diff options
author | Paul Berry <[email protected]> | 2014-01-08 11:59:28 -0800 |
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committer | Paul Berry <[email protected]> | 2014-02-05 09:04:20 -0800 |
commit | 28ce604b7f2b08b967b6a27051ecab04adaed575 (patch) | |
tree | 1f8ab0b86ae7a056d7c18d9c8e365643731e49a4 /src/glsl | |
parent | 0fa74e848fd11c71bb70ea0a69650944e4f07571 (diff) |
mesa/cs: Handle compute shader local size during linking.
Reviewed-by: Jordan Justen <[email protected]>
Diffstat (limited to 'src/glsl')
-rw-r--r-- | src/glsl/linker.cpp | 64 |
1 files changed, 64 insertions, 0 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 32825ba41cc..6a07e4ab0d1 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -1287,6 +1287,69 @@ link_gs_inout_layout_qualifiers(struct gl_shader_program *prog, prog->Geom.VerticesOut = linked_shader->Geom.VerticesOut; } + +/** + * Perform cross-validation of compute shader local_size_{x,y,z} layout + * qualifiers for the attached compute shaders, and propagate them to the + * linked CS and linked shader program. + */ +static void +link_cs_input_layout_qualifiers(struct gl_shader_program *prog, + struct gl_shader *linked_shader, + struct gl_shader **shader_list, + unsigned num_shaders) +{ + for (int i = 0; i < 3; i++) + linked_shader->Comp.LocalSize[i] = 0; + + /* This function is called for all shader stages, but it only has an effect + * for compute shaders. + */ + if (linked_shader->Stage != MESA_SHADER_COMPUTE) + return; + + /* From the ARB_compute_shader spec, in the section describing local size + * declarations: + * + * If multiple compute shaders attached to a single program object + * declare local work-group size, the declarations must be identical; + * otherwise a link-time error results. Furthermore, if a program + * object contains any compute shaders, at least one must contain an + * input layout qualifier specifying the local work sizes of the + * program, or a link-time error will occur. + */ + for (unsigned sh = 0; sh < num_shaders; sh++) { + struct gl_shader *shader = shader_list[sh]; + + if (shader->Comp.LocalSize[0] != 0) { + if (linked_shader->Comp.LocalSize[0] != 0) { + for (int i = 0; i < 3; i++) { + if (linked_shader->Comp.LocalSize[i] != + shader->Comp.LocalSize[i]) { + linker_error(prog, "compute shader defined with conflicting " + "local sizes\n"); + return; + } + } + } + for (int i = 0; i < 3; i++) + linked_shader->Comp.LocalSize[i] = shader->Comp.LocalSize[i]; + } + } + + /* 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->Comp.LocalSize[0] == 0) { + linker_error(prog, "compute shader didn't declare local size\n"); + return; + } + for (int i = 0; i < 3; i++) + prog->Comp.LocalSize[i] = linked_shader->Comp.LocalSize[i]; +} + + /** * Combine a group of shaders for a single stage to generate a linked shader * @@ -1391,6 +1454,7 @@ link_intrastage_shaders(void *mem_ctx, ralloc_steal(linked, linked->UniformBlocks); link_gs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders); + link_cs_input_layout_qualifiers(prog, linked, shader_list, num_shaders); populate_symbol_table(linked); |