[Mesa-stable] [PATCH V3 1/2] glsl: fix overlapping of varying locations for arrays and structs
Timothy Arceri
timothy.arceri at collabora.com
Mon Dec 14 21:40:26 PST 2015
Previously we were only reserving a single location for arrays and
structs.
We also didn't take into account implicit locations clashing with
explicit locations when assigning locations for their arrays or
structs.
This patch fixes both issues.
V3: handle arrays of structs
V2: also fix for arrays of arrays and structs.
Cc: Kenneth Graunke <kenneth at whitecape.org>
Cc: 11.1 <mesa-stable at lists.freedesktop.org>
---
src/glsl/link_varyings.cpp | 86 +++++++++++++++++++++++++++++++++++++++++-----
1 file changed, 78 insertions(+), 8 deletions(-)
diff --git a/src/glsl/link_varyings.cpp b/src/glsl/link_varyings.cpp
index 71750d1..2f44a88 100644
--- a/src/glsl/link_varyings.cpp
+++ b/src/glsl/link_varyings.cpp
@@ -766,7 +766,8 @@ public:
gl_shader_stage consumer_stage);
~varying_matches();
void record(ir_variable *producer_var, ir_variable *consumer_var);
- unsigned assign_locations(uint64_t reserved_slots, bool separate_shader);
+ unsigned assign_locations(struct gl_shader_program *prog,
+ uint64_t reserved_slots, bool separate_shader);
void store_locations() const;
private:
@@ -988,7 +989,9 @@ varying_matches::record(ir_variable *producer_var, ir_variable *consumer_var)
* passed to varying_matches::record().
*/
unsigned
-varying_matches::assign_locations(uint64_t reserved_slots, bool separate_shader)
+varying_matches::assign_locations(struct gl_shader_program *prog,
+ uint64_t reserved_slots,
+ bool separate_shader)
{
/* We disable varying sorting for separate shader programs for the
* following reasons:
@@ -1040,9 +1043,60 @@ varying_matches::assign_locations(uint64_t reserved_slots, bool separate_shader)
!= this->matches[i].packing_class) {
*location = ALIGN(*location, 4);
}
- while ((*location < MAX_VARYING * 4u) &&
- (reserved_slots & (1u << *location / 4u))) {
- *location = ALIGN(*location + 1, 4);
+
+ const ir_variable *var =
+ matches[i].consumer_var ? matches[i].consumer_var :
+ matches[i].producer_var;
+
+ unsigned num_elements;
+ if (var->type->is_array()) {
+ num_elements = var->type->arrays_of_arrays_size();
+ if (var->type->without_array()->is_record())
+ num_elements *= var->type->
+ record_location_offset(var->type->without_array()->length);
+ } else if (var->type->is_record()) {
+ num_elements = var->type->record_location_offset(var->type->length);
+ } else {
+ num_elements = 1;
+ }
+
+ unsigned slot_end = this->disable_varying_packing ? 4 :
+ var->type->without_array()->vector_elements;
+ slot_end += *location - 1;
+
+ /* FIXME: We could be smarter in the below code and loop back over
+ * trying to fill any locations that we skipped because we couldn't pack
+ * the varying between an explicit location. For now just let the user
+ * hit the linking error if we run out of room and suggest they use
+ * explicit locations.
+ */
+ for (unsigned j = 0; j < num_elements; j++) {
+ while ((slot_end < MAX_VARYING * 4u) &&
+ ((reserved_slots & (1u << *location / 4u) ||
+ (reserved_slots & (1u << slot_end / 4u))))) {
+
+ *location = ALIGN(*location + 1, 4);
+ slot_end = *location;
+
+ /* reset the counter and try again */
+ j = 0;
+ }
+
+ /* Increase the slot to make sure there is enough room for next
+ * array element.
+ */
+ if (this->disable_varying_packing)
+ slot_end += 4;
+ else
+ slot_end += var->type->without_array()->vector_elements;
+ }
+
+ if (*location >= MAX_VARYING * 4u) {
+ linker_error(prog, "insufficient contiguous locations available for "
+ "%s it is possible an array or struct could not be "
+ "packed between varyings with explicit locations. Try "
+ "using an explicit location for arrays and structs.",
+ var->name);
}
this->matches[i].generic_location = *location;
@@ -1430,8 +1484,24 @@ reserved_varying_slot(struct gl_shader *stage, ir_variable_mode io_mode)
continue;
var_slot = var->data.location - VARYING_SLOT_VAR0;
- if (var_slot >= 0 && var_slot < MAX_VARYING)
- slots |= 1u << var_slot;
+
+ unsigned num_elements;
+ if (var->type->is_array()) {
+ num_elements = var->type->arrays_of_arrays_size();
+ if (var->type->without_array()->is_record())
+ num_elements *= var->type->
+ record_location_offset(var->type->without_array()->length);
+ } else if (var->type->is_record()) {
+ num_elements = var->type->record_location_offset(var->type->length);
+ } else {
+ num_elements = 1;
+ }
+
+ for (unsigned i = 0; i < num_elements; i++) {
+ if (var_slot >= 0 && var_slot < MAX_VARYING)
+ slots |= 1u << var_slot;
+ var_slot += 1;
+ }
}
return slots;
@@ -1617,7 +1687,7 @@ assign_varying_locations(struct gl_context *ctx,
reserved_varying_slot(producer, ir_var_shader_out) |
reserved_varying_slot(consumer, ir_var_shader_in);
- const unsigned slots_used = matches.assign_locations(reserved_slots,
+ const unsigned slots_used = matches.assign_locations(prog, reserved_slots,
prog->SeparateShader);
matches.store_locations();
--
2.4.3
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