[Mesa-dev] [PATCH] glsl: look for frag data bindings with [0] tacked onto the end for arrays
Ian Romanick
idr at freedesktop.org
Thu Aug 11 17:06:37 UTC 2016
This seems okay... let me run it through our CI first. I should have
results later today. I'm going to step out for a bit.
On 08/09/2016 05:43 PM, Ilia Mirkin wrote:
> 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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