[Mesa-dev] [PATCH 3/3] glsl/linker: validate explicit locations for SSO programs
Timothy Arceri
tarceri at itsqueeze.com
Fri Oct 20 11:29:59 UTC 2017
On 20/10/17 22:15, Iago Toral wrote:
> On Fri, 2017-10-20 at 13:07 +0200, Iago Toral wrote:
>> On Fri, 2017-10-20 at 22:03 +1100, Timothy Arceri wrote:
>>>
>>> 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_loc
>>>> at
>>>> ions_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.
>>
>> Aha, good point, thanks. I'll look into that.
>
> Actually, I think maybe I read your proposal too fast :). The only
> place where we check for this for non-sso paths is
> cross_validate_outputs_to_inputs() and we don't call that for SSO
> programs, so there is no chance that we are re-validating anything
> here. Am I missing something?
We do (or at least should) call cross_validate_outputs_to_inputs() for
SSO programs when they contain more than a single stage in a single
program. A single SSO program can consist of one or many stages.
>
>> Iago
>>
>>>> +
>>>> /* Cross-validate uniform blocks between shader stages */
>>>> validate_interstage_uniform_blocks(prog, prog-
>>>>> _LinkedShaders);
>>>>
>>>> if (!prog->data->LinkStatus)
>>>>
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