[Mesa-dev] [PATCH V2 19/28] glsl: add support for explicit components to frag outputs
Anuj Phogat
anuj.phogat at gmail.com
Wed Jan 13 12:02:54 PST 2016
Timothy, Do you have a branch somewhere with the latest patches?
On Wed, Jan 13, 2016 at 10:58 AM, Anuj Phogat <anuj.phogat at gmail.com> wrote:
> On Wed, Jan 13, 2016 at 1:19 AM, Timothy Arceri
> <timothy.arceri at collabora.com> wrote:
>> V2: fix error checking for arrays and components. V1 was
>> only taking into account all the array elements and all the
>> components of one of the varyings during the comparision
>> and treating the other as a single slot/component.
>>
>> Cc: Anuj Phogat <anuj.phogat at gmail.com>
>> ---
>> src/glsl/linker.cpp | 72 +++++++++++++++++++++++++++++++++++++++++++++--------
>> 1 file changed, 62 insertions(+), 10 deletions(-)
>>
>> diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
>> index b81bfba..c66dcc4 100644
>> --- a/src/glsl/linker.cpp
>> +++ b/src/glsl/linker.cpp
>> @@ -2411,7 +2411,12 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
>> }
>> } to_assign[16];
>>
>> + /* Temporary array for the set of attributes that have locations assigned.
>> + */
>> + ir_variable *assigned[16];
>> +
>> unsigned num_attr = 0;
>> + unsigned assigned_attr = 0;
>>
>> foreach_in_list(ir_instruction, node, sh->ir) {
>> ir_variable *const var = node->as_variable();
>> @@ -2573,18 +2578,62 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
>> * attribute overlaps any previously allocated bits.
>> */
>> if ((~(use_mask << attr) & used_locations) != used_locations) {
>> - if (target_index == MESA_SHADER_FRAGMENT ||
>> - (prog->IsES && prog->Version >= 300)) {
>> - linker_error(prog,
>> - "overlapping location is assigned "
>> - "to %s `%s' %d %d %d\n", string,
>> - var->name, used_locations, use_mask, attr);
>> + if (target_index == MESA_SHADER_FRAGMENT && !prog->IsES) {
>> + /* From section 4.4.2 (Output Layout Qualifiers) of the GLSL
>> + * 4.40 spec:
>> + *
>> + * "Additionally, for fragment shader outputs, if two
>> + * variables are placed within the same location, they
>> + * must have the same underlying type (floating-point or
>> + * integer). No component aliasing of output variables or
>> + * members is allowed.
>> + */
>> + for (unsigned i = 0; i < assigned_attr; i++) {
>> + unsigned assigned_slots =
>> + assigned[i]->type->count_attribute_slots(false);
>> + unsigned assig_attr =
>> + assigned[i]->data.location - generic_base;
>> + unsigned assigned_use_mask = (1 << assigned_slots) - 1;
>> +
>> + if ((assigned_use_mask << assig_attr) &
>> + (use_mask << attr)) {
>> +
>> + const glsl_type *assigned_type =
>> + assigned[i]->type->without_array();
>> + const glsl_type *type = var->type->without_array();
>> + if (assigned_type->base_type != type->base_type) {
>> + linker_error(prog, "types do not match for aliased"
>> + " %ss %s and %s\n", string,
>> + assigned[i]->name, var->name);
>> + return false;
>> + }
>> +
>> + unsigned assigned_component_mask =
>> + ((1 << assigned_type->vector_elements) - 1) <<
>> + assigned[i]->data.location_frac;
>> + unsigned component_mask =
>> + ((1 << type->vector_elements) - 1) <<
>> + var->data.location_frac;
>> + if (assigned_component_mask & component_mask) {
>> + linker_error(prog, "overlapping component is "
>> + "assigned to %ss %s and %s "
>> + "(component=%d)\n",
>> + string, assigned[i]->name, var->name,
>> + var->data.location_frac);
>> + return false;
>> + }
>> + }
>> + }
>> + } else if (target_index == MESA_SHADER_FRAGMENT ||
>> + (prog->IsES && prog->Version >= 300)) {
>> + linker_error(prog, "overlapping location is assigned "
>> + "to %s `%s' %d %d %d\n", string, var->name,
>> + used_locations, use_mask, attr);
>> return false;
>> } else {
>> - linker_warning(prog,
>> - "overlapping location is assigned "
>> - "to %s `%s' %d %d %d\n", string,
>> - var->name, used_locations, use_mask, attr);
>> + linker_warning(prog, "overlapping location is assigned "
>> + "to %s `%s' %d %d %d\n", string, var->name,
>> + used_locations, use_mask, attr);
>> }
>> }
>>
>> @@ -2614,6 +2663,9 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
>> double_storage_locations |= (use_mask << attr);
>> }
>>
>> + assigned[assigned_attr] = var;
>> + assigned_attr++;
>> +
>> continue;
>> }
>>
>> --
>> 2.4.3
>>
>
> Reviewed-by: Anuj Phogat <anuj.phogat at gmail.com>
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