glsl: cross validate varyings with a component qualifier

This change checks for component overlap, including handling overlap of
locations and components by doubles. Previously there was no validation
for assigning explicit locations to a location used by the second half
of a double.

V3: simplify handling of doubles and fix double component aliasing
detection

V2: fix component matching for matricies

Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Timothy Arceri
2015-12-17 11:34:09 +11:00
parent 94438578d2
commit 0d88b15f07

View File

@@ -350,7 +350,7 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
gl_shader *producer, gl_shader *consumer)
{
glsl_symbol_table parameters;
ir_variable *explicit_locations[MAX_VARYING] = { NULL, };
ir_variable *explicit_locations[MAX_VARYING][4] = { {NULL, NULL} };
/* Find all shader outputs in the "producer" stage.
*/
@@ -371,18 +371,59 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
unsigned num_elements = type->count_attribute_slots(false);
unsigned idx = var->data.location - VARYING_SLOT_VAR0;
unsigned slot_limit = idx + num_elements;
unsigned last_comp;
if (var->type->without_array()->is_record()) {
/* The component qualifier can't be used on structs so just treat
* all component slots as used.
*/
last_comp = 4;
} else {
unsigned dmul = var->type->is_double() ? 2 : 1;
last_comp = var->data.location_frac +
var->type->without_array()->vector_elements * dmul;
}
while (idx < slot_limit) {
if (explicit_locations[idx] != NULL) {
linker_error(prog,
"%s shader has multiple outputs explicitly "
"assigned to location %d\n",
_mesa_shader_stage_to_string(producer->Stage),
idx);
return;
}
for (unsigned i = var->data.location_frac; i < last_comp; i++) {
if (explicit_locations[idx][i] != NULL) {
linker_error(prog,
"%s shader has multiple outputs explicitly "
"assigned to location %d and component %d\n",
_mesa_shader_stage_to_string(producer->Stage),
idx, var->data.location_frac);
return;
}
explicit_locations[idx] = var;
/* Make sure all component at this location have the same type.
*/
for (unsigned j = 0; j < 4; j++) {
if (explicit_locations[idx][j] &&
(explicit_locations[idx][j]->type->without_array()
->base_type != var->type->without_array()->base_type)) {
linker_error(prog,
"Varyings sharing the same location must "
"have the same underlying numerical type. "
"Location %u component %u\n", idx,
var->data.location_frac);
return;
}
}
explicit_locations[idx][i] = var;
/* We need to do some special handling for doubles as dvec3 and
* dvec4 consume two consecutive locations. We don't need to
* worry about components beginning at anything other than 0 as
* the spec does not allow this for dvec3 and dvec4.
*/
if (i == 3 && last_comp > 4) {
last_comp = last_comp - 4;
/* Bump location index and reset the component index */
idx++;
i = 0;
}
}
idx++;
}
}
@@ -439,7 +480,7 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
unsigned slot_limit = idx + num_elements;
while (idx < slot_limit) {
output = explicit_locations[idx];
output = explicit_locations[idx][input->data.location_frac];
if (output == NULL ||
input->data.location != output->data.location) {