From 010a6a8fd343537101e7ac5e8dfcf9b07fc841fb Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Wed, 12 Jun 2013 17:21:44 -0700 Subject: glsl: Export the compiler's GS layout qualifiers to the gl_shader. Next step is to validate them at link time. v2 (Paul Berry ): 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 v3 (Paul Berry ): Use PRIM_UNKNOWN to represent "not set in this shader". Reviewed-by: Ian Romanick --- src/glsl/glsl_parser_extras.cpp | 31 +++++++++++++++++++++++++++++++ 1 file changed, 31 insertions(+) (limited to 'src/glsl') 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); -- cgit v1.2.3