diff options
author | Eric Anholt <[email protected]> | 2013-06-12 18:12:40 -0700 |
---|---|---|
committer | Paul Berry <[email protected]> | 2013-08-01 20:24:23 -0700 |
commit | 6065a87bce0c3fb0d9694c381c5a31b63e1f0300 (patch) | |
tree | 919407e3a36e99ca6dedc4bbb5cb46d850d051aa | |
parent | 010a6a8fd343537101e7ac5e8dfcf9b07fc841fb (diff) |
glsl: Cross-validate GS layout qualifiers while intrastage linking.
This gets piglit's geometry-basic test running.
TODO: Still need to validate that the GS layout qualifiers don't get used
in places they shouldn't (like an interface block, or a particular shader
input or output)
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
-rw-r--r-- | src/glsl/linker.cpp | 96 |
1 files changed, 96 insertions, 0 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 381440efd59..2a17d065260 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -77,6 +77,7 @@ extern "C" { #include "main/shaderobj.h" +#include "main/enums.h" } void linker_error(gl_shader_program *, const char *, ...); @@ -917,6 +918,99 @@ public: }; /** + * Performs the cross-validation of geometry shader max_vertices and + * primitive type layout qualifiers for the attached geometry shaders, + * and propagates them to the linked GS and linked shader program. + */ +static void +link_gs_inout_layout_qualifiers(struct gl_shader_program *prog, + struct gl_shader *linked_shader, + struct gl_shader **shader_list, + unsigned num_shaders) +{ + linked_shader->Geom.VerticesOut = 0; + linked_shader->Geom.InputType = PRIM_UNKNOWN; + linked_shader->Geom.OutputType = PRIM_UNKNOWN; + + /* No in/out qualifiers defined for anything but GLSL 1.50+ + * geometry shaders so far. + */ + if (linked_shader->Type != GL_GEOMETRY_SHADER || prog->Version < 150) + return; + + /* From the GLSL 1.50 spec, page 46: + * + * "All geometry shader output layout declarations in a program + * must declare the same layout and same value for + * max_vertices. There must be at least one geometry output + * layout declaration somewhere in a program, but not all + * geometry shaders (compilation units) are required to + * declare it." + */ + + for (unsigned i = 0; i < num_shaders; i++) { + struct gl_shader *shader = shader_list[i]; + + if (shader->Geom.InputType != PRIM_UNKNOWN) { + if (linked_shader->Geom.InputType != PRIM_UNKNOWN && + linked_shader->Geom.InputType != shader->Geom.InputType) { + linker_error(prog, "geometry shader defined with conflicting " + "input types\n"); + return; + } + linked_shader->Geom.InputType = shader->Geom.InputType; + } + + if (shader->Geom.OutputType != PRIM_UNKNOWN) { + if (linked_shader->Geom.OutputType != PRIM_UNKNOWN && + linked_shader->Geom.OutputType != shader->Geom.OutputType) { + linker_error(prog, "geometry shader defined with conflicting " + "output types\n"); + return; + } + linked_shader->Geom.OutputType = shader->Geom.OutputType; + } + + if (shader->Geom.VerticesOut != 0) { + if (linked_shader->Geom.VerticesOut != 0 && + linked_shader->Geom.VerticesOut != shader->Geom.VerticesOut) { + linker_error(prog, "geometry shader defined with conflicting " + "output vertex count (%d and %d)\n", + linked_shader->Geom.VerticesOut, + shader->Geom.VerticesOut); + return; + } + linked_shader->Geom.VerticesOut = shader->Geom.VerticesOut; + } + } + + /* Just do the intrastage -> interstage propagation right now, + * since we already know we're in the right type of shader program + * for doing it. + */ + if (linked_shader->Geom.InputType == PRIM_UNKNOWN) { + linker_error(prog, + "geometry shader didn't declare primitive input type\n"); + return; + } + prog->Geom.InputType = linked_shader->Geom.InputType; + + if (linked_shader->Geom.OutputType == PRIM_UNKNOWN) { + linker_error(prog, + "geometry shader didn't declare primitive output type\n"); + return; + } + prog->Geom.OutputType = linked_shader->Geom.OutputType; + + if (linked_shader->Geom.VerticesOut == 0) { + linker_error(prog, + "geometry shader didn't declare max_vertices\n"); + return; + } + prog->Geom.VerticesOut = linked_shader->Geom.VerticesOut; +} + +/** * Combine a group of shaders for a single stage to generate a linked shader * * \note @@ -1020,6 +1114,8 @@ link_intrastage_shaders(void *mem_ctx, linked->NumUniformBlocks = num_uniform_blocks; ralloc_steal(linked, linked->UniformBlocks); + link_gs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders); + populate_symbol_table(linked); /* The a pointer to the main function in the final linked shader (i.e., the |