[Mesa-dev] [PATCH] glsl: add varying resources for arrays of complex types
Juan A. Suarez Romero
jasuarez at igalia.com
Fri Oct 27 15:07:08 UTC 2017
On Fri, 2017-10-27 at 10:27 -0400, Ilia Mirkin wrote:
> On Fri, Oct 27, 2017 at 10:03 AM, Juan A. Suarez Romero
> <jasuarez at igalia.com> wrote:
> > This patch is mostly a patch done by Ilia Mirkin.
> >
> > It fixes KHR-GL45.enhanced_layouts.varying_structure_locations.
> >
> > CC: Ilia Mirkin <imirkin at alum.mit.edu>
> > Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=103098
> > Signed-off-by: Juan A. Suarez Romero <jasuarez at igalia.com>
> > ---
> > src/compiler/glsl/linker.cpp | 36 ++++++++++++++++++++++++++++++++++++
> > 1 file changed, 36 insertions(+)
> >
> > diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
> > index f827b68555..7305b7740b 100644
> > --- a/src/compiler/glsl/linker.cpp
> > +++ b/src/compiler/glsl/linker.cpp
> > @@ -3882,6 +3882,42 @@ add_shader_variable(const struct gl_context *ctx,
> > return true;
> > }
> >
> > + case GLSL_TYPE_ARRAY: {
> > + /* The ARB_program_interface_query spec says:
> > + *
> > + * "For an active variable declared as an array of basic types, a
> > + * single entry will be generated, with its name string formed by
> > + * concatenating the name of the array and the string "[0]"."
> > + *
> > + * "For an active variable declared as an array of an aggregate data
> > + * type (structures or arrays), a separate entry will be generated
> > + * for each active array element, unless noted immediately below.
> > + * The name of each entry is formed by concatenating the name of
> > + * the array, the "[" character, an integer identifying the element
> > + * number, and the "]" character. These enumeration rules are
> > + * applied recursively, treating each enumerated array element as a
> > + * separate active variable."
> > + */
>
> So if you have a TCS or TES or GS with
>
> in struct { vec4 foo; } bar[4];
>
> Wouldn't this add bar[0].foo, bar[1].foo, bar[2].foo, and bar[3].foo?
According to the spec, yes. Unless I'm missing something...
Looking for other examples, in
https://www.khronos.org/opengl/wiki/Program_Introspection#Arrays
it shows a similar example, and also do as you say.
> With the latter ones getting bogus locations? What is it supposed to
> do in this case?
Why it would get bogus locations?
>
> > + const struct glsl_type *array_type = type->fields.array;
> > + if (array_type->base_type == GLSL_TYPE_STRUCT ||
> > + array_type->base_type == GLSL_TYPE_ARRAY) {
> > + unsigned elem_location = location;
> > + unsigned stride = array_type->count_attribute_slots(false);
> > + for (unsigned i = 0; i < type->length; i++) {
> > + char *elem = ralloc_asprintf(shProg, "%s[%d]", name, i);
> > + if (!add_shader_variable(ctx, shProg, resource_set,
> > + stage_mask, programInterface,
> > + var, elem, array_type,
> > + use_implicit_location, elem_location,
> > + outermost_struct_type))
> > + return false;
> > + elem_location += stride;
> > + }
> > + return true;
> > + }
> > + /* fallthrough */
> > + }
> > +
> > default: {
> > /* The ARB_program_interface_query spec says:
> > *
> > --
> > 2.13.6
> >
>
>
More information about the mesa-dev
mailing list