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authorTimothy Arceri <[email protected]>2016-03-11 11:57:52 +1100
committerTimothy Arceri <[email protected]>2016-03-31 12:52:00 +1100
commit8120e869b1cde7fd1a3679291782f2f50296cb45 (patch)
treec1c38935b9a7ab980684bdcd911d475f50516dc0 /src/compiler/glsl
parentcf039a309a36ba537b45f3bfe7e5a154c87d51ad (diff)
glsl: validate global out xfb_stride qualifiers and set stride on empty buffers
Here we use the built-in validation in ast_layout_expression::process_qualifier_constant() to check for mismatching global out strides on buffers in a single shader. From the ARB_enhanced_layouts spec: "While *xfb_stride* can be declared multiple times for the same buffer, it is a compile-time or link-time error to have different values specified for the stride for the same buffer." For intrastage validation a new helper link_xfb_stride_layout_qualifiers() is created. We also take this opportunity to make sure stride is at least a multiple of 4, we will validate doubles at a later stage. From the ARB_enhanced_layouts spec: "If the buffer is capturing any double-typed outputs, the stride must be a multiple of 8, otherwise it must be a multiple of 4, or a compile-time or link-time error results." Finally we update store_tfeedback_info() to apply the strides to LinkedTransformFeedback and update the buffers bitmask to mark any global buffers with a stride as active. For example a shader with: layout (xfb_buffer = 0, xfb_offset = 0) out vec4 gs_fs; layout (xfb_buffer = 1, xfb_stride = 64) out; Is expected to have a buffer bound to both 0 and 1. From the ARB_enhanced_layouts spec: "A binding point requires a bound buffer object if and only if its associated stride in the program object used for transform feedback primitive capture is non-zero." Reviewed-by: Dave Airlie <[email protected]>
Diffstat (limited to 'src/compiler/glsl')
-rw-r--r--src/compiler/glsl/glsl_parser_extras.cpp11
-rw-r--r--src/compiler/glsl/link_varyings.cpp11
-rw-r--r--src/compiler/glsl/linker.cpp65
3 files changed, 87 insertions, 0 deletions
diff --git a/src/compiler/glsl/glsl_parser_extras.cpp b/src/compiler/glsl/glsl_parser_extras.cpp
index b88b6220513..0ce89ceb3a8 100644
--- a/src/compiler/glsl/glsl_parser_extras.cpp
+++ b/src/compiler/glsl/glsl_parser_extras.cpp
@@ -1617,6 +1617,17 @@ set_shader_inout_layout(struct gl_shader *shader,
assert(!state->fs_early_fragment_tests);
}
+ for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) {
+ if (state->out_qualifier->out_xfb_stride[i]) {
+ unsigned xfb_stride;
+ if (state->out_qualifier->out_xfb_stride[i]->
+ process_qualifier_constant(state, "xfb_stride", &xfb_stride,
+ true)) {
+ shader->TransformFeedback.BufferStride[i] = xfb_stride;
+ }
+ }
+ }
+
switch (shader->Stage) {
case MESA_SHADER_TESS_CTRL:
shader->TessCtrl.VerticesOut = 0;
diff --git a/src/compiler/glsl/link_varyings.cpp b/src/compiler/glsl/link_varyings.cpp
index 5645f783f3f..d91642dea5c 100644
--- a/src/compiler/glsl/link_varyings.cpp
+++ b/src/compiler/glsl/link_varyings.cpp
@@ -930,6 +930,17 @@ store_tfeedback_info(struct gl_context *ctx, struct gl_shader_program *prog,
unsigned buffer =
num_tfeedback_decls ? tfeedback_decls[0].get_buffer() : 0;
+ /* Apply any xfb_stride global qualifiers */
+ if (has_xfb_qualifiers) {
+ for (unsigned j = 0; j < MAX_FEEDBACK_BUFFERS; j++) {
+ if (prog->TransformFeedback.BufferStride[j]) {
+ buffers |= 1 << j;
+ prog->LinkedTransformFeedback.Buffers[j].Stride =
+ prog->TransformFeedback.BufferStride[j] / 4;
+ }
+ }
+ }
+
for (unsigned i = 0; i < num_tfeedback_decls; ++i) {
if (tfeedback_decls[i].is_next_buffer_separator()) {
num_buffers++;
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 3ae958cacb7..4f191c5002d 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -1584,6 +1584,69 @@ private:
hash_table *unnamed_interfaces;
};
+/**
+ * Check for conflicting xfb_stride default qualifiers and store buffer stride
+ * for later use.
+ */
+static void
+link_xfb_stride_layout_qualifiers(struct gl_context *ctx,
+ struct gl_shader_program *prog,
+ struct gl_shader *linked_shader,
+ struct gl_shader **shader_list,
+ unsigned num_shaders)
+{
+ for (unsigned i = 0; i < MAX_FEEDBACK_BUFFERS; i++) {
+ linked_shader->TransformFeedback.BufferStride[i] = 0;
+ }
+
+ for (unsigned i = 0; i < num_shaders; i++) {
+ struct gl_shader *shader = shader_list[i];
+
+ for (unsigned j = 0; j < MAX_FEEDBACK_BUFFERS; j++) {
+ if (shader->TransformFeedback.BufferStride[j]) {
+ if (linked_shader->TransformFeedback.BufferStride[j] != 0 &&
+ shader->TransformFeedback.BufferStride[j] != 0 &&
+ linked_shader->TransformFeedback.BufferStride[j] !=
+ shader->TransformFeedback.BufferStride[j]) {
+ linker_error(prog,
+ "intrastage shaders defined with conflicting "
+ "xfb_stride for buffer %d (%d and %d)\n", j,
+ linked_shader->TransformFeedback.BufferStride[j],
+ shader->TransformFeedback.BufferStride[j]);
+ return;
+ }
+
+ if (shader->TransformFeedback.BufferStride[j])
+ linked_shader->TransformFeedback.BufferStride[j] =
+ shader->TransformFeedback.BufferStride[j];
+ }
+ }
+ }
+
+ for (unsigned j = 0; j < MAX_FEEDBACK_BUFFERS; j++) {
+ if (linked_shader->TransformFeedback.BufferStride[j]) {
+ prog->TransformFeedback.BufferStride[j] =
+ linked_shader->TransformFeedback.BufferStride[j];
+
+ /* We will validate doubles at a later stage */
+ if (prog->TransformFeedback.BufferStride[j] % 4) {
+ linker_error(prog, "invalid qualifier xfb_stride=%d must be a "
+ "multiple of 4 or if its applied to a type that is "
+ "or contains a double a multiple of 8.",
+ prog->TransformFeedback.BufferStride[j]);
+ return;
+ }
+
+ if (prog->TransformFeedback.BufferStride[j] / 4 >
+ ctx->Const.MaxTransformFeedbackInterleavedComponents) {
+ linker_error(prog,
+ "The MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS "
+ "limit has been exceeded.");
+ return;
+ }
+ }
+ }
+}
/**
* Performs the cross-validation of tessellation control shader vertices and
@@ -2101,6 +2164,8 @@ link_intrastage_shaders(void *mem_ctx,
link_tes_in_layout_qualifiers(prog, linked, shader_list, num_shaders);
link_gs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
link_cs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
+ link_xfb_stride_layout_qualifiers(ctx, prog, linked, shader_list,
+ num_shaders);
populate_symbol_table(linked);