[Mesa-dev] [PATCH 10/28] glsl: fix cross validation for explicit locations on structs and arrays

Anuj Phogat anuj.phogat at gmail.com
Wed Jan 6 12:15:31 PST 2016


On Mon, Dec 28, 2015 at 9:00 PM, Timothy Arceri
<timothy.arceri at collabora.com> wrote:
> ---
>  src/glsl/link_varyings.cpp | 43 ++++++++++++++++++++++++++++++-------------
>  1 file changed, 30 insertions(+), 13 deletions(-)
>
> diff --git a/src/glsl/link_varyings.cpp b/src/glsl/link_varyings.cpp
> index ee7cae0..dea8741 100644
> --- a/src/glsl/link_varyings.cpp
> +++ b/src/glsl/link_varyings.cpp
> @@ -239,18 +239,24 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
>           /* User-defined varyings with explicit locations are handled
>            * differently because they do not need to have matching names.
>            */
> -         const unsigned idx = var->data.location - VARYING_SLOT_VAR0;
> +         const glsl_type *type = get_varying_type(var, producer->Stage);
> +         unsigned num_elements = type->count_attribute_slots(false);
> +         unsigned idx = var->data.location - VARYING_SLOT_VAR0;
> +         unsigned slot_limit = idx + num_elements;
>
> -         if (explicit_locations[idx] != NULL) {
> -            linker_error(prog,
> +         while(idx < slot_limit) {
> +            if (explicit_locations[idx] != NULL) {
> +               linker_error(prog,
>                           "%s shader has multiple outputs explicitly "
>                           "assigned to location %d\n",
>                           _mesa_shader_stage_to_string(producer->Stage),
>                           idx);
> -            return;
> -         }
> +               return;
> +            }
>
> -         explicit_locations[idx] = var;
> +            explicit_locations[idx] = var;
> +            idx++;
> +         }
>        }
>     }
>
> @@ -298,14 +304,25 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
>           ir_variable *output = NULL;
>           if (input->data.explicit_location
>               && input->data.location >= VARYING_SLOT_VAR0) {
> -            output = explicit_locations[input->data.location - VARYING_SLOT_VAR0];
>
> -            if (output == NULL) {
> -               linker_error(prog,
> -                            "%s shader input `%s' with explicit location "
> -                            "has no matching output\n",
> -                            _mesa_shader_stage_to_string(consumer->Stage),
> -                            input->name);
> +            const glsl_type *type = get_varying_type(input, consumer->Stage);
> +            unsigned num_elements = type->count_attribute_slots(false);
> +            unsigned idx = input->data.location - VARYING_SLOT_VAR0;
> +            unsigned slot_limit = idx + num_elements;
> +
> +            while(idx < slot_limit) {
> +               output = explicit_locations[idx];
> +
> +               if (output == NULL ||
> +                   input->data.location != output->data.location) {
> +                  linker_error(prog,
> +                               "%s shader input `%s' with explicit location "
> +                               "has no matching output\n",
> +                               _mesa_shader_stage_to_string(consumer->Stage),
> +                               input->name);
> +                  break;
> +               }
> +               idx++;
>              }
>           } else {
>              output = parameters.get_variable(input->name);
> --
> 2.4.3
>
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Reviewed-by: Anuj Phogat <anuj.phogat at gmail.com>


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