glsl: refactor duplicated validations between 2 layout-qualifiers

Several layout-qualifier validations are duplicated in the
merge_qualifier and validate_in_qualifier methods.

We would rather have them refactored into single calls.

Suggested by Timothy.

Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Signed-off-by: Andres Gomez <agomez@igalia.com>
This commit is contained in:
Andres Gomez
2016-11-22 16:09:54 +02:00
parent ae1ce8ecd3
commit b95793b9a7

View File

@@ -116,6 +116,72 @@ bool ast_type_qualifier::has_memory() const
|| this->flags.q.write_only; || this->flags.q.write_only;
} }
static bool
validate_prim_type(YYLTYPE *loc,
_mesa_glsl_parse_state *state,
const ast_type_qualifier &qualifier,
const ast_type_qualifier &new_qualifier)
{
/* Input layout qualifiers can be specified multiple
* times in separate declarations, as long as they match.
*/
if (qualifier.flags.q.prim_type && new_qualifier.flags.q.prim_type
&& qualifier.prim_type != new_qualifier.prim_type) {
_mesa_glsl_error(loc, state,
"conflicting input primitive %s specified",
state->stage == MESA_SHADER_GEOMETRY ?
"type" : "mode");
return false;
}
return true;
}
static bool
validate_vertex_spacing(YYLTYPE *loc,
_mesa_glsl_parse_state *state,
const ast_type_qualifier &qualifier,
const ast_type_qualifier &new_qualifier)
{
if (qualifier.flags.q.vertex_spacing && new_qualifier.flags.q.vertex_spacing
&& qualifier.vertex_spacing != new_qualifier.vertex_spacing) {
_mesa_glsl_error(loc, state,
"conflicting vertex spacing specified");
return false;
}
return true;
}
static bool
validate_ordering(YYLTYPE *loc,
_mesa_glsl_parse_state *state,
const ast_type_qualifier &qualifier,
const ast_type_qualifier &new_qualifier)
{
if (qualifier.flags.q.ordering && new_qualifier.flags.q.ordering
&& qualifier.ordering != new_qualifier.ordering) {
_mesa_glsl_error(loc, state,
"conflicting ordering specified");
return false;
}
return true;
}
static bool
validate_point_mode(YYLTYPE *loc,
_mesa_glsl_parse_state *state,
const ast_type_qualifier &qualifier,
const ast_type_qualifier &new_qualifier)
{
/* Point mode can only be true if the flag is set. */
assert (!qualifier.flags.q.point_mode || !new_qualifier.flags.q.point_mode
|| (qualifier.point_mode && new_qualifier.point_mode));
return true;
}
/** /**
* This function merges both duplicate identifies within a single layout and * This function merges both duplicate identifies within a single layout and
* multiple layout qualifiers on a single variable declaration. The * multiple layout qualifiers on a single variable declaration. The
@@ -127,6 +193,7 @@ ast_type_qualifier::merge_qualifier(YYLTYPE *loc,
const ast_type_qualifier &q, const ast_type_qualifier &q,
bool is_single_layout_merge) bool is_single_layout_merge)
{ {
bool r = true;
ast_type_qualifier ubo_mat_mask; ast_type_qualifier ubo_mat_mask;
ubo_mat_mask.flags.i = 0; ubo_mat_mask.flags.i = 0;
ubo_mat_mask.flags.q.row_major = 1; ubo_mat_mask.flags.q.row_major = 1;
@@ -196,13 +263,7 @@ ast_type_qualifier::merge_qualifier(YYLTYPE *loc,
} }
if (q.flags.q.prim_type) { if (q.flags.q.prim_type) {
if (this->flags.q.prim_type && this->prim_type != q.prim_type) { r &= validate_prim_type(loc, state, *this, q);
_mesa_glsl_error(loc, state,
"conflicting input primitive %s specified",
state->stage == MESA_SHADER_GEOMETRY ?
"type" : "mode");
return false;
}
this->flags.q.prim_type = 1; this->flags.q.prim_type = 1;
this->prim_type = q.prim_type; this->prim_type = q.prim_type;
} }
@@ -298,26 +359,19 @@ ast_type_qualifier::merge_qualifier(YYLTYPE *loc,
} }
if (q.flags.q.vertex_spacing) { if (q.flags.q.vertex_spacing) {
if (this->flags.q.vertex_spacing && this->vertex_spacing != q.vertex_spacing) { r &= validate_vertex_spacing(loc, state, *this, q);
_mesa_glsl_error(loc, state, "conflicting vertex spacing used");
return false;
}
this->flags.q.vertex_spacing = 1; this->flags.q.vertex_spacing = 1;
this->vertex_spacing = q.vertex_spacing; this->vertex_spacing = q.vertex_spacing;
} }
if (q.flags.q.ordering) { if (q.flags.q.ordering) {
if (this->flags.q.ordering && this->ordering != q.ordering) { r &= validate_ordering(loc, state, *this, q);
_mesa_glsl_error(loc, state, "conflicting ordering used");
return false;
}
this->flags.q.ordering = 1; this->flags.q.ordering = 1;
this->ordering = q.ordering; this->ordering = q.ordering;
} }
if (q.flags.q.point_mode) { if (q.flags.q.point_mode) {
/* Point mode can only be true if the flag is set. */ r &= validate_point_mode(loc, state, *this, q);
assert (!this->flags.q.point_mode || (this->point_mode && q.point_mode));
this->flags.q.point_mode = 1; this->flags.q.point_mode = 1;
this->point_mode = q.point_mode; this->point_mode = q.point_mode;
} }
@@ -377,7 +431,7 @@ ast_type_qualifier::merge_qualifier(YYLTYPE *loc,
this->image_base_type = q.image_base_type; this->image_base_type = q.image_base_type;
} }
return true; return r;
} }
bool bool
@@ -552,38 +606,10 @@ ast_type_qualifier::validate_in_qualifier(YYLTYPE *loc,
* error against the default global input qualifier as soon as we can, with * error against the default global input qualifier as soon as we can, with
* the closest error location in the shader. * the closest error location in the shader.
*/ */
r &= validate_prim_type(loc, state, *state->in_qualifier, *this);
/* Input layout qualifiers can be specified multiple r &= validate_vertex_spacing(loc, state, *state->in_qualifier, *this);
* times in separate declarations, as long as they match. r &= validate_ordering(loc, state, *state->in_qualifier, *this);
*/ r &= validate_point_mode(loc, state, *state->in_qualifier, *this);
if (state->in_qualifier->flags.q.prim_type && this->flags.q.prim_type
&& state->in_qualifier->prim_type != this->prim_type) {
r = false;
_mesa_glsl_error(loc, state,
"conflicting input primitive %s specified",
state->stage == MESA_SHADER_GEOMETRY ?
"type" : "mode");
}
if (state->in_qualifier->flags.q.vertex_spacing
&& this->flags.q.vertex_spacing
&& state->in_qualifier->vertex_spacing != this->vertex_spacing) {
r = false;
_mesa_glsl_error(loc, state,
"conflicting vertex spacing specified");
}
if (state->in_qualifier->flags.q.ordering && this->flags.q.ordering
&& state->in_qualifier->ordering != this->ordering) {
r = false;
_mesa_glsl_error(loc, state,
"conflicting ordering specified");
}
/* Point mode can only be true if the flag is set. */
assert (!state->in_qualifier->flags.q.point_mode
|| !this->flags.q.point_mode
|| (state->in_qualifier->point_mode && this->point_mode));
return r; return r;
} }