[Mesa-dev] [PATCH 17/17] glsl: Don't monkey about with the interpolation modes
Kenneth Graunke
kenneth at whitecape.org
Thu Aug 25 00:04:29 UTC 2016
On Wednesday, August 24, 2016 3:12:43 PM PDT Ian Romanick wrote:
> From: Ian Romanick <ian.d.romanick at intel.com>
>
> Previously we'd munge the interpolation mode so that later checks in the
> GLSL linker would pass. The caused problems for similar checks in SSO
> IO validation. Instead, make the check smarter, use the same check in
> both places, and don't modify the interpolation mode.
>
> Fixes piglit tests:
>
> oes_geometry_shader/sso_validation/user-defined-gs-input-in-block
> oes_geometry_shader/sso_validation/user-defined-gs-input-not-in-block
>
> v2: Don't apply none-smooth or smooth-none matching in desktop GL at
> link time. Suggested by Timothy Arceri.
>
> v3: Simplify the checks. Only allow SMOOTH/NONE matching when the
> consumer stage is fragment.
>
> Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=96358
> Cc: "12.0" <mesa-stable at lists.freedesktop.org>
> Cc: Gregory Hainaut <gregory.hainaut at gmail.com>
> Cc: Ilia Mirkin <imirkin at alum.mit.edu>
> ---
> src/compiler/glsl/ast_to_hir.cpp | 11 -----------
> src/compiler/glsl/link_varyings.cpp | 39 +++++++++++++++++++++++++++++++++----
> src/compiler/glsl/link_varyings.h | 6 ++++++
> src/mesa/main/shader_query.cpp | 5 ++++-
> 4 files changed, 45 insertions(+), 16 deletions(-)
>
> diff --git a/src/compiler/glsl/ast_to_hir.cpp b/src/compiler/glsl/ast_to_hir.cpp
> index 581367b..19282ef 100644
> --- a/src/compiler/glsl/ast_to_hir.cpp
> +++ b/src/compiler/glsl/ast_to_hir.cpp
> @@ -3023,17 +3023,6 @@ interpret_interpolation_qualifier(const struct ast_type_qualifier *qual,
> interpolation = INTERP_MODE_NOPERSPECTIVE;
> else if (qual->flags.q.smooth)
> interpolation = INTERP_MODE_SMOOTH;
> - else if (state->es_shader &&
> - ((mode == ir_var_shader_in &&
> - state->stage != MESA_SHADER_VERTEX) ||
> - (mode == ir_var_shader_out &&
> - state->stage != MESA_SHADER_FRAGMENT)))
> - /* Section 4.3.9 (Interpolation) of the GLSL ES 3.00 spec says:
> - *
> - * "When no interpolation qualifier is present, smooth interpolation
> - * is used."
> - */
> - interpolation = INTERP_MODE_SMOOTH;
> else
> interpolation = INTERP_MODE_NONE;
>
> diff --git a/src/compiler/glsl/link_varyings.cpp b/src/compiler/glsl/link_varyings.cpp
> index 1bce3e0..0831492 100644
> --- a/src/compiler/glsl/link_varyings.cpp
> +++ b/src/compiler/glsl/link_varyings.cpp
> @@ -201,6 +201,34 @@ anonymous_struct_type_matches(const glsl_type *output_type,
> to_match->record_compare(output_type);
> }
>
> +bool
> +interpolation_compatible(gl_shader_stage producer_stage,
> + gl_shader_stage consumer_stage,
> + enum glsl_interp_mode producer_interp,
> + enum glsl_interp_mode consumer_interp)
> +{
> + /* Section 4.5 (Interpolation Qualifiers) of the GLSL ES 3.20 spec says:
> + *
> + * When no interpolation qualifier is present, smooth interpolation is
> + * used.
> + *
> + * For the purpose of this function, use the ES rule even on desktop. Link
> + * validation for desktop will use a stronger check, but SSO IO validation
> + * will use this check. This allows using an undecorated output with a
> + * "smooth" decorated input, for example. There is no specific
> + * justification for this in the OpenGL spec, but applications are known to
> + * depend on this.
> + */
> + if (producer_interp == consumer_interp)
> + return true;
> +
> + return consumer_stage == MESA_SHADER_FRAGMENT &&
> + ((producer_interp == INTERP_MODE_NONE &&
> + consumer_interp == INTERP_MODE_SMOOTH) ||
> + (producer_interp == INTERP_MODE_SMOOTH &&
> + consumer_interp == INTERP_MODE_NONE));
> +}
> +
> /**
> * Validate the types and qualifiers of an output from one stage against the
> * matching input to another stage.
> @@ -347,8 +375,12 @@ cross_validate_types_and_qualifiers(struct gl_shader_program *prog,
> * qualifiers of variables of the same name do not match.
> *
> */
> - if (input->data.interpolation != output->data.interpolation &&
> - prog->Version < 440) {
> + if ((prog->IsES &&
> + !interpolation_compatible(producer_stage, consumer_stage,
> + glsl_interp_mode(output->data.interpolation),
> + glsl_interp_mode(input->data.interpolation))) ||
> + (!prog->IsES && prog->Version < 440 &&
> + input->data.interpolation != output->data.interpolation)) {
> linker_error(prog,
> "%s shader output `%s' specifies %s "
> "interpolation qualifier, "
> @@ -1390,8 +1422,7 @@ varying_matches::record(ir_variable *producer_var, ir_variable *consumer_var)
> (producer_var->type->contains_integer() ||
> producer_var->type->contains_double());
>
> - if (needs_flat_qualifier ||
> - (consumer_stage != -1 && consumer_stage != MESA_SHADER_FRAGMENT)) {
> + if (needs_flat_qualifier) {
The rest of this patch looks good, but I'm a bit afraid that this hunk
will break varying packing. Currently it marks all varyings as flat
(as long as the FS isn't involved). I guess that's probably bad for
ARB_program_interface_query. And...since varying packing actually makes
new variables...it'll totally break ARB_piq. I'm not sure if there's
anything we can do about it.
Another reason to ditch lower_packed_varyings ASAP.
The series is:
Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>
(with some reluctance on this patch)
What do you think about dropping the Cc stable on this patch?
--Ken
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