[Mesa-dev] [PATCH 06/11] glsl/linker: handle errors when a variable local size is used

Samuel Pitoiset samuel.pitoiset at gmail.com
Thu Sep 8 20:31:29 UTC 2016


Compute shaders can now include a fixed local size as defined by
ARB_compute_shader or a variable size as defined by
ARB_compute_variable_group_size.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
---
 src/compiler/glsl/linker.cpp | 23 +++++++++++++++++++++--
 1 file changed, 21 insertions(+), 2 deletions(-)

diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index c95edf3..e909455 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -2074,6 +2074,7 @@ link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
 {
    for (int i = 0; i < 3; i++)
       linked_shader->info.Comp.LocalSize[i] = 0;
+   linked_shader->info.Comp.LocalSizeVariable = false;
 
    /* This function is called for all shader stages, but it only has an effect
     * for compute shaders.
@@ -2109,6 +2110,20 @@ link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
             linked_shader->info.Comp.LocalSize[i] =
                shader->info.Comp.LocalSize[i];
          }
+      } else if (shader->info.Comp.LocalSizeVariable) {
+         if (linked_shader->info.Comp.LocalSize[0] != 0) {
+            /* From the ARB_compute_variable_group_size spec:
+             *
+             *     If one compute shader attached to a program declares a
+             *     variable local group size and a second compute shader
+             *     attached to the same program declares a fixed local group
+             *     size, a link-time error results.
+             */
+            linker_error(prog, "computer shader defined with both fixed and "
+                         "variable local group size\n");
+            return;
+         }
+         linked_shader->info.Comp.LocalSizeVariable = true;
       }
    }
 
@@ -2116,12 +2131,16 @@ link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
     * since we already know we're in the right type of shader program
     * for doing it.
     */
-   if (linked_shader->info.Comp.LocalSize[0] == 0) {
-      linker_error(prog, "compute shader didn't declare local size\n");
+   if (linked_shader->info.Comp.LocalSize[0] == 0 &&
+       !linked_shader->info.Comp.LocalSizeVariable) {
+      linker_error(prog, "compute shader must contain a fixed or a variable "
+                         "local group size\n");
       return;
    }
    for (int i = 0; i < 3; i++)
       prog->Comp.LocalSize[i] = linked_shader->info.Comp.LocalSize[i];
+   prog->Comp.LocalSizeVariable =
+      linked_shader->info.Comp.LocalSizeVariable;
 }
 
 
-- 
2.9.3



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