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authorEric Anholt <[email protected]>2013-06-12 17:21:44 -0700
committerPaul Berry <[email protected]>2013-08-01 20:23:43 -0700
commit010a6a8fd343537101e7ac5e8dfcf9b07fc841fb (patch)
treefe1aeaecbac4ad1c965e24a3ed43be652b6433cb /src/glsl
parent624b7bac76c3f70a3a110d114a3c1c327d3dad5f (diff)
glsl: Export the compiler's GS layout qualifiers to the gl_shader.
Next step is to validate them at link time. v2 (Paul Berry <[email protected]>): Don't attempt to export the layout qualifiers in the event of a compile error, since some of them are set up by ast_to_hir(), and ast_to_hir() isn't guaranteed to have run in the event of a compile error. Reviewed-by: Kenneth Graunke <[email protected]> v3 (Paul Berry <[email protected]>): Use PRIM_UNKNOWN to represent "not set in this shader". Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/glsl')
-rw-r--r--src/glsl/glsl_parser_extras.cpp31
1 files changed, 31 insertions, 0 deletions
diff --git a/src/glsl/glsl_parser_extras.cpp b/src/glsl/glsl_parser_extras.cpp
index a962742e439..88f04836595 100644
--- a/src/glsl/glsl_parser_extras.cpp
+++ b/src/glsl/glsl_parser_extras.cpp
@@ -1414,6 +1414,34 @@ ast_struct_specifier::ast_struct_specifier(const char *identifier,
is_declaration = true;
}
+static void
+set_shader_inout_layout(struct gl_shader *shader,
+ struct _mesa_glsl_parse_state *state)
+{
+ if (shader->Type != GL_GEOMETRY_SHADER) {
+ /* Should have been prevented by the parser. */
+ assert(!state->gs_input_prim_type_specified);
+ assert(!state->out_qualifier->flags.i);
+ return;
+ }
+
+ shader->Geom.VerticesOut = 0;
+ if (state->out_qualifier->flags.q.max_vertices)
+ shader->Geom.VerticesOut = state->out_qualifier->max_vertices;
+
+ if (state->gs_input_prim_type_specified) {
+ shader->Geom.InputType = state->gs_input_prim_type;
+ } else {
+ shader->Geom.InputType = PRIM_UNKNOWN;
+ }
+
+ if (state->out_qualifier->flags.q.prim_type) {
+ shader->Geom.OutputType = state->out_qualifier->prim_type;
+ } else {
+ shader->Geom.OutputType = PRIM_UNKNOWN;
+ }
+}
+
extern "C" {
void
@@ -1489,6 +1517,9 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
shader->UniformBlocks = state->uniform_blocks;
ralloc_steal(shader, shader->UniformBlocks);
+ if (!state->error)
+ set_shader_inout_layout(shader, state);
+
/* Retain any live IR, but trash the rest. */
reparent_ir(shader->ir, shader->ir);