[Mesa-dev] [RFC PATCH 19/26] glsl: reject bindless samplers/images frag inputs without 'flat'
Samuel Pitoiset
samuel.pitoiset at gmail.com
Wed Apr 12 10:24:56 UTC 2017
On 04/12/2017 02:55 AM, Timothy Arceri wrote:
> On 12/04/17 02:48, Samuel Pitoiset wrote:
>> The ARB_bindless_texture spec says:
>>
>> "Modify Section 4.3.4, Inputs, p. 34"
>>
>> "(modify last paragraph, p. 35, allowing samplers and images as
>> fragment shader inputs) ... Fragment inputs can only be signed
>> and unsigned integers and integer vectors, floating point scalars,
>> floating-point vectors, matrices, sampler and image types, or
>> arrays or structures of these. Fragment shader inputs that are
>> signed or unsigned integers, integer vectors, or any
>> double-precision floating- point type, or any sampler or image
>> type must be qualified with the interpolation qualifier "flat"."
>>
>> Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
>> ---
>> src/compiler/glsl/ast_to_hir.cpp | 26 ++++++++++++++++++++++++++
>> 1 file changed, 26 insertions(+)
>>
>> diff --git a/src/compiler/glsl/ast_to_hir.cpp
>> b/src/compiler/glsl/ast_to_hir.cpp
>> index 9b8dfbcf47..d2ffa2ec69 100644
>> --- a/src/compiler/glsl/ast_to_hir.cpp
>> +++ b/src/compiler/glsl/ast_to_hir.cpp
>> @@ -3168,6 +3168,32 @@ validate_interpolation_qualifier(struct
>> _mesa_glsl_parse_state *state,
>> _mesa_glsl_error(loc, state, "if a fragment input is (or
>> contains) "
>> "a double, then it must be qualified with
>> 'flat'");
>> }
>> +
>> + /* Bindless sampler/image fragment inputs must be qualified with
>> 'flat'.
>> + *
>> + * The ARB_bindless_texture spec says:
>> + *
>> + * "Modify Section 4.3.4, Inputs, p. 34"
>> + *
>> + * "(modify last paragraph, p. 35, allowing samplers and images as
>> + * fragment shader inputs) ... Fragment inputs can only be
>> signed and
>> + * unsigned integers and integer vectors, floating point scalars,
>> + * floating-point vectors, matrices, sampler and image types,
>> or arrays
>> + * or structures of these. Fragment shader inputs that are
>> signed or
>> + * unsigned integers, integer vectors, or any double-precision
>> floating-
>> + * point type, or any sampler or image type must be qualified
>> with the
>> + * interpolation qualifier "flat"."
>> + */
>> + if (state->has_bindless()
>> + && (var_type->contains_bindless_sampler() ||
>> + var_type->contains_bindless_image())
>> + && interpolation != INTERP_MODE_FLAT
>> + && state->stage == MESA_SHADER_FRAGMENT
>> + && mode == ir_var_shader_in) {
>> + _mesa_glsl_error(loc, state, "if a fragment input is (or
>> contains) "
>> + "a bindless sampler (or image), then it must be "
>> + "qualified with 'flat'");
>> + }
>> }
>>
>> static glsl_interp_mode
>>
>
>
> I think I'd like to see a patch that breaks this and the two checks
> above into a helper functions the looks something like this:
>
>
> static void
> validate_fragment_flat_interpolation_input()
> {
> if (state->stage != MESA_SHADER_FRAGMENT ||
> interpolation == INTERP_MODE_FLAT ||
> mode != ir_var_shader_in)
> return;
>
> ... the other two checks here ...
>
> /* Bindless sampler/image fragment inputs must be qualified with
> 'flat'.
> *
> * The ARB_bindless_texture spec says:
> *
> * "Modify Section 4.3.4, Inputs, p. 34"
> *
> * "(modify last paragraph, p. 35, allowing samplers and images as
> * fragment shader inputs) ... Fragment inputs can only be
> signed and
> * unsigned integers and integer vectors, floating point scalars,
> * floating-point vectors, matrices, sampler and image types, or
> arrays
> * or structures of these. Fragment shader inputs that are
> signed or
> * unsigned integers, integer vectors, or any double-precision
> floating-
> * point type, or any sampler or image type must be qualified
> with the
> * interpolation qualifier "flat"."
> */
> if (state->has_bindless()
> && (var_type->contains_bindless_sampler() ||
> var_type->contains_bindless_image())) {
> _mesa_glsl_error(loc, state, "if a fragment input is (or contains) "
> "a bindless sampler (or image), then it must be "
> "qualified with 'flat'");
>
>
> }
Looks good to me.
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