[Mesa-stable] [PATCH] glsl: Allow overlapping locations for vertex input attributes

Anuj Phogat anuj.phogat at gmail.com
Mon Mar 24 16:42:42 PDT 2014


Sent out a V2 of this patch which fixes a bug I noticed recently.

On Thu, Mar 13, 2014 at 3:39 PM, Anuj Phogat <anuj.phogat at gmail.com> wrote:
>
>
>
> On Tue, Mar 11, 2014 at 10:37 AM, Ian Romanick <idr at freedesktop.org> wrote:
>>
>> On 03/10/2014 04:15 PM, Anuj Phogat wrote:
>> >
>> >
>> >
>> > On Mon, Mar 10, 2014 at 3:27 PM, Ian Romanick <idr at freedesktop.org
>> > <mailto:idr at freedesktop.org>> wrote:
>> >
>> >     On 03/10/2014 11:19 AM, Anuj Phogat wrote:
>> >     > Currently overlapping locations of input variables are not allowed
>> >     for all
>> >     > the shader types in OpenGL and OpenGL ES.
>> >     >
>> >     >>From OpenGL ES 3.0 spec, page 56:
>> >     >    "Binding more than one attribute name to the same location is
>> >     referred
>> >     >     to as aliasing, and is not permitted in OpenGL ES Shading
>> > Language
>> >     >     3.00 vertex shaders. LinkProgram will fail when this condition
>> >     exists.
>> >     >     However, aliasing is possible in OpenGL ES Shading Language
>> >     1.00 vertex
>> >     >     shaders."
>> >     >
>> >     > Taking in to account what different versions of OpenGL and OpenGL
>> >     ES specs
>> >     > say about aliasing:
>> >     >    - It is allowed only on vertex shader input attributes in
>> >     OpenGL (2.0 and
>> >     >      above) and OpenGL ES 2.0.
>> >     >    - It is explictly disallowed in OpenGL ES 3.0.
>> >     >
>> >     > Fixes Khronos CTS failing test:
>> >     > explicit_attrib_location_vertex_input_aliased.test
>> >     > See more details about this at below mentioned khronos bug.
>> >     >
>> >     > Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com
>> >     <mailto:anuj.phogat at gmail.com>>
>> >     > Cc: "9.2 10.0 10.1" <mesa-stable at lists.freedesktop.org
>> >     <mailto:mesa-stable at lists.freedesktop.org>>
>> >     > Bugzilla: Khronos #9609
>> >     > ---
>> >     >  src/glsl/linker.cpp | 74
>> >     +++++++++++++++++++++++++++++++++++++++++++----------
>> >     >  1 file changed, 61 insertions(+), 13 deletions(-)
>> >     >
>> >     > diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
>> >     > index a619bc8..9bd698b 100644
>> >     > --- a/src/glsl/linker.cpp
>> >     > +++ b/src/glsl/linker.cpp
>> >     > @@ -1798,10 +1798,12 @@
>> >     assign_attribute_or_color_locations(gl_shader_program *prog,
>> >     >            *     active attribute array, both of which require
>> >     multiple
>> >     >            *     contiguous generic attributes."
>> >     >            *
>> >     > -          * Previous versions of the spec contain similar
>> >     language but omit
>> >     > -          * the bit about attribute arrays.
>> >     > +          * I think above text prohibits the aliasing of explicit
>> > and
>> >     > +          * automatic assignments. But, aliasing is allowed in
>> > manual
>> >     > +          * assignments of attribute locations. See below
>> >     comments for
>> >     > +          * the details.
>> >
>> >     The text above (outside the diff) forbids things like:
>> >
>> >     layout(location=0) in mat4 m;
>> >     layout(location=1) in vec4 v;
>> >
>> >     where v and m now partially overlap because m consumes 4 slots (0
>> >     through 3, inclusive).
>> >
>> >
>> > This should not be a problem as along as there's only one active
>> > attribute
>> > in vertex shader. If a developer uses such locations, its his
>> > responsibility
>> > to use just one of them in any path in shader program. Khronos CTS test
>> > also expects linking to happen in above case.
>> >
>> > OpenGL 4.0 spec makes similar looking statements at two different
>> > places.
>> > First  for vertex shader input locations at page 60:
>> >
>> > "LinkProgram will fail if the attribute bindings assigned by BindAttri-
>> > bLocation do not leave not enough space to assign a location for an
>> > active matrix
>> > attribute or an active attribute array, both of which require multiple
>> > contiguous
>> > generic attributes."
>>
>> Somewhere in the intervening specs, the language was changed.  In 4.4 it
>> says:
>>
>>     "LinkProgram will fail if the attribute bindings specified either
>>     by BindAttribLocation or explicitly set within the shader text do
>>     not leave not enough space to assign a location for an active
>>     matrix attribute or an active attribute array, both of which
>>     require multiple contiguous generic attributes."
>>
>> > This statement sounds little unclear to me. It doesn't say  what happens
>> > if
>> > locations set in shader text don't leave enough space. It also doesn't
>> > make
>> > clear who assigns the location in "to assign a location for an active
>> > matrix".
>> > explicit or automatic assignment?
>>
>> You may be right.  We'll have to prod other implementations.  I'll also
>> do some spec archaeology.
>
> Piglit tests I posted on mailing list passes on NVIDIA's OpenGL 4.3 linux
> driver. NVIDIA allows the kind of overlapping you described above.
>>
>>
>> > Second for fragment output locations at page 233:
>> > "if the explicit binding assigments do not leave enough space for the
>> > linker
>> > to automatically assign a location for a varying out array, which
>> > requires
>> > multiple contiguous locations."
>> >
>> > This statement makes the condition more clear for linking error. Notice
>> > the words
>> >  'explicit' and 'automatically' in text from page 233.
>> >
>> > So I interpreted the two statements as:
>> > Aliasing of explicit and automatic assignments is prohibited.
>> > But, aliasing is allowed in explicit assignments of attribute locations.
>> >
>> > Do you interpret them differently ?
>> >
>> >
>> >     Does this patch affect this?
>> >
>> > Yes. It allows linking in such cases.
>> >
>> >
>> >     >            *
>> >     > -          * Page 61 of the OpenGL 4.0 spec also says:
>> >     > +          * From OpenGL 4.0 spec, page 61:
>> >     >            *
>> >     >            *     "It is possible for an application to bind more
>> >     than one
>> >     >            *     attribute name to the same location. This is
>> >     referred to as
>> >     > @@ -1814,12 +1816,48 @@
>> >     assign_attribute_or_color_locations(gl_shader_program *prog,
>> >     >            *     but implementations are not required to generate
>> >     an error
>> >     >            *     in this case."
>> >     >            *
>> >     > -          * These two paragraphs are either somewhat
>> >     contradictory, or I
>> >     > -          * don't fully understand one or both of them.
>> >     > -          */
>> >     > -         /* FINISHME: The code as currently written does not
>> > support
>> >     > -          * FINISHME: attribute location aliasing (see comment
>> >     above).
>> >     > +          * From GLSL 4.30 spec, page 54:
>> >     > +          *
>> >     > +          *    "A program will fail to link if any two non-vertex
>> >     shader
>> >     > +          *     input variables are assigned to the same
>> >     location. For
>> >     > +          *     vertex shaders, multiple input variables may be
>> >     assigned
>> >     > +          *     to the same location using either layout
>> >     qualifiers or via
>> >     > +          *     the OpenGL API. However, such aliasing is
>> >     intended only to
>> >     > +          *     support vertex shaders where each execution path
>> >     accesses
>> >     > +          *     at most one input per each location.
>> >     Implementations are
>> >     > +          *     permitted, but not required, to generate
>> >     link-time errors
>> >     > +          *     if they detect that every path through the vertex
>> >     shader
>> >     > +          *     executable accesses multiple inputs assigned to
>> >     any single
>> >     > +          *     location. For all shader types, a program will
>> >     fail to link
>> >     > +          *     if explicit location assignments leave the linker
>> >     unable
>> >     > +          *     to find space for other variables without
>> > explicit
>> >     > +          *     assignments."
>> >     > +          *
>> >     > +          * From OpenGL ES 3.0 spec, page 56:
>> >     > +          *
>> >     > +          *    "Binding more than one attribute name to the same
>> >     location
>> >     > +          *     is referred to as aliasing, and is not permitted
>> >     in OpenGL
>> >     > +          *     ES Shading Language 3.00 vertex shaders.
>> >     LinkProgram will
>> >     > +          *     fail when this condition exists. However,
>> > aliasing is
>> >     > +          *     possible in OpenGL ES Shading Language 1.00
>> >     vertex shaders.
>> >     > +          *     This will only work if only one of the aliased
>> >     attributes
>> >     > +          *     is active in the executable program, or if no
>> >     path through
>> >     > +          *     the shader consumes more than one attribute of a
>> >     set of
>> >     > +          *     attributes aliased to the same location. A link
>> >     error can
>> >     > +          *     occur if the linker determines that every path
>> >     through the
>> >     > +          *     shader consumes multiple aliased attributes, but
>> >     implemen-
>> >     > +          *     tations are not required to generate an error in
>> >     this case."
>> >     > +          *
>> >     > +          *     After looking at above references from OpenGL,
>> >     OpenGL ES
>> >     > +          *     and GLSL specifications, we allow aliasing of
>> >     vertex input
>> >     > +          *     variables in: OpenGL 2.0 (and above) and OpenGL
>> >     ES 2.0.
>> >     > +          *
>> >     > +          *     NOTE: This is not required by the spec but its
>> > worth
>> >     > +          *     mentioning here that we're not doing anything to
>> >     make sure
>> >     > +          *     that no path through the vertex shader executable
>> >     accesses
>> >     > +          *     multiple inputs assigned to any single location.
>> >
>> >     These last two paragraphis should be un-indented.
>> >
>> >     >            */
>> >     > +
>> >     >           /* Mask representing the contiguous slots that will be
>> >     used by
>> >     >            * this attribute.
>> >     >            */
>> >     > @@ -1832,11 +1870,21 @@
>> >     assign_attribute_or_color_locations(gl_shader_program *prog,
>> >     >           if ((~(use_mask << attr) & used_locations) !=
>> >     used_locations) {
>> >     >              const char *const string = (target_index ==
>> >     MESA_SHADER_VERTEX)
>> >     >                 ? "vertex shader input" : "fragment shader
>> > output";
>> >     > -            linker_error(prog,
>> >     > -                         "insufficient contiguous locations "
>> >     > -                         "available for %s `%s' %d %d %d",
>> > string,
>> >     > -                         var->name, used_locations, use_mask,
>> > attr);
>> >     > -            return false;
>> >     > +
>> >     > +               if (target_index == MESA_SHADER_FRAGMENT ||
>> >     > +                   (prog->IsES && prog->Version >= 300)) {
>> >     > +
>> >     > +                  linker_error(prog,
>> >     > +                               "overlapping location is assigned
>> > "
>> >     > +                               "to %s `%s' %d %d %d\n", string,
>> >     > +                               var->name, used_locations,
>> >     use_mask, attr);
>> >     > +                  return false;
>> >     > +               } else {
>> >     > +                  linker_warning(prog,
>> >     > +                                 "overlapping location is
>> > assigned "
>> >     > +                                 "to %s `%s' %d %d %d\n", string,
>> >     > +                                 var->name, used_locations,
>> >     use_mask, attr);
>> >     > +               }
>> >     >           }
>> >     >
>> >     >           used_locations |= (use_mask << attr);
>> >
>> >
>>
>


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