[Mesa-dev] [PATCH] glsl: look for frag data bindings with [0] tacked onto the end for arrays
Ilia Mirkin
imirkin at alum.mit.edu
Wed Aug 10 00:43:13 UTC 2016
ping? do we want this? should i drop it?
On Wed, Jul 13, 2016 at 3:37 PM, Ilia Mirkin <imirkin at alum.mit.edu> wrote:
> Thanks for confirming, Corentin.
>
> Ian, do you have any opinions on this? Seems like a fairly innocuous
> thing to be doing...
>
> On Fri, Jul 8, 2016 at 3:39 PM, Corentin Wallez <corentin at wallez.net> wrote:
>> Not sure how reviews work in Mesa, but this patch LGTM. I also tested that
>> it fixes the relevant tests failures it is supposed to address.
>>
>> On Wed, Jul 6, 2016 at 7:40 PM, Ilia Mirkin <imirkin at alum.mit.edu> wrote:
>>>
>>> The GL spec is very unclear on this point. Apparently this is discussed
>>> without resolution in the closed Khronos bugtracker at
>>> https://cvs.khronos.org/bugzilla/show_bug.cgi?id=7829 . The
>>> recommendation is to allow dropping the [0] for looking up the bindings.
>>>
>>> The approach taken in this patch is to instead tack on [0]'s for each
>>> arrayness level of the output's type, and doing the lookup again. That
>>> way, for
>>>
>>> out vec4 foo[2][2][2]
>>>
>>> we will end up looking for bindings for foo, foo[0], foo[0][0], and
>>> foo[0][0][0], in that order of preference.
>>>
>>> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96765
>>> Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
>>> ---
>>> src/compiler/glsl/linker.cpp | 39 ++++++++++++++++++++++++++++-----------
>>> 1 file changed, 28 insertions(+), 11 deletions(-)
>>>
>>> diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
>>> index d963f54..9d54c2f 100644
>>> --- a/src/compiler/glsl/linker.cpp
>>> +++ b/src/compiler/glsl/linker.cpp
>>> @@ -2566,6 +2566,7 @@ find_available_slots(unsigned used_mask, unsigned
>>> needed_count)
>>> /**
>>> * Assign locations for either VS inputs or FS outputs
>>> *
>>> + * \param mem_ctx Temporary ralloc context used for linking
>>> * \param prog Shader program whose variables need locations
>>> assigned
>>> * \param constants Driver specific constant values for the program.
>>> * \param target_index Selector for the program target to receive
>>> location
>>> @@ -2577,7 +2578,8 @@ find_available_slots(unsigned used_mask, unsigned
>>> needed_count)
>>> * error is emitted to the shader link log and false is returned.
>>> */
>>> bool
>>> -assign_attribute_or_color_locations(gl_shader_program *prog,
>>> +assign_attribute_or_color_locations(void *mem_ctx,
>>> + gl_shader_program *prog,
>>> struct gl_constants *constants,
>>> unsigned target_index)
>>> {
>>> @@ -2680,16 +2682,31 @@
>>> assign_attribute_or_color_locations(gl_shader_program *prog,
>>> } else if (target_index == MESA_SHADER_FRAGMENT) {
>>> unsigned binding;
>>> unsigned index;
>>> + const char *name = var->name;
>>> + const glsl_type *type = var->type;
>>> +
>>> + while (type) {
>>> + /* Check if there's a binding for the variable name */
>>> + if (prog->FragDataBindings->get(binding, name)) {
>>> + assert(binding >= FRAG_RESULT_DATA0);
>>> + var->data.location = binding;
>>> + var->data.is_unmatched_generic_inout = 0;
>>> +
>>> + if (prog->FragDataIndexBindings->get(index, name)) {
>>> + var->data.index = index;
>>> + }
>>> + break;
>>> + }
>>>
>>> - if (prog->FragDataBindings->get(binding, var->name)) {
>>> - assert(binding >= FRAG_RESULT_DATA0);
>>> - var->data.location = binding;
>>> - var->data.is_unmatched_generic_inout = 0;
>>> + /* If not, but it's an array type, look for name[0] */
>>> + if (type->is_array()) {
>>> + name = ralloc_asprintf(mem_ctx, "%s[0]", name);
>>> + type = type->fields.array;
>>> + continue;
>>> + }
>>>
>>> - if (prog->FragDataIndexBindings->get(index, var->name)) {
>>> - var->data.index = index;
>>> - }
>>> - }
>>> + break;
>>> + }
>>> }
>>>
>>> /* From GL4.5 core spec, section 15.2 (Shader Execution):
>>> @@ -4816,12 +4833,12 @@ link_shaders(struct gl_context *ctx, struct
>>> gl_shader_program *prog)
>>> prev = i;
>>> }
>>>
>>> - if (!assign_attribute_or_color_locations(prog, &ctx->Const,
>>> + if (!assign_attribute_or_color_locations(mem_ctx, prog, &ctx->Const,
>>> MESA_SHADER_VERTEX)) {
>>> goto done;
>>> }
>>>
>>> - if (!assign_attribute_or_color_locations(prog, &ctx->Const,
>>> + if (!assign_attribute_or_color_locations(mem_ctx, prog, &ctx->Const,
>>> MESA_SHADER_FRAGMENT)) {
>>> goto done;
>>> }
>>> --
>>> 2.7.3
>>>
>>
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