direct access private members.
>         */
>        friend class ir_variable;
> diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
> index 3f5eac1..485b7e1 100644
> --- a/src/glsl/linker.cpp
> +++ b/src/glsl/linker.cpp
> @@ -756,14 +756,23 @@ cross_validate_globals(struct gl_shader_program *prog,
>  		   && existing->type->is_record()
>  		   && existing->type->record_compare(var->type)) {
>  		  existing->type = var->type;
> -	       } else {
> -		  linker_error(prog, "%s `%s' declared as type "
> -			       "`%s' and type `%s'\n",
> -			       mode_string(var),
> -			       var->name, var->type->name,
> -			       existing->type->name);
> -		  return;
> -	       }
> +         } else if (strcmp(var->type->name, existing->type->name)) {
> +            linker_error(prog, "%s `%s' declared as type "
> +                         "`%s' and type `%s'\n",
> +                         mode_string(var),
> +                         var->name, var->type->name,
> +                         existing->type->name);
> +            return;
> +         } else {
> +            /* The global is declared with the same type name but the type
> +             * declarations mismatch (e.g. the same struct type name, but
> +             * the actual struct declarations mismatch).
> +             */
> +            linker_error(prog, "%s `%s' declared with mismatching definitions "
> +                         "of type `%s'\n",
> +                         mode_string(var), var->name, var->type->name);
> +            return;
> +         }
>  	    }
>  
>  	    if (var->data.explicit_location) {
> @@ -918,6 +927,29 @@ cross_validate_globals(struct gl_shader_program *prog,
>                              mode_string(var), var->name);
>                 return;
>              }
> +            /* From the GLSL ES3 spec, 4.5.3 Precision qualifiers:
> +             *
> +             * "The same uniform declared in different shaders that are linked
> +             *  together must have the same precision qualification."
> +             *
> +             * In the GLSL ES2 spec this was resolved in the issue amendments
> +             * (10.3 Precision Qualifiers). The GLSL ES1 spec overlooked this,
> +             * but seems like an obvious error since we can only have one
> +             * consistent definition of a global.
> +             *
> +             * The desktop GLSL spec does not include this reference, probably
> +             * because it basically ignores precision qualifiers. We will never

       * The desktop GLSL spec does not include this reference
       * because precision qualifiers are ignored. We will never

> +             * hit this scenario in desktop GLSL though because we always set
> +             * the precision of variables to GLSL_PRECISION_NONE.
> +             */
> +            if (var->data.mode == ir_var_uniform) {
> +               if (existing->data.precision != var->data.precision) {
> +                  linker_error(prog, "declarations for %s `%s` have "
> +                               "mismatching precision qualifiers\n",
> +                               mode_string(var), var->name);
> +                  return;
> +               }
> +            }
>  	 } else
>  	    variables.add_variable(var);
>        }
> 



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