glsl/linker: handle errors when a variable local size is used
Compute shaders can now include a fixed local size as defined by ARB_compute_shader or a variable size as defined by ARB_compute_variable_group_size. v2: - update formatting spec quotations (Ian) - various cosmetic changes (Ian) Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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@@ -1988,6 +1988,8 @@ link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
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for (int i = 0; i < 3; i++)
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linked_shader->info.Comp.LocalSize[i] = 0;
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linked_shader->info.Comp.LocalSizeVariable = false;
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/* This function is called for all shader stages, but it only has an effect
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* for compute shaders.
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*/
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@@ -2022,6 +2024,20 @@ link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
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linked_shader->info.Comp.LocalSize[i] =
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shader->info.Comp.LocalSize[i];
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}
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} else if (shader->info.Comp.LocalSizeVariable) {
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if (linked_shader->info.Comp.LocalSize[0] != 0) {
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/* The ARB_compute_variable_group_size spec says:
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*
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* If one compute shader attached to a program declares a
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* variable local group size and a second compute shader
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* attached to the same program declares a fixed local group
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* size, a link-time error results.
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*/
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linker_error(prog, "compute shader defined with both fixed and "
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"variable local group size\n");
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return;
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}
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linked_shader->info.Comp.LocalSizeVariable = true;
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}
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}
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@@ -2029,12 +2045,17 @@ link_cs_input_layout_qualifiers(struct gl_shader_program *prog,
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* since we already know we're in the right type of shader program
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* for doing it.
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*/
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if (linked_shader->info.Comp.LocalSize[0] == 0) {
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linker_error(prog, "compute shader didn't declare local size\n");
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if (linked_shader->info.Comp.LocalSize[0] == 0 &&
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!linked_shader->info.Comp.LocalSizeVariable) {
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linker_error(prog, "compute shader must contain a fixed or a variable "
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"local group size\n");
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return;
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}
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for (int i = 0; i < 3; i++)
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prog->Comp.LocalSize[i] = linked_shader->info.Comp.LocalSize[i];
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prog->Comp.LocalSizeVariable =
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linked_shader->info.Comp.LocalSizeVariable;
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}
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