#include "ast.h"
#include "glsl_types.h"
#include "program/hash_table.h"
+#include "main/shaderobj.h"
#include "ir.h"
#include "ir_builder.h"
remove_per_vertex_blocks(exec_list *instructions,
_mesa_glsl_parse_state *state, ir_variable_mode mode);
+/**
+ * Visitor class that finds the first instance of any write-only variable that
+ * is ever read, if any
+ */
+class read_from_write_only_variable_visitor : public ir_hierarchical_visitor
+{
+public:
+ read_from_write_only_variable_visitor() : found(NULL)
+ {
+ }
+
+ virtual ir_visitor_status visit(ir_dereference_variable *ir)
+ {
+ if (this->in_assignee)
+ return visit_continue;
+
+ ir_variable *var = ir->variable_referenced();
+ /* We can have image_write_only set on both images and buffer variables,
+ * but in the former there is a distinction between reads from
+ * the variable itself (write_only) and from the memory they point to
+ * (image_write_only), while in the case of buffer variables there is
+ * no such distinction, that is why this check here is limited to
+ * buffer variables alone.
+ */
+ if (!var || var->data.mode != ir_var_shader_storage)
+ return visit_continue;
+
+ if (var->data.image_write_only) {
+ found = var;
+ return visit_stop;
+ }
+
+ return visit_continue;
+ }
+
+ ir_variable *get_variable() {
+ return found;
+ }
+
+private:
+ ir_variable *found;
+};
void
_mesa_ast_to_hir(exec_list *instructions, struct _mesa_glsl_parse_state *state)
state->toplevel_ir = instructions;
state->gs_input_prim_type_specified = false;
+ state->tcs_output_vertices_specified = false;
state->cs_input_local_size_specified = false;
/* Section 4.2 of the GLSL 1.20 specification states:
*/
remove_per_vertex_blocks(instructions, state, ir_var_shader_in);
remove_per_vertex_blocks(instructions, state, ir_var_shader_out);
+
+ /* Check that we don't have reads from write-only variables */
+ read_from_write_only_variable_visitor v;
+ v.run(instructions);
+ ir_variable *error_var = v.get_variable();
+ if (error_var) {
+ /* It would be nice to have proper location information, but for that
+ * we would need to check this as we process each kind of AST node
+ */
+ YYLTYPE loc;
+ memset(&loc, 0, sizeof(loc));
+ _mesa_glsl_error(&loc, state, "Read from write-only variable `%s'",
+ error_var->name);
+ }
}
switch (from->base_type) {
case GLSL_TYPE_INT: return ir_unop_i2f;
case GLSL_TYPE_UINT: return ir_unop_u2f;
+ case GLSL_TYPE_DOUBLE: return ir_unop_d2f;
default: return (ir_expression_operation)0;
}
default: return (ir_expression_operation)0;
}
+ case GLSL_TYPE_DOUBLE:
+ if (!state->has_double())
+ return (ir_expression_operation)0;
+ switch (from->base_type) {
+ case GLSL_TYPE_INT: return ir_unop_i2d;
+ case GLSL_TYPE_UINT: return ir_unop_u2d;
+ case GLSL_TYPE_FLOAT: return ir_unop_f2d;
+ default: return (ir_expression_operation)0;
+ }
+
default: return (ir_expression_operation)0;
}
}
* type of both operands must be float.
*/
assert(type_a->is_matrix() || type_b->is_matrix());
- assert(type_a->base_type == GLSL_TYPE_FLOAT);
- assert(type_b->base_type == GLSL_TYPE_FLOAT);
+ assert(type_a->base_type == GLSL_TYPE_FLOAT ||
+ type_a->base_type == GLSL_TYPE_DOUBLE);
+ assert(type_b->base_type == GLSL_TYPE_FLOAT ||
+ type_b->base_type == GLSL_TYPE_DOUBLE);
/* "* The operator is add (+), subtract (-), or divide (/), and the
* operands are matrices with the same number of rows and the same
if (type_a == type_b)
return type_a;
} else {
- if (type_a->is_matrix() && type_b->is_matrix()) {
- /* Matrix multiply. The columns of A must match the rows of B. Given
- * the other previously tested constraints, this means the vector type
- * of a row from A must be the same as the vector type of a column from
- * B.
- */
- if (type_a->row_type() == type_b->column_type()) {
- /* The resulting matrix has the number of columns of matrix B and
- * the number of rows of matrix A. We get the row count of A by
- * looking at the size of a vector that makes up a column. The
- * transpose (size of a row) is done for B.
- */
- const glsl_type *const type =
- glsl_type::get_instance(type_a->base_type,
- type_a->column_type()->vector_elements,
- type_b->row_type()->vector_elements);
- assert(type != glsl_type::error_type);
+ const glsl_type *type = glsl_type::get_mul_type(type_a, type_b);
- return type;
- }
- } else if (type_a->is_matrix()) {
- /* A is a matrix and B is a column vector. Columns of A must match
- * rows of B. Given the other previously tested constraints, this
- * means the vector type of a row from A must be the same as the
- * vector the type of B.
- */
- if (type_a->row_type() == type_b) {
- /* The resulting vector has a number of elements equal to
- * the number of rows of matrix A. */
- const glsl_type *const type =
- glsl_type::get_instance(type_a->base_type,
- type_a->column_type()->vector_elements,
- 1);
- assert(type != glsl_type::error_type);
-
- return type;
- }
- } else {
- assert(type_b->is_matrix());
-
- /* A is a row vector and B is a matrix. Columns of A must match rows
- * of B. Given the other previously tested constraints, this means
- * the type of A must be the same as the vector type of a column from
- * B.
- */
- if (type_a == type_b->column_type()) {
- /* The resulting vector has a number of elements equal to
- * the number of columns of matrix B. */
- const glsl_type *const type =
- glsl_type::get_instance(type_a->base_type,
- type_b->row_type()->vector_elements,
- 1);
- assert(type != glsl_type::error_type);
-
- return type;
- }
+ if (type == glsl_type::error_type) {
+ _mesa_glsl_error(loc, state,
+ "size mismatch for matrix multiplication");
}
- _mesa_glsl_error(loc, state, "size mismatch for matrix multiplication");
- return glsl_type::error_type;
+ return type;
}
return type_a;
}
+/**
+ * Returns the innermost array index expression in an rvalue tree.
+ * This is the largest indexing level -- if an array of blocks, then
+ * it is the block index rather than an indexing expression for an
+ * array-typed member of an array of blocks.
+ */
+static ir_rvalue *
+find_innermost_array_index(ir_rvalue *rv)
+{
+ ir_dereference_array *last = NULL;
+ while (rv) {
+ if (rv->as_dereference_array()) {
+ last = rv->as_dereference_array();
+ rv = last->array;
+ } else if (rv->as_dereference_record())
+ rv = rv->as_dereference_record()->record;
+ else if (rv->as_swizzle())
+ rv = rv->as_swizzle()->val;
+ else
+ rv = NULL;
+ }
+
+ if (last)
+ return last->array_index;
+
+ return NULL;
+}
+
/**
* Validates that a value can be assigned to a location with a specified type
*
* In addition to being used for assignments, this function is used to
* type-check return values.
*/
-ir_rvalue *
+static ir_rvalue *
validate_assignment(struct _mesa_glsl_parse_state *state,
- YYLTYPE loc, const glsl_type *lhs_type,
+ YYLTYPE loc, ir_rvalue *lhs,
ir_rvalue *rhs, bool is_initializer)
{
/* If there is already some error in the RHS, just return it. Anything
if (rhs->type->is_error())
return rhs;
+ /* In the Tessellation Control Shader:
+ * If a per-vertex output variable is used as an l-value, it is an error
+ * if the expression indicating the vertex number is not the identifier
+ * `gl_InvocationID`.
+ */
+ if (state->stage == MESA_SHADER_TESS_CTRL) {
+ ir_variable *var = lhs->variable_referenced();
+ if (var->data.mode == ir_var_shader_out && !var->data.patch) {
+ ir_rvalue *index = find_innermost_array_index(lhs);
+ ir_variable *index_var = index ? index->variable_referenced() : NULL;
+ if (!index_var || strcmp(index_var->name, "gl_InvocationID") != 0) {
+ _mesa_glsl_error(&loc, state,
+ "Tessellation control shader outputs can only "
+ "be indexed by gl_InvocationID");
+ return NULL;
+ }
+ }
+ }
+
/* If the types are identical, the assignment can trivially proceed.
*/
- if (rhs->type == lhs_type)
+ if (rhs->type == lhs->type)
return rhs;
/* If the array element types are the same and the LHS is unsized,
* Note: Whole-array assignments are not permitted in GLSL 1.10, but this
* is handled by ir_dereference::is_lvalue.
*/
- if (lhs_type->is_unsized_array() && rhs->type->is_array()
- && (lhs_type->element_type() == rhs->type->element_type())) {
+ if (lhs->type->is_unsized_array() && rhs->type->is_array()
+ && (lhs->type->fields.array == rhs->type->fields.array)) {
if (is_initializer) {
return rhs;
} else {
}
/* Check for implicit conversion in GLSL 1.20 */
- if (apply_implicit_conversion(lhs_type, rhs, state)) {
- if (rhs->type == lhs_type)
+ if (apply_implicit_conversion(lhs->type, rhs, state)) {
+ if (rhs->type == lhs->type)
return rhs;
}
"%s of type %s cannot be assigned to "
"variable of type %s",
is_initializer ? "initializer" : "value",
- rhs->type->name, lhs_type->name);
+ rhs->type->name, lhs->type->name);
return NULL;
}
if (unlikely(lhs_expr->operation == ir_binop_vector_extract)) {
ir_rvalue *new_rhs =
- validate_assignment(state, lhs_loc, lhs->type,
+ validate_assignment(state, lhs_loc, lhs,
rhs, is_initializer);
if (new_rhs == NULL) {
"assignment to %s",
non_lvalue_description);
error_emitted = true;
- } else if (lhs_var != NULL && lhs_var->data.read_only) {
+ } else if (lhs_var != NULL && (lhs_var->data.read_only ||
+ (lhs_var->data.mode == ir_var_shader_storage &&
+ lhs_var->data.image_read_only))) {
+ /* We can have image_read_only set on both images and buffer variables,
+ * but in the former there is a distinction between assignments to
+ * the variable itself (read_only) and to the memory they point to
+ * (image_read_only), while in the case of buffer variables there is
+ * no such distinction, that is why this check here is limited to
+ * buffer variables alone.
+ */
_mesa_glsl_error(&lhs_loc, state,
"assignment to read-only variable '%s'",
lhs_var->name);
}
ir_rvalue *new_rhs =
- validate_assignment(state, lhs_loc, lhs->type, rhs, is_initializer);
+ validate_assignment(state, lhs_loc, lhs, rhs, is_initializer);
if (new_rhs != NULL) {
rhs = new_rhs;
var->data.max_array_access);
}
- var->type = glsl_type::get_array_instance(lhs->type->element_type(),
+ var->type = glsl_type::get_array_instance(lhs->type->fields.array,
rhs->type->array_size());
d->type = var->type;
}
case GLSL_TYPE_UINT:
case GLSL_TYPE_INT:
case GLSL_TYPE_BOOL:
+ case GLSL_TYPE_DOUBLE:
return new(mem_ctx) ir_expression(operation, op0, op1);
case GLSL_TYPE_ARRAY: {
case GLSL_TYPE_IMAGE:
case GLSL_TYPE_INTERFACE:
case GLSL_TYPE_ATOMIC_UINT:
+ case GLSL_TYPE_SUBROUTINE:
/* I assume a comparison of a struct containing a sampler just
* ignores the sampler present in the type.
*/
* applied to one operand that can make them match, in which
* case this conversion is done."
*/
- if ((!apply_implicit_conversion(op[0]->type, op[1], state)
+
+ if (op[0]->type == glsl_type::void_type || op[1]->type == glsl_type::void_type) {
+ _mesa_glsl_error(& loc, state, "`%s': wrong operand types: "
+ "no operation `%1$s' exists that takes a left-hand "
+ "operand of type 'void' or a right operand of type "
+ "'void'", (this->oper == ast_equal) ? "==" : "!=");
+ error_emitted = true;
+ } else if ((!apply_implicit_conversion(op[0]->type, op[1], state)
&& !apply_implicit_conversion(op[1]->type, op[0], state))
|| (op[0]->type != op[1]->type)) {
_mesa_glsl_error(& loc, state, "operands of `%s' must have the same "
error_emitted = true;
}
+ /* From section 4.1.7 of the GLSL 4.50 spec (Opaque Types):
+ *
+ * "Except for array indexing, structure member selection, and
+ * parentheses, opaque variables are not allowed to be operands in
+ * expressions; such use results in a compile-time error."
+ */
+ if (type->contains_opaque()) {
+ _mesa_glsl_error(&loc, state, "opaque variables cannot be operands "
+ "of the ?: operator");
+ error_emitted = true;
+ }
+
ir_constant *cond_val = op[0]->constant_expression_value();
- ir_constant *then_val = op[1]->constant_expression_value();
- ir_constant *else_val = op[2]->constant_expression_value();
if (then_instructions.is_empty()
&& else_instructions.is_empty()
- && (cond_val != NULL) && (then_val != NULL) && (else_val != NULL)) {
- result = (cond_val->value.b[0]) ? then_val : else_val;
+ && cond_val != NULL) {
+ result = cond_val->value.b[0] ? op[1] : op[2];
} else {
+ /* The copy to conditional_tmp reads the whole array. */
+ if (type->is_array()) {
+ mark_whole_array_access(op[1]);
+ mark_whole_array_access(op[2]);
+ }
+
ir_variable *const tmp =
new(ctx) ir_variable(type, "conditional_tmp", ir_var_temporary);
instructions->push_tail(tmp);
result = new(ctx) ir_constant(bool(this->primary_expression.bool_constant));
break;
+ case ast_double_constant:
+ result = new(ctx) ir_constant(this->primary_expression.double_constant);
+ break;
+
case ast_sequence: {
/* It should not be possible to generate a sequence in the AST without
* any expressions in it.
const glsl_type *type,
ir_variable *var)
{
- if (var && !var->is_in_uniform_block()) {
+ if (var && !var->is_in_buffer_block()) {
/* Layout qualifiers may only apply to interface blocks and fields in
* them.
*/
static bool
validate_binding_qualifier(struct _mesa_glsl_parse_state *state,
YYLTYPE *loc,
- ir_variable *var,
+ const glsl_type *type,
const ast_type_qualifier *qual)
{
- if (var->data.mode != ir_var_uniform) {
+ if (!qual->flags.q.uniform && !qual->flags.q.buffer) {
_mesa_glsl_error(loc, state,
- "the \"binding\" qualifier only applies to uniforms");
+ "the \"binding\" qualifier only applies to uniforms and "
+ "shader storage buffer objects");
return false;
}
}
const struct gl_context *const ctx = state->ctx;
- unsigned elements = var->type->is_array() ? var->type->length : 1;
+ unsigned elements = type->is_array() ? type->arrays_of_arrays_size() : 1;
unsigned max_index = qual->binding + elements - 1;
+ const glsl_type *base_type = type->without_array();
- if (var->type->is_interface()) {
+ if (base_type->is_interface()) {
/* UBOs. From page 60 of the GLSL 4.20 specification:
* "If the binding point for any uniform block instance is less than zero,
* or greater than or equal to the implementation-dependent maximum
*
* The implementation-dependent maximum is GL_MAX_UNIFORM_BUFFER_BINDINGS.
*/
- if (max_index >= ctx->Const.MaxUniformBufferBindings) {
+ if (qual->flags.q.uniform &&
+ max_index >= ctx->Const.MaxUniformBufferBindings) {
_mesa_glsl_error(loc, state, "layout(binding = %d) for %d UBOs exceeds "
"the maximum number of UBO binding points (%d)",
qual->binding, elements,
ctx->Const.MaxUniformBufferBindings);
return false;
}
- } else if (var->type->is_sampler() ||
- (var->type->is_array() && var->type->fields.array->is_sampler())) {
+
+ /* SSBOs. From page 67 of the GLSL 4.30 specification:
+ * "If the binding point for any uniform or shader storage block instance
+ * is less than zero, or greater than or equal to the
+ * implementation-dependent maximum number of uniform buffer bindings, a
+ * compile-time error will occur. When the binding identifier is used
+ * with a uniform or shader storage block instanced as an array of size
+ * N, all elements of the array from binding through binding + N – 1 must
+ * be within this range."
+ */
+ if (qual->flags.q.buffer &&
+ max_index >= ctx->Const.MaxShaderStorageBufferBindings) {
+ _mesa_glsl_error(loc, state, "layout(binding = %d) for %d SSBOs exceeds "
+ "the maximum number of SSBO binding points (%d)",
+ qual->binding, elements,
+ ctx->Const.MaxShaderStorageBufferBindings);
+ return false;
+ }
+ } else if (base_type->is_sampler()) {
/* Samplers. From page 63 of the GLSL 4.20 specification:
* "If the binding is less than zero, or greater than or equal to the
* implementation-dependent maximum supported number of units, a
* with an array of size N, all elements of the array from binding
* through binding + N - 1 must be within this range."
*/
- unsigned limit = ctx->Const.Program[state->stage].MaxTextureImageUnits;
+ unsigned limit = ctx->Const.MaxCombinedTextureImageUnits;
if (max_index >= limit) {
_mesa_glsl_error(loc, state, "layout(binding = %d) for %d samplers "
return false;
}
- } else if (var->type->contains_atomic()) {
+ } else if (base_type->contains_atomic()) {
assert(ctx->Const.MaxAtomicBufferBindings <= MAX_COMBINED_ATOMIC_BUFFERS);
if (unsigned(qual->binding) >= ctx->Const.MaxAtomicBufferBindings) {
_mesa_glsl_error(loc, state, "layout(binding = %d) exceeds the "
return false;
}
+ } else if (state->is_version(420, 310) && base_type->is_image()) {
+ assert(ctx->Const.MaxImageUnits <= MAX_IMAGE_UNITS);
+ if (max_index >= ctx->Const.MaxImageUnits) {
+ _mesa_glsl_error(loc, state, "Image binding %d exceeds the "
+ " maximum number of image units (%d)", max_index,
+ ctx->Const.MaxImageUnits);
+ return false;
+ }
+
} else {
_mesa_glsl_error(loc, state,
"the \"binding\" qualifier only applies to uniform "
- "blocks, samplers, atomic counters, or arrays thereof");
+ "blocks, opaque variables, or arrays thereof");
return false;
}
* input output
* ----- ------
* vertex explicit_loc sso
+ * tess control sso sso
+ * tess eval sso sso
* geometry sso sso
* fragment sso explicit_loc
*/
fail = true;
break;
+ case MESA_SHADER_TESS_CTRL:
+ case MESA_SHADER_TESS_EVAL:
case MESA_SHADER_GEOMETRY:
if (var->data.mode == ir_var_shader_in || var->data.mode == ir_var_shader_out) {
if (!state->check_separate_shader_objects_allowed(loc, var))
: (qual->location + VARYING_SLOT_VAR0);
break;
+ case MESA_SHADER_TESS_CTRL:
+ case MESA_SHADER_TESS_EVAL:
case MESA_SHADER_GEOMETRY:
- var->data.location = qual->location + VARYING_SLOT_VAR0;
+ if (var->data.patch)
+ var->data.location = qual->location + VARYING_SLOT_PATCH0;
+ else
+ var->data.location = qual->location + VARYING_SLOT_VAR0;
break;
case MESA_SHADER_FRAGMENT:
struct _mesa_glsl_parse_state *state,
YYLTYPE *loc)
{
- const glsl_type *base_type =
- (var->type->is_array() ? var->type->element_type() : var->type);
+ const glsl_type *base_type = var->type->without_array();
if (base_type->is_image()) {
if (var->data.mode != ir_var_uniform &&
var->data.image_format = qual->image_format;
} else {
- if (var->data.mode == ir_var_uniform && !qual->flags.q.write_only) {
- _mesa_glsl_error(loc, state, "uniforms not qualified with "
- "`writeonly' must have a format layout "
- "qualifier");
+ if (var->data.mode == ir_var_uniform) {
+ if (state->es_shader) {
+ _mesa_glsl_error(loc, state, "all image uniforms "
+ "must have a format layout qualifier");
+
+ } else if (!qual->flags.q.write_only) {
+ _mesa_glsl_error(loc, state, "image uniforms not qualified with "
+ "`writeonly' must have a format layout "
+ "qualifier");
+ }
}
var->data.image_format = GL_NONE;
}
+
+ /* From page 70 of the GLSL ES 3.1 specification:
+ *
+ * "Except for image variables qualified with the format qualifiers
+ * r32f, r32i, and r32ui, image variables must specify either memory
+ * qualifier readonly or the memory qualifier writeonly."
+ */
+ if (state->es_shader &&
+ var->data.image_format != GL_R32F &&
+ var->data.image_format != GL_R32I &&
+ var->data.image_format != GL_R32UI &&
+ !var->data.image_read_only &&
+ !var->data.image_write_only) {
+ _mesa_glsl_error(loc, state, "image variables of format other than "
+ "r32f, r32i or r32ui must be qualified `readonly' or "
+ "`writeonly'");
+ }
+
+ } else if (qual->flags.q.read_only ||
+ qual->flags.q.write_only ||
+ qual->flags.q.coherent ||
+ qual->flags.q._volatile ||
+ qual->flags.q.restrict_flag ||
+ qual->flags.q.explicit_image_format) {
+ _mesa_glsl_error(loc, state, "memory qualifiers may only be applied to "
+ "images");
}
}
}
}
+ if (qual->flags.q.subroutine && !qual->flags.q.uniform) {
+ _mesa_glsl_error(loc, state,
+ "`subroutine' may only be applied to uniforms, "
+ "subroutine type declarations, or function definitions");
+ }
+
if (qual->flags.q.constant || qual->flags.q.attribute
|| qual->flags.q.uniform
|| (qual->flags.q.varying && (state->stage == MESA_SHADER_FRAGMENT)))
var->data.stream = qual->stream;
}
+ if (qual->flags.q.patch)
+ var->data.patch = 1;
+
if (qual->flags.q.attribute && state->stage != MESA_SHADER_VERTEX) {
var->type = glsl_type::error_type;
_mesa_glsl_error(loc, state,
var->data.mode = ir_var_shader_out;
else if (qual->flags.q.uniform)
var->data.mode = ir_var_uniform;
+ else if (qual->flags.q.buffer)
+ var->data.mode = ir_var_shader_storage;
if (!is_parameter && is_varying_var(var, state->stage)) {
/* User-defined ins/outs are not permitted in compute shaders. */
_mesa_glsl_error(loc, state,
"varying variables may not be of type struct");
break;
+ case GLSL_TYPE_DOUBLE:
+ break;
default:
_mesa_glsl_error(loc, state, "illegal type for a varying variable");
break;
case MESA_SHADER_VERTEX:
if (var->data.mode == ir_var_shader_out)
var->data.invariant = true;
- break;
+ break;
+ case MESA_SHADER_TESS_CTRL:
+ case MESA_SHADER_TESS_EVAL:
case MESA_SHADER_GEOMETRY:
if ((var->data.mode == ir_var_shader_in)
|| (var->data.mode == ir_var_shader_out))
}
if (qual->flags.q.explicit_binding &&
- validate_binding_qualifier(state, loc, var, qual)) {
+ validate_binding_qualifier(state, loc, var->type, qual)) {
var->data.explicit_binding = true;
var->data.binding = qual->binding;
}
* GL_ARB_conservative_depth
* GL_ARB_gpu_shader5
* GL_ARB_separate_shader_objects
- * GL_ARB_tesselation_shader
+ * GL_ARB_tessellation_shader
* GL_ARB_transform_feedback3
* GL_ARB_uniform_buffer_object
*
var->data.depth_layout = ir_depth_layout_none;
if (qual->flags.q.std140 ||
+ qual->flags.q.std430 ||
qual->flags.q.packed ||
qual->flags.q.shared) {
_mesa_glsl_error(loc, state,
- "uniform block layout qualifiers std140, packed, and "
- "shared can only be applied to uniform blocks, not "
+ "uniform and shader storage block layout qualifiers "
+ "std140, std430, packed, and shared can only be "
+ "applied to uniform or shader storage blocks, not "
"members");
}
validate_matrix_layout_for_type(state, loc, var->type, var);
}
- if (var->type->contains_image())
- apply_image_qualifier_to_variable(qual, var, state, loc);
+ apply_image_qualifier_to_variable(qual, var, state, loc);
+
+ /* From section 4.4.1.3 of the GLSL 4.50 specification (Fragment Shader
+ * Inputs):
+ *
+ * "Fragment shaders also allow the following layout qualifier on in only
+ * (not with variable declarations)
+ * layout-qualifier-id
+ * early_fragment_tests
+ * [...]"
+ */
+ if (qual->flags.q.early_fragment_tests) {
+ _mesa_glsl_error(loc, state, "early_fragment_tests layout qualifier only "
+ "valid in fragment shader input layout declaration.");
+ }
}
/**
* type and specify a size."
*/
if (earlier->type->is_unsized_array() && var->type->is_array()
- && (var->type->element_type() == earlier->type->element_type())) {
+ && (var->type->fields.array == earlier->type->fields.array)) {
/* FINISHME: This doesn't match the qualifiers on the two
* FINISHME: declarations. It's not 100% clear whether this is
* FINISHME: required or not.
"cannot initialize uniforms");
}
+ /* Section 4.3.7 "Buffer Variables" of the GLSL 4.30 spec:
+ *
+ * "Buffer variables cannot have initializers."
+ */
+ if (var->data.mode == ir_var_shader_storage) {
+ _mesa_glsl_error(& initializer_loc, state,
+ "SSBO variables cannot have initializers");
+ }
+
/* From section 4.1.7 of the GLSL 4.40 spec:
*
* "Opaque variables [...] are initialized only through the
? "attribute" : "varying");
}
+ if (var->data.mode == ir_var_shader_out && state->current_function == NULL) {
+ _mesa_glsl_error(&initializer_loc, state,
+ "cannot initialize %s shader output",
+ _mesa_shader_stage_to_string(state->stage));
+ }
+
/* If the initializer is an ast_aggregate_initializer, recursively store
* type information from the LHS into it, so that its hir() function can do
* type checking.
if (type->qualifier.flags.q.constant
|| type->qualifier.flags.q.uniform) {
ir_rvalue *new_rhs = validate_assignment(state, initializer_loc,
- var->type, rhs, true);
+ lhs, rhs, true);
if (new_rhs != NULL) {
rhs = new_rhs;
return result;
}
-
-/**
- * Do additional processing necessary for geometry shader input declarations
- * (this covers both interface blocks arrays and bare input variables).
- */
static void
-handle_geometry_shader_input_decl(struct _mesa_glsl_parse_state *state,
- YYLTYPE loc, ir_variable *var)
+validate_layout_qualifier_vertex_count(struct _mesa_glsl_parse_state *state,
+ YYLTYPE loc, ir_variable *var,
+ unsigned num_vertices,
+ unsigned *size,
+ const char *var_category)
{
- unsigned num_vertices = 0;
- if (state->gs_input_prim_type_specified) {
- num_vertices = vertices_per_prim(state->in_qualifier->prim_type);
- }
-
- /* Geometry shader input variables must be arrays. Caller should have
- * reported an error for this.
- */
- if (!var->type->is_array()) {
- assert(state->error);
-
- /* To avoid cascading failures, short circuit the checks below. */
- return;
- }
-
if (var->type->is_unsized_array()) {
/* Section 4.3.8.1 (Input Layout Qualifiers) of the GLSL 1.50 spec says:
*
*
* Followed by a table mapping each allowed input layout qualifier to
* the corresponding input length.
+ *
+ * Similarly for tessellation control shader outputs.
*/
if (num_vertices != 0)
var->type = glsl_type::get_array_instance(var->type->fields.array,
*/
if (num_vertices != 0 && var->type->length != num_vertices) {
_mesa_glsl_error(&loc, state,
- "geometry shader input size contradicts previously"
- " declared layout (size is %u, but layout requires a"
- " size of %u)", var->type->length, num_vertices);
- } else if (state->gs_input_size != 0 &&
- var->type->length != state->gs_input_size) {
+ "%s size contradicts previously declared layout "
+ "(size is %u, but layout requires a size of %u)",
+ var_category, var->type->length, num_vertices);
+ } else if (*size != 0 && var->type->length != *size) {
_mesa_glsl_error(&loc, state,
- "geometry shader input sizes are "
- "inconsistent (size is %u, but a previous "
- "declaration has size %u)",
- var->type->length, state->gs_input_size);
+ "%s sizes are inconsistent (size is %u, but a "
+ "previous declaration has size %u)",
+ var_category, var->type->length, *size);
} else {
- state->gs_input_size = var->type->length;
+ *size = var->type->length;
}
}
}
+static void
+handle_tess_ctrl_shader_output_decl(struct _mesa_glsl_parse_state *state,
+ YYLTYPE loc, ir_variable *var)
+{
+ unsigned num_vertices = 0;
+
+ if (state->tcs_output_vertices_specified) {
+ num_vertices = state->out_qualifier->vertices;
+ }
+
+ if (!var->type->is_array() && !var->data.patch) {
+ _mesa_glsl_error(&loc, state,
+ "tessellation control shader outputs must be arrays");
+
+ /* To avoid cascading failures, short circuit the checks below. */
+ return;
+ }
+
+ if (var->data.patch)
+ return;
+
+ validate_layout_qualifier_vertex_count(state, loc, var, num_vertices,
+ &state->tcs_output_size,
+ "tessellation control shader output");
+}
+
+/**
+ * Do additional processing necessary for tessellation control/evaluation shader
+ * input declarations. This covers both interface block arrays and bare input
+ * variables.
+ */
+static void
+handle_tess_shader_input_decl(struct _mesa_glsl_parse_state *state,
+ YYLTYPE loc, ir_variable *var)
+{
+ if (!var->type->is_array() && !var->data.patch) {
+ _mesa_glsl_error(&loc, state,
+ "per-vertex tessellation shader inputs must be arrays");
+ /* Avoid cascading failures. */
+ return;
+ }
+
+ if (var->data.patch)
+ return;
+
+ /* Unsized arrays are implicitly sized to gl_MaxPatchVertices. */
+ if (var->type->is_unsized_array()) {
+ var->type = glsl_type::get_array_instance(var->type->fields.array,
+ state->Const.MaxPatchVertices);
+ }
+}
+
+
+/**
+ * Do additional processing necessary for geometry shader input declarations
+ * (this covers both interface blocks arrays and bare input variables).
+ */
+static void
+handle_geometry_shader_input_decl(struct _mesa_glsl_parse_state *state,
+ YYLTYPE loc, ir_variable *var)
+{
+ unsigned num_vertices = 0;
+
+ if (state->gs_input_prim_type_specified) {
+ num_vertices = vertices_per_prim(state->in_qualifier->prim_type);
+ }
+
+ /* Geometry shader input variables must be arrays. Caller should have
+ * reported an error for this.
+ */
+ if (!var->type->is_array()) {
+ assert(state->error);
+
+ /* To avoid cascading failures, short circuit the checks below. */
+ return;
+ }
+
+ validate_layout_qualifier_vertex_count(state, loc, var, num_vertices,
+ &state->gs_input_size,
+ "geometry shader input");
+}
void
validate_identifier(const char *identifier, YYLTYPE loc,
static bool
precision_qualifier_allowed(const glsl_type *type)
{
- /* Precision qualifiers apply to floating point, integer and sampler
+ /* Precision qualifiers apply to floating point, integer and opaque
* types.
*
* Section 4.5.2 (Precision Qualifiers) of the GLSL 1.30 spec says:
return type->is_float()
|| type->is_integer()
|| type->is_record()
- || type->is_sampler();
+ || type->contains_opaque();
}
ir_rvalue *
decl_type = this->type->glsl_type(& type_name, state);
+ /* Section 4.3.7 "Buffer Variables" of the GLSL 4.30 spec:
+ * "Buffer variables may only be declared inside interface blocks
+ * (section 4.3.9 “Interface Blocks”), which are then referred to as
+ * shader storage blocks. It is a compile-time error to declare buffer
+ * variables at global scope (outside a block)."
+ */
+ if (type->qualifier.flags.q.buffer && !decl_type->is_interface()) {
+ _mesa_glsl_error(&loc, state,
+ "buffer variables cannot be declared outside "
+ "interface blocks");
+ }
+
/* An offset-qualified atomic counter declaration sets the default
* offset for the next declaration within the same atomic counter
* buffer.
foreach_list_typed (ast_declaration, decl, link, &this->declarations) {
const struct glsl_type *var_type;
ir_variable *var;
-
+ const char *identifier = decl->identifier;
/* FINISHME: Emit a warning if a variable declaration shadows a
* FINISHME: declaration at a higher scope.
*/
continue;
}
+ if (this->type->qualifier.flags.q.subroutine) {
+ const glsl_type *t;
+ const char *name;
+
+ t = state->symbols->get_type(this->type->specifier->type_name);
+ if (!t)
+ _mesa_glsl_error(& loc, state,
+ "invalid type in declaration of `%s'",
+ decl->identifier);
+ name = ralloc_asprintf(ctx, "%s_%s", _mesa_shader_stage_to_subroutine_prefix(state->stage), decl->identifier);
+
+ identifier = name;
+
+ }
var_type = process_array_type(&loc, decl_type, decl->array_specifier,
state);
- var = new(ctx) ir_variable(var_type, decl->identifier, ir_var_auto);
+ var = new(ctx) ir_variable(var_type, identifier, ir_var_auto);
/* The 'varying in' and 'varying out' qualifiers can only be used with
* ARB_geometry_shader4 and EXT_geometry_shader4, which we don't support
*/
if (this->type->qualifier.flags.q.attribute) {
mode = "attribute";
+ } else if (this->type->qualifier.flags.q.subroutine) {
+ mode = "subroutine uniform";
} else if (this->type->qualifier.flags.q.uniform) {
mode = "uniform";
} else if (this->type->qualifier.flags.q.varying) {
* vectors. Vertex shader inputs cannot be arrays or
* structures."
*/
- const glsl_type *check_type = var->type;
- while (check_type->is_array())
- check_type = check_type->element_type();
+ const glsl_type *check_type = var->type->without_array();
switch (check_type->base_type) {
case GLSL_TYPE_FLOAT:
case GLSL_TYPE_INT:
if (state->is_version(120, 300))
break;
+ case GLSL_TYPE_DOUBLE:
+ if (check_type->base_type == GLSL_TYPE_DOUBLE && (state->is_version(410, 0) || state->ARB_vertex_attrib_64bit_enable))
+ break;
/* FALLTHROUGH */
default:
_mesa_glsl_error(& loc, state,
}
handle_geometry_shader_input_decl(state, loc, var);
+ } else if (state->stage == MESA_SHADER_FRAGMENT) {
+ /* From section 4.3.4 (Input Variables) of the GLSL ES 3.10 spec:
+ *
+ * It is a compile-time error to declare a fragment shader
+ * input with, or that contains, any of the following types:
+ *
+ * * A boolean type
+ * * An opaque type
+ * * An array of arrays
+ * * An array of structures
+ * * A structure containing an array
+ * * A structure containing a structure
+ */
+ if (state->es_shader) {
+ const glsl_type *check_type = var->type->without_array();
+ if (check_type->is_boolean() ||
+ check_type->contains_opaque()) {
+ _mesa_glsl_error(&loc, state,
+ "fragment shader input cannot have type %s",
+ check_type->name);
+ }
+ if (var->type->is_array() &&
+ var->type->fields.array->is_array()) {
+ _mesa_glsl_error(&loc, state,
+ "%s shader output "
+ "cannot have an array of arrays",
+ _mesa_shader_stage_to_string(state->stage));
+ }
+ if (var->type->is_array() &&
+ var->type->fields.array->is_record()) {
+ _mesa_glsl_error(&loc, state,
+ "fragment shader input "
+ "cannot have an array of structs");
+ }
+ if (var->type->is_record()) {
+ for (unsigned i = 0; i < var->type->length; i++) {
+ if (var->type->fields.structure[i].type->is_array() ||
+ var->type->fields.structure[i].type->is_record())
+ _mesa_glsl_error(&loc, state,
+ "fragement shader input cannot have "
+ "a struct that contains an "
+ "array or struct");
+ }
+ }
+ }
+ } else if (state->stage == MESA_SHADER_TESS_CTRL ||
+ state->stage == MESA_SHADER_TESS_EVAL) {
+ handle_tess_shader_input_decl(state, loc, var);
+ }
+ } else if (var->data.mode == ir_var_shader_out) {
+ const glsl_type *check_type = var->type->without_array();
+
+ /* From section 4.3.6 (Output variables) of the GLSL 4.40 spec:
+ *
+ * It is a compile-time error to declare a vertex, tessellation
+ * evaluation, tessellation control, or geometry shader output
+ * that contains any of the following:
+ *
+ * * A Boolean type (bool, bvec2 ...)
+ * * An opaque type
+ */
+ if (check_type->is_boolean() || check_type->contains_opaque())
+ _mesa_glsl_error(&loc, state,
+ "%s shader output cannot have type %s",
+ _mesa_shader_stage_to_string(state->stage),
+ check_type->name);
+
+ /* From section 4.3.6 (Output variables) of the GLSL 4.40 spec:
+ *
+ * It is a compile-time error to declare a fragment shader output
+ * that contains any of the following:
+ *
+ * * A Boolean type (bool, bvec2 ...)
+ * * A double-precision scalar or vector (double, dvec2 ...)
+ * * An opaque type
+ * * Any matrix type
+ * * A structure
+ */
+ if (state->stage == MESA_SHADER_FRAGMENT) {
+ if (check_type->is_record() || check_type->is_matrix())
+ _mesa_glsl_error(&loc, state,
+ "fragment shader output "
+ "cannot have struct or matrix type");
+ switch (check_type->base_type) {
+ case GLSL_TYPE_UINT:
+ case GLSL_TYPE_INT:
+ case GLSL_TYPE_FLOAT:
+ break;
+ default:
+ _mesa_glsl_error(&loc, state,
+ "fragment shader output cannot have "
+ "type %s", check_type->name);
+ }
}
+
+ /* From section 4.3.6 (Output Variables) of the GLSL ES 3.10 spec:
+ *
+ * It is a compile-time error to declare a vertex shader output
+ * with, or that contains, any of the following types:
+ *
+ * * A boolean type
+ * * An opaque type
+ * * An array of arrays
+ * * An array of structures
+ * * A structure containing an array
+ * * A structure containing a structure
+ *
+ * It is a compile-time error to declare a fragment shader output
+ * with, or that contains, any of the following types:
+ *
+ * * A boolean type
+ * * An opaque type
+ * * A matrix
+ * * A structure
+ * * An array of array
+ */
+ if (state->es_shader) {
+ if (var->type->is_array() &&
+ var->type->fields.array->is_array()) {
+ _mesa_glsl_error(&loc, state,
+ "%s shader output "
+ "cannot have an array of arrays",
+ _mesa_shader_stage_to_string(state->stage));
+ }
+ if (state->stage == MESA_SHADER_VERTEX) {
+ if (var->type->is_array() &&
+ var->type->fields.array->is_record()) {
+ _mesa_glsl_error(&loc, state,
+ "vertex shader output "
+ "cannot have an array of structs");
+ }
+ if (var->type->is_record()) {
+ for (unsigned i = 0; i < var->type->length; i++) {
+ if (var->type->fields.structure[i].type->is_array() ||
+ var->type->fields.structure[i].type->is_record())
+ _mesa_glsl_error(&loc, state,
+ "vertex shader output cannot have a "
+ "struct that contains an "
+ "array or struct");
+ }
+ }
+ }
+ }
+
+ if (state->stage == MESA_SHADER_TESS_CTRL) {
+ handle_tess_ctrl_shader_output_decl(state, loc, var);
+ }
+ } else if (var->type->contains_subroutine()) {
+ /* declare subroutine uniforms as hidden */
+ var->data.how_declared = ir_var_hidden;
}
/* Integer fragment inputs must be qualified with 'flat'. In GLSL ES,
var_type);
}
+ /* Double fragment inputs must be qualified with 'flat'. */
+ if (var->type->contains_double() &&
+ var->data.interpolation != INTERP_QUALIFIER_FLAT &&
+ state->stage == MESA_SHADER_FRAGMENT &&
+ var->data.mode == ir_var_shader_in) {
+ _mesa_glsl_error(&loc, state, "if a fragment input is (or contains) "
+ "a double, then it must be qualified with 'flat'",
+ var_type);
+ }
/* Interpolation qualifiers cannot be applied to 'centroid' and
* 'centroid varying'.
}
+ /* From section 4.3.4 of the GLSL 4.00 spec:
+ * "Input variables may not be declared using the patch in qualifier
+ * in tessellation control or geometry shaders."
+ *
+ * From section 4.3.6 of the GLSL 4.00 spec:
+ * "It is an error to use patch out in a vertex, tessellation
+ * evaluation, or geometry shader."
+ *
+ * This doesn't explicitly forbid using them in a fragment shader, but
+ * that's probably just an oversight.
+ */
+ if (state->stage != MESA_SHADER_TESS_EVAL
+ && this->type->qualifier.flags.q.patch
+ && this->type->qualifier.flags.q.in) {
+
+ _mesa_glsl_error(&loc, state, "'patch in' can only be used in a "
+ "tessellation evaluation shader");
+ }
+
+ if (state->stage != MESA_SHADER_TESS_CTRL
+ && this->type->qualifier.flags.q.patch
+ && this->type->qualifier.flags.q.out) {
+
+ _mesa_glsl_error(&loc, state, "'patch out' can only be used in a "
+ "tessellation control shader");
+ }
+
/* Precision qualifiers exists only in GLSL versions 1.00 and >= 1.30.
*/
if (this->type->qualifier.precision != ast_precision_none) {
* an array of that type.
*/
if (!(this->type->qualifier.precision == ast_precision_none
- || precision_qualifier_allowed(var->type)
- || (var->type->is_array()
- && precision_qualifier_allowed(var->type->fields.array)))) {
+ || precision_qualifier_allowed(var->type->without_array()))) {
_mesa_glsl_error(&loc, state,
"precision qualifiers apply only to floating point"
- ", integer and sampler types");
+ ", integer and opaque types");
}
/* From section 4.1.7 of the GLSL 4.40 spec:
ir_function *f = NULL;
ir_function_signature *sig = NULL;
exec_list hir_parameters;
+ YYLTYPE loc = this->get_location();
const char *const name = identifier;
return_type = glsl_type::error_type;
}
+ /* ARB_shader_subroutine states:
+ * "Subroutine declarations cannot be prototyped. It is an error to prepend
+ * subroutine(...) to a function declaration."
+ */
+ if (this->return_type->qualifier.flags.q.subroutine_def && !is_definition) {
+ YYLTYPE loc = this->get_location();
+ _mesa_glsl_error(&loc, state,
+ "function declaration `%s' cannot have subroutine prepended",
+ name);
+ }
+
/* From page 56 (page 62 of the PDF) of the GLSL 1.30 spec:
* "No qualifier is allowed on the return type of a function."
*/
f = state->symbols->get_function(name);
if (f == NULL) {
f = new(ctx) ir_function(name);
- if (!state->symbols->add_function(f)) {
- /* This function name shadows a non-function use of the same name. */
- YYLTYPE loc = this->get_location();
+ if (!this->return_type->qualifier.flags.q.subroutine) {
+ if (!state->symbols->add_function(f)) {
+ /* This function name shadows a non-function use of the same name. */
+ YYLTYPE loc = this->get_location();
+ _mesa_glsl_error(&loc, state, "function name `%s' conflicts with "
+ "non-function", name);
+ return NULL;
+ }
+ }
+ emit_function(state, f);
+ }
- _mesa_glsl_error(&loc, state, "function name `%s' conflicts with "
- "non-function", name);
+ /* From GLSL ES 3.0 spec, chapter 6.1 "Function Definitions", page 71:
+ *
+ * "A shader cannot redefine or overload built-in functions."
+ *
+ * While in GLSL ES 1.0 specification, chapter 8 "Built-in Functions":
+ *
+ * "User code can overload the built-in functions but cannot redefine
+ * them."
+ */
+ if (state->es_shader && state->language_version >= 300) {
+ /* Local shader has no exact candidates; check the built-ins. */
+ _mesa_glsl_initialize_builtin_functions();
+ if (_mesa_glsl_find_builtin_function_by_name(name)) {
+ YYLTYPE loc = this->get_location();
+ _mesa_glsl_error(& loc, state,
+ "A shader cannot redefine or overload built-in "
+ "function `%s' in GLSL ES 3.00", name);
return NULL;
}
-
- emit_function(state, f);
}
/* Verify that this function's signature either doesn't match a previously
sig->replace_parameters(&hir_parameters);
signature = sig;
+ if (this->return_type->qualifier.flags.q.subroutine_def) {
+ int idx;
+
+ f->num_subroutine_types = this->return_type->qualifier.subroutine_list->declarations.length();
+ f->subroutine_types = ralloc_array(state, const struct glsl_type *,
+ f->num_subroutine_types);
+ idx = 0;
+ foreach_list_typed(ast_declaration, decl, link, &this->return_type->qualifier.subroutine_list->declarations) {
+ const struct glsl_type *type;
+ /* the subroutine type must be already declared */
+ type = state->symbols->get_type(decl->identifier);
+ if (!type) {
+ _mesa_glsl_error(& loc, state, "unknown type '%s' in subroutine function definition", decl->identifier);
+ }
+ f->subroutine_types[idx++] = type;
+ }
+ state->subroutines = (ir_function **)reralloc(state, state->subroutines,
+ ir_function *,
+ state->num_subroutines + 1);
+ state->subroutines[state->num_subroutines] = f;
+ state->num_subroutines++;
+
+ }
+
+ if (this->return_type->qualifier.flags.q.subroutine) {
+ if (!state->symbols->add_type(this->identifier, glsl_type::get_subroutine_instance(this->identifier))) {
+ _mesa_glsl_error(& loc, state, "type '%s' previously defined", this->identifier);
+ return NULL;
+ }
+ state->subroutine_types = (ir_function **)reralloc(state, state->subroutine_types,
+ ir_function *,
+ state->num_subroutine_types + 1);
+ state->subroutine_types[state->num_subroutine_types] = f;
+ state->num_subroutine_types++;
+
+ f->is_subroutine = true;
+ }
+
/* Function declarations (prototypes) do not have r-values.
*/
return NULL;
/* "int" and "float" are valid, but vectors and matrices are not. */
return type->vector_elements == 1 && type->matrix_columns == 1;
case GLSL_TYPE_SAMPLER:
+ case GLSL_TYPE_IMAGE:
+ case GLSL_TYPE_ATOMIC_UINT:
return true;
default:
return false;
if (!is_valid_default_precision_type(type)) {
_mesa_glsl_error(&loc, state,
"default precision statements apply only to "
- "float, int, and sampler types");
+ "float, int, and opaque types");
return NULL;
}
* \c glsl_struct_field to describe the members.
*
* If we're processing an interface block, var_mode should be the type of the
- * interface block (ir_var_shader_in, ir_var_shader_out, or ir_var_uniform).
- * If we're processing a structure, var_mode should be ir_var_auto.
+ * interface block (ir_var_shader_in, ir_var_shader_out, ir_var_uniform or
+ * ir_var_shader_storage). If we're processing a structure, var_mode should be
+ * ir_var_auto.
*
* \return
* The number of fields processed. A pointer to the array structure fields is
bool is_interface,
enum glsl_matrix_layout matrix_layout,
bool allow_reserved_names,
- ir_variable_mode var_mode)
+ ir_variable_mode var_mode,
+ ast_type_qualifier *layout)
{
unsigned decl_count = 0;
+ /* For blocks that accept memory qualifiers (i.e. shader storage), verify
+ * that we don't have incompatible qualifiers
+ */
+ if (layout && layout->flags.q.read_only && layout->flags.q.write_only) {
+ _mesa_glsl_error(&loc, state,
+ "Interface block sets both readonly and writeonly");
+ }
+
/* Make an initial pass over the list of fields to determine how
* many there are. Each element in this list is an ast_declarator_list.
* This means that we actually need to count the number of elements in the
* is_interface case, will have resulted in compilation having
* already halted due to a syntax error.
*/
- const struct glsl_type *field_type =
- decl_type != NULL ? decl_type : glsl_type::error_type;
+ assert(decl_type);
- if (is_interface && field_type->contains_opaque()) {
+ if (is_interface && decl_type->contains_opaque()) {
YYLTYPE loc = decl_list->get_location();
_mesa_glsl_error(&loc, state,
- "uniform in non-default uniform block contains "
+ "uniform/buffer in non-default interface block contains "
"opaque variable");
}
- if (field_type->contains_atomic()) {
- /* FINISHME: Add a spec quotation here once updated spec
- * FINISHME: language is available. See Khronos bug #10903
- * FINISHME: on whether atomic counters are allowed in
- * FINISHME: structures.
+ if (decl_type->contains_atomic()) {
+ /* From section 4.1.7.3 of the GLSL 4.40 spec:
+ *
+ * "Members of structures cannot be declared as atomic counter
+ * types."
*/
YYLTYPE loc = decl_list->get_location();
- _mesa_glsl_error(&loc, state, "atomic counter in structure or "
- "uniform block");
+ _mesa_glsl_error(&loc, state, "atomic counter in structure, "
+ "shader storage block or uniform block");
}
- if (field_type->contains_image()) {
+ if (decl_type->contains_image()) {
/* FINISHME: Same problem as with atomic counters.
* FINISHME: Request clarification from Khronos and add
* FINISHME: spec quotation here.
*/
YYLTYPE loc = decl_list->get_location();
_mesa_glsl_error(&loc, state,
- "image in structure or uniform block");
+ "image in structure, shader storage block or "
+ "uniform block");
}
const struct ast_type_qualifier *const qual =
& decl_list->type->qualifier;
+
+ if (qual->flags.q.explicit_binding)
+ validate_binding_qualifier(state, &loc, decl_type, qual);
+
if (qual->flags.q.std140 ||
+ qual->flags.q.std430 ||
qual->flags.q.packed ||
qual->flags.q.shared) {
_mesa_glsl_error(&loc, state,
- "uniform block layout qualifiers std140, packed, and "
- "shared can only be applied to uniform blocks, not "
+ "uniform/shader storage block layout qualifiers "
+ "std140, std430, packed, and shared can only be "
+ "applied to uniform/shader storage blocks, not "
"members");
}
- field_type = process_array_type(&loc, decl_type,
- decl->array_specifier, state);
+ if (qual->flags.q.constant) {
+ YYLTYPE loc = decl_list->get_location();
+ _mesa_glsl_error(&loc, state,
+ "const storage qualifier cannot be applied "
+ "to struct or interface block members");
+ }
+
+ const struct glsl_type *field_type =
+ process_array_type(&loc, decl_type, decl->array_specifier, state);
fields[i].type = field_type;
fields[i].name = decl->identifier;
fields[i].location = -1;
interpret_interpolation_qualifier(qual, var_mode, state, &loc);
fields[i].centroid = qual->flags.q.centroid ? 1 : 0;
fields[i].sample = qual->flags.q.sample ? 1 : 0;
+ fields[i].patch = qual->flags.q.patch ? 1 : 0;
/* Only save explicitly defined streams in block's field */
fields[i].stream = qual->flags.q.explicit_stream ? qual->stream : -1;
if (qual->flags.q.row_major || qual->flags.q.column_major) {
- if (!qual->flags.q.uniform) {
+ if (!qual->flags.q.uniform && !qual->flags.q.buffer) {
_mesa_glsl_error(&loc, state,
"row_major and column_major can only be "
- "applied to uniform interface blocks");
+ "applied to interface blocks");
} else
validate_matrix_layout_for_type(state, &loc, field_type, NULL);
}
|| fields[i].matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR);
}
+ /* Image qualifiers are allowed on buffer variables, which can only
+ * be defined inside shader storage buffer objects
+ */
+ if (layout && var_mode == ir_var_shader_storage) {
+ if (qual->flags.q.read_only && qual->flags.q.write_only) {
+ _mesa_glsl_error(&loc, state,
+ "buffer variable `%s' can't be "
+ "readonly and writeonly.", fields[i].name);
+ }
+
+ /* For readonly and writeonly qualifiers the field definition,
+ * if set, overwrites the layout qualifier.
+ */
+ bool read_only = layout->flags.q.read_only;
+ bool write_only = layout->flags.q.write_only;
+
+ if (qual->flags.q.read_only) {
+ read_only = true;
+ write_only = false;
+ } else if (qual->flags.q.write_only) {
+ read_only = false;
+ write_only = true;
+ }
+
+ fields[i].image_read_only = read_only;
+ fields[i].image_write_only = write_only;
+
+ /* For other qualifiers, we set the flag if either the layout
+ * qualifier or the field qualifier are set
+ */
+ fields[i].image_coherent = qual->flags.q.coherent ||
+ layout->flags.q.coherent;
+ fields[i].image_volatile = qual->flags.q._volatile ||
+ layout->flags.q._volatile;
+ fields[i].image_restrict = qual->flags.q.restrict_flag ||
+ layout->flags.q.restrict_flag;
+ }
+
i++;
}
}
false,
GLSL_MATRIX_LAYOUT_INHERITED,
false /* allow_reserved_names */,
- ir_var_auto);
+ ir_var_auto,
+ NULL);
validate_identifier(this->name, loc, state);
bool found;
};
+static bool
+is_unsized_array_last_element(ir_variable *v)
+{
+ const glsl_type *interface_type = v->get_interface_type();
+ int length = interface_type->length;
+
+ assert(v->type->is_unsized_array());
+
+ /* Check if it is the last element of the interface */
+ if (strcmp(interface_type->fields.structure[length-1].name, v->name) == 0)
+ return true;
+ return false;
+}
ir_rvalue *
ast_interface_block::hir(exec_list *instructions,
{
YYLTYPE loc = this->get_location();
+ /* Interface blocks must be declared at global scope */
+ if (state->current_function != NULL) {
+ _mesa_glsl_error(&loc, state,
+ "Interface block `%s' must be declared "
+ "at global scope",
+ this->block_name);
+ }
+
+ if (!this->layout.flags.q.buffer &&
+ this->layout.flags.q.std430) {
+ _mesa_glsl_error(&loc, state,
+ "std430 storage block layout qualifier is supported "
+ "only for shader storage blocks");
+ }
+
/* The ast_interface_block has a list of ast_declarator_lists. We
* need to turn those into ir_variables with an association
* with this uniform block.
packing = GLSL_INTERFACE_PACKING_SHARED;
} else if (this->layout.flags.q.packed) {
packing = GLSL_INTERFACE_PACKING_PACKED;
+ } else if (this->layout.flags.q.std430) {
+ packing = GLSL_INTERFACE_PACKING_STD430;
} else {
/* The default layout is std140.
*/
} else if (this->layout.flags.q.uniform) {
var_mode = ir_var_uniform;
iface_type_name = "uniform";
+ } else if (this->layout.flags.q.buffer) {
+ var_mode = ir_var_shader_storage;
+ iface_type_name = "buffer";
} else {
var_mode = ir_var_auto;
iface_type_name = "UNKNOWN";
true,
matrix_layout,
redeclaring_per_vertex,
- var_mode);
+ var_mode,
+ &this->layout);
state->struct_specifier_depth--;
- if (!redeclaring_per_vertex)
+ if (!redeclaring_per_vertex) {
validate_identifier(this->block_name, loc, state);
+ /* From section 4.3.9 ("Interface Blocks") of the GLSL 4.50 spec:
+ *
+ * "Block names have no other use within a shader beyond interface
+ * matching; it is a compile-time error to use a block name at global
+ * scope for anything other than as a block name."
+ */
+ ir_variable *var = state->symbols->get_variable(this->block_name);
+ if (var && !var->type->is_interface()) {
+ _mesa_glsl_error(&loc, state, "Block name `%s' is "
+ "already used in the scope.",
+ this->block_name);
+ }
+ }
+
const glsl_type *earlier_per_vertex = NULL;
if (redeclaring_per_vertex) {
/* Find the previous declaration of gl_PerVertex. If we're redeclaring
if (ir_variable *earlier_gl_Position =
state->symbols->get_variable("gl_Position")) {
earlier_per_vertex = earlier_gl_Position->get_interface_type();
+ } else if (ir_variable *earlier_gl_out =
+ state->symbols->get_variable("gl_out")) {
+ earlier_per_vertex = earlier_gl_out->get_interface_type();
} else {
_mesa_glsl_error(&loc, state,
"redeclaration of gl_PerVertex output not "
"allowed in the %s shader",
_mesa_shader_stage_to_string(state->stage));
}
- if (this->instance_name != NULL) {
- _mesa_glsl_error(&loc, state,
- "gl_PerVertex output may not be redeclared with "
- "an instance name");
+ if (state->stage == MESA_SHADER_TESS_CTRL) {
+ if (this->instance_name == NULL ||
+ strcmp(this->instance_name, "gl_out") != 0 || this->array_specifier == NULL) {
+ _mesa_glsl_error(&loc, state,
+ "gl_PerVertex output must be redeclared as "
+ "gl_out[]");
+ }
+ } else {
+ if (this->instance_name != NULL) {
+ _mesa_glsl_error(&loc, state,
+ "gl_PerVertex output may not be redeclared with "
+ "an instance name");
+ }
}
break;
default:
earlier_per_vertex->fields.structure[j].centroid;
fields[i].sample =
earlier_per_vertex->fields.structure[j].sample;
+ fields[i].patch =
+ earlier_per_vertex->fields.structure[j].patch;
}
}
num_variables,
packing,
this->block_name);
+ if (this->layout.flags.q.explicit_binding)
+ validate_binding_qualifier(state, &loc, block_type, &this->layout);
if (!state->symbols->add_interface(block_type->name, block_type, var_mode)) {
YYLTYPE loc = this->get_location();
if (state->stage == MESA_SHADER_GEOMETRY && this->array_specifier == NULL &&
var_mode == ir_var_shader_in) {
_mesa_glsl_error(&loc, state, "geometry shader inputs must be arrays");
+ } else if ((state->stage == MESA_SHADER_TESS_CTRL ||
+ state->stage == MESA_SHADER_TESS_EVAL) &&
+ this->array_specifier == NULL &&
+ var_mode == ir_var_shader_in) {
+ _mesa_glsl_error(&loc, state, "per-vertex tessellation shader inputs must be arrays");
+ } else if (state->stage == MESA_SHADER_TESS_CTRL &&
+ this->array_specifier == NULL &&
+ var_mode == ir_var_shader_out) {
+ _mesa_glsl_error(&loc, state, "tessellation control shader outputs must be arrays");
}
+
/* Page 39 (page 45 of the PDF) of section 4.3.7 in the GLSL ES 3.00 spec
* says:
*
* geometry shader inputs. All other input and output block
* arrays must specify an array size.
*
+ * The same applies to tessellation shaders.
+ *
* The upshot of this is that the only circumstance where an
* interface array size *doesn't* need to be specified is on a
- * geometry shader input.
+ * geometry shader input, tessellation control shader input,
+ * tessellation control shader output, and tessellation evaluation
+ * shader input.
*/
- if (this->array_specifier->is_unsized_array &&
- (state->stage != MESA_SHADER_GEOMETRY || !this->layout.flags.q.in)) {
- _mesa_glsl_error(&loc, state,
- "only geometry shader inputs may be unsized "
- "instance block arrays");
-
+ if (this->array_specifier->is_unsized_array) {
+ bool allow_inputs = state->stage == MESA_SHADER_GEOMETRY ||
+ state->stage == MESA_SHADER_TESS_CTRL ||
+ state->stage == MESA_SHADER_TESS_EVAL;
+ bool allow_outputs = state->stage == MESA_SHADER_TESS_CTRL;
+
+ if (this->layout.flags.q.in) {
+ if (!allow_inputs)
+ _mesa_glsl_error(&loc, state,
+ "unsized input block arrays not allowed in "
+ "%s shader",
+ _mesa_shader_stage_to_string(state->stage));
+ } else if (this->layout.flags.q.out) {
+ if (!allow_outputs)
+ _mesa_glsl_error(&loc, state,
+ "unsized output block arrays not allowed in "
+ "%s shader",
+ _mesa_shader_stage_to_string(state->stage));
+ } else {
+ /* by elimination, this is a uniform block array */
+ _mesa_glsl_error(&loc, state,
+ "unsized uniform block arrays not allowed in "
+ "%s shader",
+ _mesa_shader_stage_to_string(state->stage));
+ }
}
const glsl_type *block_array_type =
process_array_type(&loc, block_type, this->array_specifier, state);
+ /* From section 4.3.9 (Interface Blocks) of the GLSL ES 3.10 spec:
+ *
+ * * Arrays of arrays of blocks are not allowed
+ */
+ if (state->es_shader && block_array_type->is_array() &&
+ block_array_type->fields.array->is_array()) {
+ _mesa_glsl_error(&loc, state,
+ "arrays of arrays interface blocks are "
+ "not allowed");
+ }
+
+ if (this->layout.flags.q.explicit_binding)
+ validate_binding_qualifier(state, &loc, block_array_type,
+ &this->layout);
+
var = new(state) ir_variable(block_array_type,
this->instance_name,
var_mode);
var->data.matrix_layout = matrix_layout == GLSL_MATRIX_LAYOUT_INHERITED
? GLSL_MATRIX_LAYOUT_COLUMN_MAJOR : matrix_layout;
+ if (var_mode == ir_var_shader_in || var_mode == ir_var_uniform)
+ var->data.read_only = true;
+
if (state->stage == MESA_SHADER_GEOMETRY && var_mode == ir_var_shader_in)
handle_geometry_shader_input_decl(state, loc, var);
+ else if ((state->stage == MESA_SHADER_TESS_CTRL ||
+ state->stage == MESA_SHADER_TESS_EVAL) && var_mode == ir_var_shader_in)
+ handle_tess_shader_input_decl(state, loc, var);
+ else if (state->stage == MESA_SHADER_TESS_CTRL && var_mode == ir_var_shader_out)
+ handle_tess_ctrl_shader_output_decl(state, loc, var);
+
+ for (unsigned i = 0; i < num_variables; i++) {
+ if (fields[i].type->is_unsized_array()) {
+ if (var_mode == ir_var_shader_storage) {
+ if (i != (num_variables - 1)) {
+ _mesa_glsl_error(&loc, state, "unsized array `%s' definition: "
+ "only last member of a shader storage block "
+ "can be defined as unsized array",
+ fields[i].name);
+ }
+ } else {
+ /* From GLSL ES 3.10 spec, section 4.1.9 "Arrays":
+ *
+ * "If an array is declared as the last member of a shader storage
+ * block and the size is not specified at compile-time, it is
+ * sized at run-time. In all other cases, arrays are sized only
+ * at compile-time."
+ */
+ if (state->es_shader) {
+ _mesa_glsl_error(&loc, state, "unsized array `%s' definition: "
+ "only last member of a shader storage block "
+ "can be defined as unsized array",
+ fields[i].name);
+ }
+ }
+ }
+ }
if (ir_variable *earlier =
state->symbols->get_variable(this->instance_name)) {
var->data.interpolation = fields[i].interpolation;
var->data.centroid = fields[i].centroid;
var->data.sample = fields[i].sample;
+ var->data.patch = fields[i].patch;
var->init_interface_type(block_type);
+ if (var_mode == ir_var_shader_in || var_mode == ir_var_uniform)
+ var->data.read_only = true;
+
if (fields[i].matrix_layout == GLSL_MATRIX_LAYOUT_INHERITED) {
var->data.matrix_layout = matrix_layout == GLSL_MATRIX_LAYOUT_INHERITED
? GLSL_MATRIX_LAYOUT_COLUMN_MAJOR : matrix_layout;
var->data.stream = this->layout.stream;
+ if (var->data.mode == ir_var_shader_storage) {
+ var->data.image_read_only = fields[i].image_read_only;
+ var->data.image_write_only = fields[i].image_write_only;
+ var->data.image_coherent = fields[i].image_coherent;
+ var->data.image_volatile = fields[i].image_volatile;
+ var->data.image_restrict = fields[i].image_restrict;
+ }
+
/* Examine var name here since var may get deleted in the next call */
bool var_is_gl_id = is_gl_identifier(var->name);
if (state->symbols->get_variable(var->name) != NULL)
_mesa_glsl_error(&loc, state, "`%s' redeclared", var->name);
- /* Propagate the "binding" keyword into this UBO's fields;
- * the UBO declaration itself doesn't get an ir_variable unless it
+ /* Propagate the "binding" keyword into this UBO/SSBO's fields.
+ * The UBO declaration itself doesn't get an ir_variable unless it
* has an instance name. This is ugly.
*/
var->data.explicit_binding = this->layout.flags.q.explicit_binding;
var->data.binding = this->layout.binding;
+ if (var->type->is_unsized_array()) {
+ if (var->is_in_shader_storage_block()) {
+ if (!is_unsized_array_last_element(var)) {
+ _mesa_glsl_error(&loc, state, "unsized array `%s' definition: "
+ "only last member of a shader storage block "
+ "can be defined as unsized array",
+ var->name);
+ }
+ var->data.from_ssbo_unsized_array = true;
+ } else {
+ /* From GLSL ES 3.10 spec, section 4.1.9 "Arrays":
+ *
+ * "If an array is declared as the last member of a shader storage
+ * block and the size is not specified at compile-time, it is
+ * sized at run-time. In all other cases, arrays are sized only
+ * at compile-time."
+ */
+ if (state->es_shader) {
+ _mesa_glsl_error(&loc, state, "unsized array `%s' definition: "
+ "only last member of a shader storage block "
+ "can be defined as unsized array",
+ var->name);
+ }
+ }
+ }
+
state->symbols->add_variable(var);
instructions->push_tail(var);
}
}
+ir_rvalue *
+ast_tcs_output_layout::hir(exec_list *instructions,
+ struct _mesa_glsl_parse_state *state)
+{
+ YYLTYPE loc = this->get_location();
+
+ /* If any tessellation control output layout declaration preceded this
+ * one, make sure it was consistent with this one.
+ */
+ if (state->tcs_output_vertices_specified &&
+ state->out_qualifier->vertices != this->vertices) {
+ _mesa_glsl_error(&loc, state,
+ "tessellation control shader output layout does not "
+ "match previous declaration");
+ return NULL;
+ }
+
+ /* If any shader outputs occurred before this declaration and specified an
+ * array size, make sure the size they specified is consistent with the
+ * primitive type.
+ */
+ unsigned num_vertices = this->vertices;
+ if (state->tcs_output_size != 0 && state->tcs_output_size != num_vertices) {
+ _mesa_glsl_error(&loc, state,
+ "this tessellation control shader output layout "
+ "specifies %u vertices, but a previous output "
+ "is declared with size %u",
+ num_vertices, state->tcs_output_size);
+ return NULL;
+ }
+
+ state->tcs_output_vertices_specified = true;
+
+ /* If any shader outputs occurred before this declaration and did not
+ * specify an array size, their size is determined now.
+ */
+ foreach_in_list (ir_instruction, node, instructions) {
+ ir_variable *var = node->as_variable();
+ if (var == NULL || var->data.mode != ir_var_shader_out)
+ continue;
+
+ /* Note: Not all tessellation control shader output are arrays. */
+ if (!var->type->is_unsized_array() || var->data.patch)
+ continue;
+
+ if (var->data.max_array_access >= num_vertices) {
+ _mesa_glsl_error(&loc, state,
+ "this tessellation control shader output layout "
+ "specifies %u vertices, but an access to element "
+ "%u of output `%s' already exists", num_vertices,
+ var->data.max_array_access, var->name);
+ } else {
+ var->type = glsl_type::get_array_instance(var->type->fields.array,
+ num_vertices);
+ }
+ }
+
+ return NULL;
+}
+
+
ir_rvalue *
ast_gs_input_layout::hir(exec_list *instructions,
struct _mesa_glsl_parse_state *state)
* declare it earlier).
*/
ir_variable *var = new(state->symbols)
- ir_variable(glsl_type::ivec3_type, "gl_WorkGroupSize", ir_var_auto);
+ ir_variable(glsl_type::uvec3_type, "gl_WorkGroupSize", ir_var_auto);
var->data.how_declared = ir_var_declared_implicitly;
var->data.read_only = true;
instructions->push_tail(var);
ir_constant_data data;
memset(&data, 0, sizeof(data));
for (int i = 0; i < 3; i++)
- data.i[i] = this->local_size[i];
- var->constant_value = new(var) ir_constant(glsl_type::ivec3_type, &data);
+ data.u[i] = this->local_size[i];
+ var->constant_value = new(var) ir_constant(glsl_type::uvec3_type, &data);
var->constant_initializer =
- new(var) ir_constant(glsl_type::ivec3_type, &data);
+ new(var) ir_constant(glsl_type::uvec3_type, &data);
var->data.has_initializer = true;
return NULL;