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authorJordan Justen <[email protected]>2014-02-02 17:49:15 -0800
committerJordan Justen <[email protected]>2014-02-20 10:33:08 -0800
commit0c558f9ee6cfc412037dc56ad4c3686e0f116852 (patch)
treebca51f236da9cfebecd2dd01494ee366f7241d78 /src
parent5bc0b2f4321fe623e37535aa1ff1848aa5a2dec1 (diff)
glsl: convert GS input primitive to use ast_type_qualifier
We introduce a new merge_in_qualifier ast_type_qualifier which allows specialized handling of merging input layout qualifiers. By merging layout qualifiers into state->in_qualifier, we allow multiple input qualifiers. For example, the primitive type can be specified specified separately from the invocations count (ARB_gpu_shader5). state->gs_input_prim_type is moved into state->in_qualifier->prim_type state->gs_input_prim_type_specified is still processed separately so we can determine when the input primitive is specified. This is important since certain scenerios are not supported until after the primitive type has been specified in the shader code. v4: * Merge with compute shader input layout qualifiers Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Anuj Phogat <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/glsl/ast.h6
-rw-r--r--src/glsl/ast_to_hir.cpp5
-rw-r--r--src/glsl/ast_type.cpp81
-rw-r--r--src/glsl/glsl_parser.yy57
-rw-r--r--src/glsl/glsl_parser_extras.cpp6
-rw-r--r--src/glsl/glsl_parser_extras.h7
6 files changed, 96 insertions, 66 deletions
diff --git a/src/glsl/ast.h b/src/glsl/ast.h
index 9140ca13cda..c4f28b0cc90 100644
--- a/src/glsl/ast.h
+++ b/src/glsl/ast.h
@@ -587,6 +587,12 @@ struct ast_type_qualifier {
bool merge_qualifier(YYLTYPE *loc,
_mesa_glsl_parse_state *state,
ast_type_qualifier q);
+
+ bool merge_in_qualifier(YYLTYPE *loc,
+ _mesa_glsl_parse_state *state,
+ ast_type_qualifier q,
+ ast_node* &node);
+
};
class ast_declarator_list;
diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
index e731d839d2a..f754652dc9c 100644
--- a/src/glsl/ast_to_hir.cpp
+++ b/src/glsl/ast_to_hir.cpp
@@ -2842,7 +2842,7 @@ handle_geometry_shader_input_decl(struct _mesa_glsl_parse_state *state,
{
unsigned num_vertices = 0;
if (state->gs_input_prim_type_specified) {
- num_vertices = vertices_per_prim(state->gs_input_prim_type);
+ num_vertices = vertices_per_prim(state->in_qualifier->prim_type);
}
/* Geometry shader input variables must be arrays. Caller should have
@@ -5332,7 +5332,7 @@ ast_gs_input_layout::hir(exec_list *instructions,
* was consistent with this one.
*/
if (state->gs_input_prim_type_specified &&
- state->gs_input_prim_type != this->prim_type) {
+ state->in_qualifier->prim_type != this->prim_type) {
_mesa_glsl_error(&loc, state,
"geometry shader input layout does not match"
" previous declaration");
@@ -5353,7 +5353,6 @@ ast_gs_input_layout::hir(exec_list *instructions,
}
state->gs_input_prim_type_specified = true;
- state->gs_input_prim_type = this->prim_type;
/* If any shader inputs occurred before this declaration and did not
* specify an array size, their size is determined now.
diff --git a/src/glsl/ast_type.cpp b/src/glsl/ast_type.cpp
index 200566c6d3f..2f36cf43c11 100644
--- a/src/glsl/ast_type.cpp
+++ b/src/glsl/ast_type.cpp
@@ -198,3 +198,84 @@ ast_type_qualifier::merge_qualifier(YYLTYPE *loc,
return true;
}
+bool
+ast_type_qualifier::merge_in_qualifier(YYLTYPE *loc,
+ _mesa_glsl_parse_state *state,
+ ast_type_qualifier q,
+ ast_node* &node)
+{
+ void *mem_ctx = state;
+ bool create_gs_ast = false;
+ bool create_cs_ast = false;
+
+ switch (state->stage) {
+ case MESA_SHADER_GEOMETRY:
+ if (q.flags.q.prim_type) {
+ /* Make sure this is a valid input primitive type. */
+ switch (q.prim_type) {
+ case GL_POINTS:
+ case GL_LINES:
+ case GL_LINES_ADJACENCY:
+ case GL_TRIANGLES:
+ case GL_TRIANGLES_ADJACENCY:
+ break;
+ default:
+ _mesa_glsl_error(loc, state,
+ "invalid geometry shader input primitive type");
+ break;
+ }
+ }
+
+ create_gs_ast |=
+ q.flags.q.prim_type &&
+ !state->in_qualifier->flags.q.prim_type;
+ break;
+ case MESA_SHADER_FRAGMENT:
+ if (q.flags.q.early_fragment_tests) {
+ state->early_fragment_tests = true;
+ } else {
+ _mesa_glsl_error(loc, state, "invalid input layout qualifier");
+ }
+ break;
+ case MESA_SHADER_COMPUTE:
+ create_cs_ast |=
+ q.flags.q.local_size != 0 &&
+ state->in_qualifier->flags.q.local_size == 0;
+ break;
+ default:
+ _mesa_glsl_error(loc, state,
+ "input layout qualifiers only valid in "
+ "geometry, fragment and compute shaders");
+ break;
+ }
+
+ /* Input layout qualifiers can be specified multiple
+ * times in separate declarations, as long as they match.
+ */
+ if (this->flags.q.prim_type) {
+ if (q.flags.q.prim_type &&
+ this->prim_type != q.prim_type) {
+ _mesa_glsl_error(loc, state,
+ "conflicting input primitive types specified");
+ }
+ } else if (q.flags.q.prim_type) {
+ state->in_qualifier->flags.q.prim_type = 1;
+ state->in_qualifier->prim_type = q.prim_type;
+ }
+
+ if (create_gs_ast) {
+ node = new(mem_ctx) ast_gs_input_layout(*loc, q.prim_type);
+ } else if (create_cs_ast) {
+ /* Infer a local_size of 1 for every unspecified dimension */
+ unsigned local_size[3];
+ for (int i = 0; i < 3; i++) {
+ if (q.flags.q.local_size & (1 << i))
+ local_size[i] = q.local_size[i];
+ else
+ local_size[i] = 1;
+ }
+ node = new(mem_ctx) ast_cs_input_layout(*loc, local_size);
+ }
+
+ return true;
+}
diff --git a/src/glsl/glsl_parser.yy b/src/glsl/glsl_parser.yy
index 369da5034d6..c3fa4555e14 100644
--- a/src/glsl/glsl_parser.yy
+++ b/src/glsl/glsl_parser.yy
@@ -2487,62 +2487,9 @@ layout_defaults:
| layout_qualifier IN_TOK ';'
{
- void *ctx = state;
$$ = NULL;
- switch (state->stage) {
- case MESA_SHADER_GEOMETRY: {
- if (!$1.flags.q.prim_type) {
- _mesa_glsl_error(& @1, state,
- "input layout qualifiers must specify a primitive"
- " type");
- } else {
- /* Make sure this is a valid input primitive type. */
- switch ($1.prim_type) {
- case GL_POINTS:
- case GL_LINES:
- case GL_LINES_ADJACENCY:
- case GL_TRIANGLES:
- case GL_TRIANGLES_ADJACENCY:
- $$ = new(ctx) ast_gs_input_layout(@1, $1.prim_type);
- break;
- default:
- _mesa_glsl_error(&@1, state,
- "invalid geometry shader input primitive type");
- break;
- }
- }
- }
- break;
- case MESA_SHADER_FRAGMENT:
- if ($1.flags.q.early_fragment_tests) {
- state->early_fragment_tests = true;
- } else {
- _mesa_glsl_error(& @1, state, "invalid input layout qualifier");
- }
- break;
- case MESA_SHADER_COMPUTE: {
- if ($1.flags.q.local_size == 0) {
- _mesa_glsl_error(& @1, state,
- "input layout qualifiers must specify a local "
- "size");
- } else {
- /* Infer a local_size of 1 for every unspecified dimension */
- unsigned local_size[3];
- for (int i = 0; i < 3; i++) {
- if ($1.flags.q.local_size & (1 << i))
- local_size[i] = $1.local_size[i];
- else
- local_size[i] = 1;
- }
- $$ = new(ctx) ast_cs_input_layout(@1, local_size);
- }
- }
- break;
- default:
- _mesa_glsl_error(& @1, state,
- "input layout qualifiers only valid in "
- "geometry, fragment and compute shaders");
- break;
+ if (!state->in_qualifier->merge_in_qualifier(& @1, state, $1, $$)) {
+ YYERROR;
}
}
diff --git a/src/glsl/glsl_parser_extras.cpp b/src/glsl/glsl_parser_extras.cpp
index 901124d2c39..f102b11bc6d 100644
--- a/src/glsl/glsl_parser_extras.cpp
+++ b/src/glsl/glsl_parser_extras.cpp
@@ -202,8 +202,8 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
this->default_uniform_qualifier->flags.q.column_major = 1;
this->gs_input_prim_type_specified = false;
- this->gs_input_prim_type = GL_POINTS;
this->gs_input_size = 0;
+ this->in_qualifier = new(this) ast_type_qualifier();
this->out_qualifier = new(this) ast_type_qualifier();
this->early_fragment_tests = false;
memset(this->atomic_counter_offsets, 0,
@@ -1348,7 +1348,7 @@ set_shader_inout_layout(struct gl_shader *shader,
{
if (shader->Stage != MESA_SHADER_GEOMETRY) {
/* Should have been prevented by the parser. */
- assert(!state->gs_input_prim_type_specified);
+ assert(!state->in_qualifier->flags.i);
assert(!state->out_qualifier->flags.i);
}
@@ -1364,7 +1364,7 @@ set_shader_inout_layout(struct gl_shader *shader,
shader->Geom.VerticesOut = state->out_qualifier->max_vertices;
if (state->gs_input_prim_type_specified) {
- shader->Geom.InputType = state->gs_input_prim_type;
+ shader->Geom.InputType = state->in_qualifier->prim_type;
} else {
shader->Geom.InputType = PRIM_UNKNOWN;
}
diff --git a/src/glsl/glsl_parser_extras.h b/src/glsl/glsl_parser_extras.h
index ad4ef014687..d98474e6572 100644
--- a/src/glsl/glsl_parser_extras.h
+++ b/src/glsl/glsl_parser_extras.h
@@ -190,11 +190,8 @@ struct _mesa_glsl_parse_state {
*/
bool gs_input_prim_type_specified;
- /**
- * If gs_input_prim_type_specified is true, the primitive type that was
- * specified. Otherwise ignored.
- */
- GLenum gs_input_prim_type;
+ /** Input layout qualifiers from GLSL 1.50. (geometry shader controls)*/
+ struct ast_type_qualifier *in_qualifier;
/**
* True if a compute shader input local size was specified using a layout