[Mesa-dev] [PATCH 3/3] glsl/linker: validate explicit locations for SSO programs
Timothy Arceri
tarceri at itsqueeze.com
Fri Oct 20 11:03:57 UTC 2017
On 20/10/17 21:46, Iago Toral Quiroga wrote:
> ---
> src/compiler/glsl/link_varyings.cpp | 53 +++++++++++++++++++++++++++++++++++++
> src/compiler/glsl/link_varyings.h | 4 +++
> src/compiler/glsl/linker.cpp | 6 +++++
> 3 files changed, 63 insertions(+)
>
> diff --git a/src/compiler/glsl/link_varyings.cpp b/src/compiler/glsl/link_varyings.cpp
> index dffb4f98df..d7e407184d 100644
> --- a/src/compiler/glsl/link_varyings.cpp
> +++ b/src/compiler/glsl/link_varyings.cpp
> @@ -599,6 +599,59 @@ validate_explicit_variable_location(struct gl_context *ctx,
> }
>
> /**
> + * Validate explicit locations for SSO programs. For non-SSO programs this
> + * is alreadty done in cross_validate_outputs_to_inputs().
> + */
> +void
> +validate_sso_explicit_locations(struct gl_context *ctx,
> + struct gl_shader_program *prog)
> +{
> + assert(prog->SeparateShader);
> + struct explicit_location_info explicit_locations_in[MAX_VARYINGS_INCL_PATCH][4];
> + struct explicit_location_info explicit_locations_out[MAX_VARYINGS_INCL_PATCH][4];
> +
> + for (unsigned i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
> + if (prog->_LinkedShaders[i] == NULL)
> + continue;
> +
> + gl_linked_shader *sh = prog->_LinkedShaders[i];
> +
> + memset(explicit_locations_in, 0, sizeof(explicit_locations_in));
> + memset(explicit_locations_out, 0, sizeof(explicit_locations_out));
> +
> + foreach_in_list(ir_instruction, node, sh->ir) {
> + ir_variable *const var = node->as_variable();
> +
> + if (var == NULL ||
> + !var->data.explicit_location ||
> + var->data.location < VARYING_SLOT_VAR0 ||
> + (var->data.mode != ir_var_shader_in &&
> + var->data.mode != ir_var_shader_out))
> + continue;
> +
> + /* Vertex shader inputs and fragment shader outputs are validated
> + * in assign_attribute_or_color_locations, skip them.
> + */
> + if (sh->Stage == MESA_SHADER_FRAGMENT &&
> + var->data.mode == ir_var_shader_out)
> + continue;
> +
> + if (sh->Stage == MESA_SHADER_VERTEX &&
> + var->data.mode == ir_var_shader_in)
> + continue;
> +
> + if (!validate_explicit_variable_location(
> + ctx,
> + var->data.mode == ir_var_shader_in ? explicit_locations_in :
> + explicit_locations_out,
> + var, prog, sh)) {
> + return;
> + }
> + }
> + }
> +}
> +
> +/**
> * Validate that outputs from one stage match inputs of another
> */
> void
> diff --git a/src/compiler/glsl/link_varyings.h b/src/compiler/glsl/link_varyings.h
> index 081b04ea38..e8486208a2 100644
> --- a/src/compiler/glsl/link_varyings.h
> +++ b/src/compiler/glsl/link_varyings.h
> @@ -300,6 +300,10 @@ link_varyings(struct gl_shader_program *prog, unsigned first, unsigned last,
> struct gl_context *ctx, void *mem_ctx);
>
> void
> +validate_sso_explicit_locations(struct gl_context *ctx,
> + struct gl_shader_program *prog);
> +
> +void
> cross_validate_outputs_to_inputs(struct gl_context *ctx,
> struct gl_shader_program *prog,
> gl_linked_shader *producer,
> diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
> index 3798309678..cba14f940b 100644
> --- a/src/compiler/glsl/linker.cpp
> +++ b/src/compiler/glsl/linker.cpp
> @@ -4938,6 +4938,12 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
> prev = i;
> }
>
> + /* Validate location aliasing for SSO programs (this is done during
> + * cross_validate_outputs_to_inputs for non-SSO programs).
> + */
> + if (prog->SeparateShader)
> + validate_sso_explicit_locations(ctx, prog);
Somewhere in link shaders we already calculate the first and last shader
stages. I think we should probably pass those to this function and then
only run the validation on the input of the first and output of the
last, otherwise we are re-validating things the are already covered by
the non-sso checks.
> +
> /* Cross-validate uniform blocks between shader stages */
> validate_interstage_uniform_blocks(prog, prog->_LinkedShaders);
> if (!prog->data->LinkStatus)
>
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