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authorIan Romanick <[email protected]>2013-08-30 15:41:53 -0700
committerIan Romanick <[email protected]>2013-09-04 08:08:15 -0700
commitc0e4a4adb7c034c93b258620a5b357ad91229629 (patch)
treedb55cac7388fa6c48c716f5d733b8642d0b81a7b /src/glsl/link_varyings.cpp
parent87252bf97b62bd536632978b9d53e4025b7db77d (diff)
glsl: Refactor a bunch of the code out of cross_validate_outputs_to_inputs
The new function, cross_validate_types_and_qualifiers, will have multiple callers from this file in future commits. v2: Don't pass the names of the producer / consumer stages to cross_validate_types_and_qualifiers. Instead, pass the types and get the names only in the error paths. Suggested by Paul. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Paul Berry <[email protected]>
Diffstat (limited to 'src/glsl/link_varyings.cpp')
-rw-r--r--src/glsl/link_varyings.cpp175
1 files changed, 94 insertions, 81 deletions
diff --git a/src/glsl/link_varyings.cpp b/src/glsl/link_varyings.cpp
index 4ceb1d33e92..0368de9d575 100644
--- a/src/glsl/link_varyings.cpp
+++ b/src/glsl/link_varyings.cpp
@@ -41,6 +41,98 @@
/**
+ * Validate the types and qualifiers of an output from one stage against the
+ * matching input to another stage.
+ */
+static void
+cross_validate_types_and_qualifiers(struct gl_shader_program *prog,
+ const ir_variable *input,
+ const ir_variable *output,
+ GLenum consumer_type,
+ GLenum producer_type)
+{
+ /* Check that the types match between stages.
+ */
+ const glsl_type *type_to_match = input->type;
+ if (consumer_type == GL_GEOMETRY_SHADER) {
+ assert(type_to_match->is_array()); /* Enforced by ast_to_hir */
+ type_to_match = type_to_match->element_type();
+ }
+ if (type_to_match != output->type) {
+ /* There is a bit of a special case for gl_TexCoord. This
+ * built-in is unsized by default. Applications that variable
+ * access it must redeclare it with a size. There is some
+ * language in the GLSL spec that implies the fragment shader
+ * and vertex shader do not have to agree on this size. Other
+ * driver behave this way, and one or two applications seem to
+ * rely on it.
+ *
+ * Neither declaration needs to be modified here because the array
+ * sizes are fixed later when update_array_sizes is called.
+ *
+ * From page 48 (page 54 of the PDF) of the GLSL 1.10 spec:
+ *
+ * "Unlike user-defined varying variables, the built-in
+ * varying variables don't have a strict one-to-one
+ * correspondence between the vertex language and the
+ * fragment language."
+ */
+ if (!output->type->is_array()
+ || (strncmp("gl_", output->name, 3) != 0)) {
+ linker_error(prog,
+ "%s shader output `%s' declared as type `%s', "
+ "but %s shader input declared as type `%s'\n",
+ _mesa_glsl_shader_target_name(producer_type),
+ output->name,
+ output->type->name,
+ _mesa_glsl_shader_target_name(consumer_type),
+ input->type->name);
+ return;
+ }
+ }
+
+ /* Check that all of the qualifiers match between stages.
+ */
+ if (input->centroid != output->centroid) {
+ linker_error(prog,
+ "%s shader output `%s' %s centroid qualifier, "
+ "but %s shader input %s centroid qualifier\n",
+ _mesa_glsl_shader_target_name(producer_type),
+ output->name,
+ (output->centroid) ? "has" : "lacks",
+ _mesa_glsl_shader_target_name(consumer_type),
+ (input->centroid) ? "has" : "lacks");
+ return;
+ }
+
+ if (input->invariant != output->invariant) {
+ linker_error(prog,
+ "%s shader output `%s' %s invariant qualifier, "
+ "but %s shader input %s invariant qualifier\n",
+ _mesa_glsl_shader_target_name(producer_type),
+ output->name,
+ (output->invariant) ? "has" : "lacks",
+ _mesa_glsl_shader_target_name(consumer_type),
+ (input->invariant) ? "has" : "lacks");
+ return;
+ }
+
+ if (input->interpolation != output->interpolation) {
+ linker_error(prog,
+ "%s shader output `%s' specifies %s "
+ "interpolation qualifier, "
+ "but %s shader input specifies %s "
+ "interpolation qualifier\n",
+ _mesa_glsl_shader_target_name(producer_type),
+ output->name,
+ output->interpolation_string(),
+ _mesa_glsl_shader_target_name(consumer_type),
+ input->interpolation_string());
+ return;
+ }
+}
+
+/**
* Validate that outputs from one stage match inputs of another
*/
void
@@ -48,10 +140,6 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
gl_shader *producer, gl_shader *consumer)
{
glsl_symbol_table parameters;
- const char *const producer_stage =
- _mesa_glsl_shader_target_name(producer->Type);
- const char *const consumer_stage =
- _mesa_glsl_shader_target_name(consumer->Type);
/* Find all shader outputs in the "producer" stage.
*/
@@ -81,83 +169,8 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
ir_variable *const output = parameters.get_variable(input->name);
if (output != NULL) {
- /* Check that the types match between stages.
- */
- const glsl_type *type_to_match = input->type;
- if (consumer->Type == GL_GEOMETRY_SHADER) {
- assert(type_to_match->is_array()); /* Enforced by ast_to_hir */
- type_to_match = type_to_match->element_type();
- }
- if (type_to_match != output->type) {
- /* There is a bit of a special case for gl_TexCoord. This
- * built-in is unsized by default. Applications that variable
- * access it must redeclare it with a size. There is some
- * language in the GLSL spec that implies the fragment shader
- * and vertex shader do not have to agree on this size. Other
- * driver behave this way, and one or two applications seem to
- * rely on it.
- *
- * Neither declaration needs to be modified here because the array
- * sizes are fixed later when update_array_sizes is called.
- *
- * From page 48 (page 54 of the PDF) of the GLSL 1.10 spec:
- *
- * "Unlike user-defined varying variables, the built-in
- * varying variables don't have a strict one-to-one
- * correspondence between the vertex language and the
- * fragment language."
- */
- if (!output->type->is_array()
- || (strncmp("gl_", output->name, 3) != 0)) {
- linker_error(prog,
- "%s shader output `%s' declared as type `%s', "
- "but %s shader input declared as type `%s'\n",
- producer_stage, output->name,
- output->type->name,
- consumer_stage, input->type->name);
- return;
- }
- }
-
- /* Check that all of the qualifiers match between stages.
- */
- if (input->centroid != output->centroid) {
- linker_error(prog,
- "%s shader output `%s' %s centroid qualifier, "
- "but %s shader input %s centroid qualifier\n",
- producer_stage,
- output->name,
- (output->centroid) ? "has" : "lacks",
- consumer_stage,
- (input->centroid) ? "has" : "lacks");
- return;
- }
-
- if (input->invariant != output->invariant) {
- linker_error(prog,
- "%s shader output `%s' %s invariant qualifier, "
- "but %s shader input %s invariant qualifier\n",
- producer_stage,
- output->name,
- (output->invariant) ? "has" : "lacks",
- consumer_stage,
- (input->invariant) ? "has" : "lacks");
- return;
- }
-
- if (input->interpolation != output->interpolation) {
- linker_error(prog,
- "%s shader output `%s' specifies %s "
- "interpolation qualifier, "
- "but %s shader input specifies %s "
- "interpolation qualifier\n",
- producer_stage,
- output->name,
- output->interpolation_string(),
- consumer_stage,
- input->interpolation_string());
- return;
- }
+ cross_validate_types_and_qualifiers(prog, input, output,
+ consumer->Type, producer->Type);
}
}
}