mesa/glsl/i965: set and get tes layouts directly to and from shader_info

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Timothy Arceri
2016-11-22 21:14:14 +11:00
parent 64e201ab8f
commit cbeba6bd48
3 changed files with 40 additions and 45 deletions

View File

@@ -1714,18 +1714,19 @@ link_tcs_out_layout_qualifiers(struct gl_shader_program *prog,
*/
static void
link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
struct gl_linked_shader *linked_shader,
struct gl_program *gl_prog,
struct gl_shader **shader_list,
unsigned num_shaders)
{
linked_shader->info.TessEval.PrimitiveMode = PRIM_UNKNOWN;
linked_shader->info.TessEval.Spacing = TESS_SPACING_UNSPECIFIED;
linked_shader->info.TessEval.VertexOrder = 0;
linked_shader->info.TessEval.PointMode = -1;
if (linked_shader->Stage != MESA_SHADER_TESS_EVAL)
if (gl_prog->info.stage != MESA_SHADER_TESS_EVAL)
return;
int point_mode = -1;
unsigned vertex_order = 0;
gl_prog->info.tess.primitive_mode = PRIM_UNKNOWN;
gl_prog->info.tess.spacing = TESS_SPACING_UNSPECIFIED;
/* From the GLSL 4.0 spec (chapter 4.3.8.1):
*
* "At least one tessellation evaluation shader (compilation unit) in
@@ -1744,49 +1745,45 @@ link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
struct gl_shader *shader = shader_list[i];
if (shader->info.TessEval.PrimitiveMode != PRIM_UNKNOWN) {
if (linked_shader->info.TessEval.PrimitiveMode != PRIM_UNKNOWN &&
linked_shader->info.TessEval.PrimitiveMode !=
if (gl_prog->info.tess.primitive_mode != PRIM_UNKNOWN &&
gl_prog->info.tess.primitive_mode !=
shader->info.TessEval.PrimitiveMode) {
linker_error(prog, "tessellation evaluation shader defined with "
"conflicting input primitive modes.\n");
return;
}
linked_shader->info.TessEval.PrimitiveMode = shader->info.TessEval.PrimitiveMode;
gl_prog->info.tess.primitive_mode =
shader->info.TessEval.PrimitiveMode;
}
if (shader->info.TessEval.Spacing != 0) {
if (linked_shader->info.TessEval.Spacing != 0 &&
linked_shader->info.TessEval.Spacing !=
if (gl_prog->info.tess.spacing != 0 && gl_prog->info.tess.spacing !=
shader->info.TessEval.Spacing) {
linker_error(prog, "tessellation evaluation shader defined with "
"conflicting vertex spacing.\n");
return;
}
linked_shader->info.TessEval.Spacing = shader->info.TessEval.Spacing;
gl_prog->info.tess.spacing = shader->info.TessEval.Spacing;
}
if (shader->info.TessEval.VertexOrder != 0) {
if (linked_shader->info.TessEval.VertexOrder != 0 &&
linked_shader->info.TessEval.VertexOrder !=
shader->info.TessEval.VertexOrder) {
if (vertex_order != 0 &&
vertex_order != shader->info.TessEval.VertexOrder) {
linker_error(prog, "tessellation evaluation shader defined with "
"conflicting ordering.\n");
return;
}
linked_shader->info.TessEval.VertexOrder =
shader->info.TessEval.VertexOrder;
vertex_order = shader->info.TessEval.VertexOrder;
}
if (shader->info.TessEval.PointMode != -1) {
if (linked_shader->info.TessEval.PointMode != -1 &&
linked_shader->info.TessEval.PointMode !=
shader->info.TessEval.PointMode) {
if (point_mode != -1 &&
point_mode != shader->info.TessEval.PointMode) {
linker_error(prog, "tessellation evaluation shader defined with "
"conflicting point modes.\n");
return;
}
linked_shader->info.TessEval.PointMode =
shader->info.TessEval.PointMode;
point_mode = shader->info.TessEval.PointMode;
}
}
@@ -1795,21 +1792,26 @@ link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
* since we already know we're in the right type of shader program
* for doing it.
*/
if (linked_shader->info.TessEval.PrimitiveMode == PRIM_UNKNOWN) {
if (gl_prog->info.tess.primitive_mode == PRIM_UNKNOWN) {
linker_error(prog,
"tessellation evaluation shader didn't declare input "
"primitive modes.\n");
return;
}
if (linked_shader->info.TessEval.Spacing == TESS_SPACING_UNSPECIFIED)
linked_shader->info.TessEval.Spacing = TESS_SPACING_EQUAL;
if (gl_prog->info.tess.spacing == TESS_SPACING_UNSPECIFIED)
gl_prog->info.tess.spacing = TESS_SPACING_EQUAL;
if (linked_shader->info.TessEval.VertexOrder == 0)
linked_shader->info.TessEval.VertexOrder = GL_CCW;
if (vertex_order == 0)
gl_prog->info.tess.ccw = true;
else
gl_prog->info.tess.ccw = false;
if (linked_shader->info.TessEval.PointMode == -1)
linked_shader->info.TessEval.PointMode = GL_FALSE;
if (point_mode == -1)
gl_prog->info.tess.point_mode = false;
else
gl_prog->info.tess.point_mode = true;
}
@@ -2205,7 +2207,7 @@ link_intrastage_shaders(void *mem_ctx,
link_fs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
link_tcs_out_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
link_tes_in_layout_qualifiers(prog, linked, shader_list, num_shaders);
link_tes_in_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
link_gs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
link_cs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
link_xfb_stride_layout_qualifiers(ctx, prog, linked, shader_list,