glsl: declare gl_Layer/gl_ViewportIndex/gl_ViewportMask as vs builtins
Otherwise a VS doing the following: out gl_PerVertex { vec4 gl_Position; int gl_ViewportIndex; }; cannot be compiled because of the following error: "redeclaration of gl_PerVertex must be a subset of the built-in members of gl_PerVertex" v2: add GLSL_PRECISION_HIGH param to add_varying() for "gl_Layer" in generate_fs_special_vars. v3: add GLSL_PRECISION_HIGH param to add_varying() for "gl_Layer" in generate_varyings. Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2946 Tested-by: John Galt <johngalt@fake.mail> Reviewed-by: Marek Olšák <marek.olsak@amd.com> (v3) Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> (v3) Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5167>
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@@ -315,7 +315,7 @@ class per_vertex_accumulator
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public:
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per_vertex_accumulator();
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void add_field(int slot, const glsl_type *type, int precision,
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const char *name);
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const char *name, enum glsl_interp_mode interp);
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const glsl_type *construct_interface_instance() const;
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private:
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@@ -333,7 +333,8 @@ per_vertex_accumulator::per_vertex_accumulator()
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void
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per_vertex_accumulator::add_field(int slot, const glsl_type *type,
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int precision, const char *name)
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int precision, const char *name,
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enum glsl_interp_mode interp)
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{
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assert(this->num_fields < ARRAY_SIZE(this->fields));
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this->fields[this->num_fields].type = type;
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@@ -341,7 +342,7 @@ per_vertex_accumulator::add_field(int slot, const glsl_type *type,
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this->fields[this->num_fields].matrix_layout = GLSL_MATRIX_LAYOUT_INHERITED;
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this->fields[this->num_fields].location = slot;
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this->fields[this->num_fields].offset = -1;
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this->fields[this->num_fields].interpolation = INTERP_MODE_NONE;
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this->fields[this->num_fields].interpolation = interp;
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this->fields[this->num_fields].centroid = 0;
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this->fields[this->num_fields].sample = 0;
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this->fields[this->num_fields].patch = 0;
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@@ -397,14 +398,16 @@ private:
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}
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ir_variable *add_input(int slot, const glsl_type *type, int precision,
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const char *name)
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const char *name,
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enum glsl_interp_mode interp = INTERP_MODE_NONE)
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{
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return add_variable(name, type, precision, ir_var_shader_in, slot);
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return add_variable(name, type, precision, ir_var_shader_in, slot, interp);
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}
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ir_variable *add_input(int slot, const glsl_type *type, const char *name)
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ir_variable *add_input(int slot, const glsl_type *type, const char *name,
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enum glsl_interp_mode interp = INTERP_MODE_NONE)
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{
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return add_input(slot, type, GLSL_PRECISION_NONE, name);
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return add_input(slot, type, GLSL_PRECISION_NONE, name, interp);
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}
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ir_variable *add_output(int slot, const glsl_type *type, int precision,
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@@ -438,7 +441,7 @@ private:
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ir_variable *add_variable(const char *name, const glsl_type *type,
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int precision, enum ir_variable_mode mode,
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int slot);
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int slot, enum glsl_interp_mode interp = INTERP_MODE_NONE);
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ir_variable *add_index_variable(const char *name, const glsl_type *type,
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int precision, enum ir_variable_mode mode,
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int slot, int index);
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@@ -455,10 +458,12 @@ private:
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}
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ir_variable *add_const_ivec3(const char *name, int x, int y, int z);
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void add_varying(int slot, const glsl_type *type, int precision,
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const char *name);
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void add_varying(int slot, const glsl_type *type, const char *name)
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const char *name,
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enum glsl_interp_mode interp = INTERP_MODE_NONE);
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void add_varying(int slot, const glsl_type *type, const char *name,
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enum glsl_interp_mode interp = INTERP_MODE_NONE)
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{
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add_varying(slot, type, GLSL_PRECISION_NONE, name);
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add_varying(slot, type, GLSL_PRECISION_NONE, name, interp);
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}
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exec_list * const instructions;
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@@ -553,7 +558,8 @@ ir_variable *
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builtin_variable_generator::add_variable(const char *name,
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const glsl_type *type,
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int precision,
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enum ir_variable_mode mode, int slot)
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enum ir_variable_mode mode, int slot,
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enum glsl_interp_mode interp)
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{
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ir_variable *var = new(symtab) ir_variable(type, name, mode);
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var->data.how_declared = ir_var_declared_implicitly;
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@@ -580,6 +586,7 @@ builtin_variable_generator::add_variable(const char *name,
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var->data.location = slot;
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var->data.explicit_location = (slot >= 0);
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var->data.explicit_index = 0;
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var->data.interpolation = interp;
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if (state->es_shader)
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var->data.precision = precision;
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@@ -1073,8 +1080,6 @@ builtin_variable_generator::generate_special_vars()
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void
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builtin_variable_generator::generate_vs_special_vars()
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{
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ir_variable *var;
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if (state->is_version(130, 300) || state->EXT_gpu_shader4_enable) {
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add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, GLSL_PRECISION_HIGH,
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"gl_VertexID");
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@@ -1101,33 +1106,6 @@ builtin_variable_generator::generate_vs_special_vars()
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add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstanceARB");
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add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawIDARB");
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}
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if (state->AMD_vertex_shader_layer_enable ||
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state->ARB_shader_viewport_layer_array_enable ||
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state->NV_viewport_array2_enable) {
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var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
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var->data.interpolation = INTERP_MODE_FLAT;
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}
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if (state->AMD_vertex_shader_viewport_index_enable ||
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state->ARB_shader_viewport_layer_array_enable ||
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state->NV_viewport_array2_enable) {
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var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
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var->data.interpolation = INTERP_MODE_FLAT;
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}
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if (state->NV_viewport_array2_enable) {
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/* From the NV_viewport_array2 specification:
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*
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* "The variable gl_ViewportMask[] is available as an output variable
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* in the VTG languages. The array has ceil(v/32) elements where v is
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* the maximum number of viewports supported by the implementation."
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*
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* Since no drivers expose more than 16 viewports, we can simply set the
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* array size to 1 rather than computing it and dealing with varying
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* slot complication.
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*/
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var = add_output(VARYING_SLOT_VIEWPORT_MASK, array(int_t, 1),
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"gl_ViewportMask");
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var->data.interpolation = INTERP_MODE_FLAT;
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}
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if (compatibility) {
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add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
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add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
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@@ -1405,16 +1383,14 @@ builtin_variable_generator::generate_fs_special_vars()
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state->ARB_fragment_layer_viewport_enable ||
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state->OES_geometry_shader_enable ||
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state->EXT_geometry_shader_enable) {
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var = add_input(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH,
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"gl_Layer");
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var->data.interpolation = INTERP_MODE_FLAT;
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add_varying(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH,
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"gl_Layer", INTERP_MODE_FLAT);
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}
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if (state->is_version(430, 0) ||
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state->ARB_fragment_layer_viewport_enable ||
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state->OES_viewport_array_enable) {
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var = add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
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var->data.interpolation = INTERP_MODE_FLAT;
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add_varying(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex", INTERP_MODE_FLAT);
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}
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if (state->is_version(450, 310) || state->ARB_ES3_1_compatibility_enable)
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@@ -1452,19 +1428,20 @@ builtin_variable_generator::generate_cs_special_vars()
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*/
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void
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builtin_variable_generator::add_varying(int slot, const glsl_type *type,
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int precision, const char *name)
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int precision, const char *name,
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enum glsl_interp_mode interp)
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{
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switch (state->stage) {
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case MESA_SHADER_TESS_CTRL:
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case MESA_SHADER_TESS_EVAL:
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case MESA_SHADER_GEOMETRY:
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this->per_vertex_in.add_field(slot, type, precision, name);
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this->per_vertex_in.add_field(slot, type, precision, name, interp);
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/* FALLTHROUGH */
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case MESA_SHADER_VERTEX:
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this->per_vertex_out.add_field(slot, type, precision, name);
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this->per_vertex_out.add_field(slot, type, precision, name, interp);
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break;
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case MESA_SHADER_FRAGMENT:
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add_input(slot, type, precision, name);
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add_input(slot, type, precision, name, interp);
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break;
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case MESA_SHADER_COMPUTE:
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/* Compute shaders don't have varyings. */
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@@ -1504,6 +1481,34 @@ builtin_variable_generator::generate_varyings()
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GLSL_PRECISION_MEDIUM,
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"gl_PointSize");
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}
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if (state->stage == MESA_SHADER_VERTEX) {
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if (state->AMD_vertex_shader_viewport_index_enable ||
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state->ARB_shader_viewport_layer_array_enable ||
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state->NV_viewport_array2_enable) {
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add_varying(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex", INTERP_MODE_FLAT);
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}
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if (state->AMD_vertex_shader_layer_enable ||
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state->ARB_shader_viewport_layer_array_enable ||
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state->NV_viewport_array2_enable) {
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add_varying(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH,
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"gl_Layer", INTERP_MODE_FLAT);
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}
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/* From the NV_viewport_array2 specification:
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*
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* "The variable gl_ViewportMask[] is available as an output variable
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* in the VTG languages. The array has ceil(v/32) elements where v is
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* the maximum number of viewports supported by the implementation."
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*
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* Since no drivers expose more than 16 viewports, we can simply set the
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* array size to 1 rather than computing it and dealing with varying
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* slot complication.
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*/
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if (state->NV_viewport_array2_enable)
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add_varying(VARYING_SLOT_VIEWPORT_MASK, array(int_t, 1),
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"gl_ViewportMask", INTERP_MODE_FLAT);
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}
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}
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if (state->has_clip_distance()) {
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