[Mesa-dev] [PATCH 05/27] glsl: cross validate varyings with a component qualifier
Timothy Arceri
timothy.arceri at collabora.com
Thu Mar 31 10:57:40 UTC 2016
This change checks for component overlap, including handling overlap of
locations and components by doubles. Previously there was no validation
for assigning explicit locations to a location used by the second half
of a double.
V3: simplify handling of doubles and fix double component aliasing
detection
V2: fix component matching for matricies
Reviewed-by: Anuj Phogat <anuj.phogat at gmail.com>
Reviewed-by: Edward O'Callaghan <eocallaghan at alterapraxis.com>
Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>
---
src/compiler/glsl/link_varyings.cpp | 63 ++++++++++++++++++++++++++++++-------
1 file changed, 52 insertions(+), 11 deletions(-)
diff --git a/src/compiler/glsl/link_varyings.cpp b/src/compiler/glsl/link_varyings.cpp
index 7c3e1d7..e0d6919 100644
--- a/src/compiler/glsl/link_varyings.cpp
+++ b/src/compiler/glsl/link_varyings.cpp
@@ -341,7 +341,7 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
gl_shader *producer, gl_shader *consumer)
{
glsl_symbol_table parameters;
- ir_variable *explicit_locations[MAX_VARYING] = { NULL, };
+ ir_variable *explicit_locations[MAX_VARYING][4] = { {NULL, NULL} };
/* Find all shader outputs in the "producer" stage.
*/
@@ -362,18 +362,59 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
unsigned num_elements = type->count_attribute_slots(false);
unsigned idx = var->data.location - VARYING_SLOT_VAR0;
unsigned slot_limit = idx + num_elements;
+ unsigned last_comp;
+
+ if (var->type->without_array()->is_record()) {
+ /* The component qualifier can't be used on structs so just treat
+ * all component slots as used.
+ */
+ last_comp = 4;
+ } else {
+ unsigned dmul = var->type->is_double() ? 2 : 1;
+ last_comp = var->data.location_frac +
+ var->type->without_array()->vector_elements * dmul;
+ }
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;
- }
+ for (unsigned i = var->data.location_frac; i < last_comp; i++) {
+ if (explicit_locations[idx][i] != NULL) {
+ linker_error(prog,
+ "%s shader has multiple outputs explicitly "
+ "assigned to location %d and component %d\n",
+ _mesa_shader_stage_to_string(producer->Stage),
+ idx, var->data.location_frac);
+ return;
+ }
- explicit_locations[idx] = var;
+ /* Make sure all component at this location have the same type.
+ */
+ for (unsigned j = 0; j < 4; j++) {
+ if (explicit_locations[idx][j] &&
+ (explicit_locations[idx][j]->type->without_array()
+ ->base_type != var->type->without_array()->base_type)) {
+ linker_error(prog,
+ "Varyings sharing the same location must "
+ "have the same underlying numerical type. "
+ "Location %u component %u\n", idx,
+ var->data.location_frac);
+ return;
+ }
+ }
+
+ explicit_locations[idx][i] = var;
+
+ /* We need to do some special handling for doubles as dvec3 and
+ * dvec4 consume two consecutive locations. We don't need to
+ * worry about components beginning at anything other than 0 as
+ * the spec does not allow this for dvec3 and dvec4.
+ */
+ if (i == 3 && last_comp > 4) {
+ last_comp = last_comp - 4;
+ /* Bump location index and reset the component index */
+ idx++;
+ i = 0;
+ }
+ }
idx++;
}
}
@@ -430,7 +471,7 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
unsigned slot_limit = idx + num_elements;
while (idx < slot_limit) {
- output = explicit_locations[idx];
+ output = explicit_locations[idx][input->data.location_frac];
if (output == NULL ||
input->data.location != output->data.location) {
--
2.5.5
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