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authorIago Toral Quiroga <[email protected]>2017-10-20 09:18:33 +0200
committerIago Toral Quiroga <[email protected]>2017-10-26 08:40:14 +0200
commite2abb75b0e4c2e38120316c4f3cc4cde44497330 (patch)
tree01d982e355508693098a8c0aeaf3edaa14638b76
parentbdaf0589785138f91cd485fd698274a33b7d33d5 (diff)
glsl/linker: validate explicit locations for SSO programs
v2: - we only need to validate inputs to the first stage and outputs from the last stage, everything else has already been validated during cross_validate_outputs_to_inputs (Timothy). - Use MAX_VARYING instead of MAX_VARYINGS_INCL_PATCH (Illia) Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]>
-rw-r--r--src/compiler/glsl/link_varyings.cpp55
-rw-r--r--src/compiler/glsl/link_varyings.h6
-rw-r--r--src/compiler/glsl/linker.cpp10
3 files changed, 71 insertions, 0 deletions
diff --git a/src/compiler/glsl/link_varyings.cpp b/src/compiler/glsl/link_varyings.cpp
index 02a48f7199f..e80736fb383 100644
--- a/src/compiler/glsl/link_varyings.cpp
+++ b/src/compiler/glsl/link_varyings.cpp
@@ -600,6 +600,61 @@ validate_explicit_variable_location(struct gl_context *ctx,
}
/**
+ * Validate explicit locations for the inputs to the first stage and the
+ * outputs of the last stage in an SSO program (everything in between is
+ * validated in cross_validate_outputs_to_inputs).
+ */
+void
+validate_sso_explicit_locations(struct gl_context *ctx,
+ struct gl_shader_program *prog,
+ gl_shader_stage first_stage,
+ gl_shader_stage last_stage)
+{
+ assert(prog->SeparateShader);
+
+ /* VS inputs and FS outputs are validated in
+ * assign_attribute_or_color_locations()
+ */
+ bool validate_first_stage = first_stage != MESA_SHADER_VERTEX;
+ bool validate_last_stage = last_stage != MESA_SHADER_FRAGMENT;
+ if (!validate_first_stage && !validate_last_stage)
+ return;
+
+ struct explicit_location_info explicit_locations[MAX_VARYING][4];
+
+ gl_shader_stage stages[2] = { first_stage, last_stage };
+ bool validate_stage[2] = { validate_first_stage, validate_last_stage };
+ ir_variable_mode var_direction[2] = { ir_var_shader_in, ir_var_shader_out };
+
+ for (unsigned i = 0; i < 2; i++) {
+ if (!validate_stage[i])
+ continue;
+
+ gl_shader_stage stage = stages[i];
+
+ gl_linked_shader *sh = prog->_LinkedShaders[stage];
+ assert(sh);
+
+ memset(explicit_locations, 0, sizeof(explicit_locations));
+
+ 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 != var_direction[i])
+ continue;
+
+ if (!validate_explicit_variable_location(
+ ctx, explicit_locations, 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 081b04ea38f..e052a2b3e56 100644
--- a/src/compiler/glsl/link_varyings.h
+++ b/src/compiler/glsl/link_varyings.h
@@ -300,6 +300,12 @@ 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,
+ gl_shader_stage first,
+ gl_shader_stage last);
+
+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 94bd7fb6592..f827b68555f 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -4941,6 +4941,16 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
prev = i;
}
+ /* The cross validation of outputs/inputs above validates explicit locations
+ * but for SSO programs we need to do this also for the inputs in the
+ * first stage and outputs of the last stage included in the program, since
+ * there is no cross validation for these.
+ */
+ if (prog->SeparateShader)
+ validate_sso_explicit_locations(ctx, prog,
+ (gl_shader_stage) first,
+ (gl_shader_stage) last);
+
/* Cross-validate uniform blocks between shader stages */
validate_interstage_uniform_blocks(prog, prog->_LinkedShaders);
if (!prog->data->LinkStatus)