glsl: Cross-validate GS layout qualifiers while intrastage linking.

This gets piglit's geometry-basic test running.

TODO: Still need to validate that the GS layout qualifiers don't get used
in places they shouldn't (like an interface block, or a particular shader
input or output)

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Eric Anholt
2013-06-12 18:12:40 -07:00
committed by Paul Berry
parent 010a6a8fd3
commit 6065a87bce
+96
View File
@@ -77,6 +77,7 @@
extern "C" {
#include "main/shaderobj.h"
#include "main/enums.h"
}
void linker_error(gl_shader_program *, const char *, ...);
@@ -916,6 +917,99 @@ public:
}
};
/**
* Performs the cross-validation of geometry shader max_vertices and
* primitive type layout qualifiers for the attached geometry shaders,
* and propagates them to the linked GS and linked shader program.
*/
static void
link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
struct gl_shader *linked_shader,
struct gl_shader **shader_list,
unsigned num_shaders)
{
linked_shader->Geom.VerticesOut = 0;
linked_shader->Geom.InputType = PRIM_UNKNOWN;
linked_shader->Geom.OutputType = PRIM_UNKNOWN;
/* No in/out qualifiers defined for anything but GLSL 1.50+
* geometry shaders so far.
*/
if (linked_shader->Type != GL_GEOMETRY_SHADER || prog->Version < 150)
return;
/* From the GLSL 1.50 spec, page 46:
*
* "All geometry shader output layout declarations in a program
* must declare the same layout and same value for
* max_vertices. There must be at least one geometry output
* layout declaration somewhere in a program, but not all
* geometry shaders (compilation units) are required to
* declare it."
*/
for (unsigned i = 0; i < num_shaders; i++) {
struct gl_shader *shader = shader_list[i];
if (shader->Geom.InputType != PRIM_UNKNOWN) {
if (linked_shader->Geom.InputType != PRIM_UNKNOWN &&
linked_shader->Geom.InputType != shader->Geom.InputType) {
linker_error(prog, "geometry shader defined with conflicting "
"input types\n");
return;
}
linked_shader->Geom.InputType = shader->Geom.InputType;
}
if (shader->Geom.OutputType != PRIM_UNKNOWN) {
if (linked_shader->Geom.OutputType != PRIM_UNKNOWN &&
linked_shader->Geom.OutputType != shader->Geom.OutputType) {
linker_error(prog, "geometry shader defined with conflicting "
"output types\n");
return;
}
linked_shader->Geom.OutputType = shader->Geom.OutputType;
}
if (shader->Geom.VerticesOut != 0) {
if (linked_shader->Geom.VerticesOut != 0 &&
linked_shader->Geom.VerticesOut != shader->Geom.VerticesOut) {
linker_error(prog, "geometry shader defined with conflicting "
"output vertex count (%d and %d)\n",
linked_shader->Geom.VerticesOut,
shader->Geom.VerticesOut);
return;
}
linked_shader->Geom.VerticesOut = shader->Geom.VerticesOut;
}
}
/* 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->Geom.InputType == PRIM_UNKNOWN) {
linker_error(prog,
"geometry shader didn't declare primitive input type\n");
return;
}
prog->Geom.InputType = linked_shader->Geom.InputType;
if (linked_shader->Geom.OutputType == PRIM_UNKNOWN) {
linker_error(prog,
"geometry shader didn't declare primitive output type\n");
return;
}
prog->Geom.OutputType = linked_shader->Geom.OutputType;
if (linked_shader->Geom.VerticesOut == 0) {
linker_error(prog,
"geometry shader didn't declare max_vertices\n");
return;
}
prog->Geom.VerticesOut = linked_shader->Geom.VerticesOut;
}
/**
* Combine a group of shaders for a single stage to generate a linked shader
*
@@ -1020,6 +1114,8 @@ link_intrastage_shaders(void *mem_ctx,
linked->NumUniformBlocks = num_uniform_blocks;
ralloc_steal(linked, linked->UniformBlocks);
link_gs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
populate_symbol_table(linked);
/* The a pointer to the main function in the final linked shader (i.e., the