#include "program.h"
+/**
+ * Validate the types and qualifiers of an output from one stage against the
+ * matching input to another stage.
+ */
+static void
+cross_validate_types_and_qualifiers(struct gl_shader_program *prog,
+ const ir_variable *input,
+ const ir_variable *output,
+ GLenum consumer_type,
+ GLenum producer_type)
+{
+ /* Check that the types match between stages.
+ */
+ const glsl_type *type_to_match = input->type;
+ if (consumer_type == GL_GEOMETRY_SHADER) {
+ assert(type_to_match->is_array()); /* Enforced by ast_to_hir */
+ type_to_match = type_to_match->element_type();
+ }
+ if (type_to_match != output->type) {
+ /* There is a bit of a special case for gl_TexCoord. This
+ * built-in is unsized by default. Applications that variable
+ * access it must redeclare it with a size. There is some
+ * language in the GLSL spec that implies the fragment shader
+ * and vertex shader do not have to agree on this size. Other
+ * driver behave this way, and one or two applications seem to
+ * rely on it.
+ *
+ * Neither declaration needs to be modified here because the array
+ * sizes are fixed later when update_array_sizes is called.
+ *
+ * From page 48 (page 54 of the PDF) of the GLSL 1.10 spec:
+ *
+ * "Unlike user-defined varying variables, the built-in
+ * varying variables don't have a strict one-to-one
+ * correspondence between the vertex language and the
+ * fragment language."
+ */
+ if (!output->type->is_array()
+ || (strncmp("gl_", output->name, 3) != 0)) {
+ linker_error(prog,
+ "%s shader output `%s' declared as type `%s', "
+ "but %s shader input declared as type `%s'\n",
+ _mesa_glsl_shader_target_name(producer_type),
+ output->name,
+ output->type->name,
+ _mesa_glsl_shader_target_name(consumer_type),
+ input->type->name);
+ return;
+ }
+ }
+
+ /* Check that all of the qualifiers match between stages.
+ */
+ if (input->data.centroid != output->data.centroid) {
+ linker_error(prog,
+ "%s shader output `%s' %s centroid qualifier, "
+ "but %s shader input %s centroid qualifier\n",
+ _mesa_glsl_shader_target_name(producer_type),
+ output->name,
+ (output->data.centroid) ? "has" : "lacks",
+ _mesa_glsl_shader_target_name(consumer_type),
+ (input->data.centroid) ? "has" : "lacks");
+ return;
+ }
+
+ if (input->data.sample != output->data.sample) {
+ linker_error(prog,
+ "%s shader output `%s' %s sample qualifier, "
+ "but %s shader input %s sample qualifier\n",
+ _mesa_glsl_shader_target_name(producer_type),
+ output->name,
+ (output->data.sample) ? "has" : "lacks",
+ _mesa_glsl_shader_target_name(consumer_type),
+ (input->data.sample) ? "has" : "lacks");
+ return;
+ }
+
+ if (input->data.invariant != output->data.invariant) {
+ linker_error(prog,
+ "%s shader output `%s' %s invariant qualifier, "
+ "but %s shader input %s invariant qualifier\n",
+ _mesa_glsl_shader_target_name(producer_type),
+ output->name,
+ (output->data.invariant) ? "has" : "lacks",
+ _mesa_glsl_shader_target_name(consumer_type),
+ (input->data.invariant) ? "has" : "lacks");
+ return;
+ }
+
+ if (input->data.interpolation != output->data.interpolation) {
+ linker_error(prog,
+ "%s shader output `%s' specifies %s "
+ "interpolation qualifier, "
+ "but %s shader input specifies %s "
+ "interpolation qualifier\n",
+ _mesa_glsl_shader_target_name(producer_type),
+ output->name,
+ interpolation_string(output->data.interpolation),
+ _mesa_glsl_shader_target_name(consumer_type),
+ interpolation_string(input->data.interpolation));
+ return;
+ }
+}
+
+/**
+ * Validate front and back color outputs against single color input
+ */
+static void
+cross_validate_front_and_back_color(struct gl_shader_program *prog,
+ const ir_variable *input,
+ const ir_variable *front_color,
+ const ir_variable *back_color,
+ GLenum consumer_type,
+ GLenum producer_type)
+{
+ if (front_color != NULL && front_color->data.assigned)
+ cross_validate_types_and_qualifiers(prog, input, front_color,
+ consumer_type, producer_type);
+
+ if (back_color != NULL && back_color->data.assigned)
+ cross_validate_types_and_qualifiers(prog, input, back_color,
+ consumer_type, producer_type);
+}
+
/**
* Validate that outputs from one stage match inputs of another
*/
gl_shader *producer, gl_shader *consumer)
{
glsl_symbol_table parameters;
- const char *const producer_stage =
- _mesa_glsl_shader_target_name(producer->Type);
- const char *const consumer_stage =
- _mesa_glsl_shader_target_name(consumer->Type);
/* Find all shader outputs in the "producer" stage.
*/
foreach_list(node, producer->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
- if ((var == NULL) || (var->mode != ir_var_shader_out))
+ if ((var == NULL) || (var->data.mode != ir_var_shader_out))
continue;
parameters.add_variable(var);
foreach_list(node, consumer->ir) {
ir_variable *const input = ((ir_instruction *) node)->as_variable();
- if ((input == NULL) || (input->mode != ir_var_shader_in))
+ if ((input == NULL) || (input->data.mode != ir_var_shader_in))
continue;
- ir_variable *const output = parameters.get_variable(input->name);
- if (output != NULL) {
- /* Check that the types match between stages.
- */
- const glsl_type *type_to_match = input->type;
- if (consumer->Type == GL_GEOMETRY_SHADER) {
- assert(type_to_match->is_array()); /* Enforced by ast_to_hir */
- type_to_match = type_to_match->element_type();
+ if (strcmp(input->name, "gl_Color") == 0 && input->data.used) {
+ const ir_variable *const front_color =
+ parameters.get_variable("gl_FrontColor");
+
+ const ir_variable *const back_color =
+ parameters.get_variable("gl_BackColor");
+
+ cross_validate_front_and_back_color(prog, input,
+ front_color, back_color,
+ consumer->Type, producer->Type);
+ } else if (strcmp(input->name, "gl_SecondaryColor") == 0 && input->data.used) {
+ const ir_variable *const front_color =
+ parameters.get_variable("gl_FrontSecondaryColor");
+
+ const ir_variable *const back_color =
+ parameters.get_variable("gl_BackSecondaryColor");
+
+ cross_validate_front_and_back_color(prog, input,
+ front_color, back_color,
+ consumer->Type, producer->Type);
+ } else {
+ ir_variable *const output = parameters.get_variable(input->name);
+ if (output != NULL) {
+ cross_validate_types_and_qualifiers(prog, input, output,
+ consumer->Type, producer->Type);
}
- if (type_to_match != output->type) {
- /* There is a bit of a special case for gl_TexCoord. This
- * built-in is unsized by default. Applications that variable
- * access it must redeclare it with a size. There is some
- * language in the GLSL spec that implies the fragment shader
- * and vertex shader do not have to agree on this size. Other
- * driver behave this way, and one or two applications seem to
- * rely on it.
- *
- * Neither declaration needs to be modified here because the array
- * sizes are fixed later when update_array_sizes is called.
- *
- * From page 48 (page 54 of the PDF) of the GLSL 1.10 spec:
- *
- * "Unlike user-defined varying variables, the built-in
- * varying variables don't have a strict one-to-one
- * correspondence between the vertex language and the
- * fragment language."
- */
- if (!output->type->is_array()
- || (strncmp("gl_", output->name, 3) != 0)) {
- linker_error(prog,
- "%s shader output `%s' declared as type `%s', "
- "but %s shader input declared as type `%s'\n",
- producer_stage, output->name,
- output->type->name,
- consumer_stage, input->type->name);
- return;
- }
- }
-
- /* Check that all of the qualifiers match between stages.
- */
- if (input->centroid != output->centroid) {
- linker_error(prog,
- "%s shader output `%s' %s centroid qualifier, "
- "but %s shader input %s centroid qualifier\n",
- producer_stage,
- output->name,
- (output->centroid) ? "has" : "lacks",
- consumer_stage,
- (input->centroid) ? "has" : "lacks");
- return;
- }
-
- if (input->invariant != output->invariant) {
- linker_error(prog,
- "%s shader output `%s' %s invariant qualifier, "
- "but %s shader input %s invariant qualifier\n",
- producer_stage,
- output->name,
- (output->invariant) ? "has" : "lacks",
- consumer_stage,
- (input->invariant) ? "has" : "lacks");
- return;
- }
-
- if (input->interpolation != output->interpolation) {
- linker_error(prog,
- "%s shader output `%s' specifies %s "
- "interpolation qualifier, "
- "but %s shader input specifies %s "
- "interpolation qualifier\n",
- producer_stage,
- output->name,
- output->interpolation_string(),
- consumer_stage,
- input->interpolation_string());
- return;
- }
}
}
}
* will fail to find any matching variable.
*/
void
-tfeedback_decl::init(struct gl_context *ctx, struct gl_shader_program *prog,
- const void *mem_ctx, const char *input)
+tfeedback_decl::init(struct gl_context *ctx, const void *mem_ctx,
+ const char *input)
{
/* We don't have to be pedantic about what is a valid GLSL variable name,
* because any variable with an invalid name can't exist in the IR anyway.
assert(this->is_varying());
unsigned fine_location
- = this->matched_candidate->toplevel_var->location * 4
- + this->matched_candidate->toplevel_var->location_frac
+ = this->matched_candidate->toplevel_var->data.location * 4
+ + this->matched_candidate->toplevel_var->data.location_frac
+ this->matched_candidate->offset;
if (this->matched_candidate->type->is_array()) {
const unsigned vector_elements =
this->matched_candidate->type->fields.array->vector_elements;
unsigned actual_array_size = this->is_clip_distance_mesa ?
- prog->Vert.ClipDistanceArraySize :
+ prog->LastClipDistanceArraySize :
this->matched_candidate->type->array_size();
if (this->is_subscripted) {
char **varying_names, tfeedback_decl *decls)
{
for (unsigned i = 0; i < num_names; ++i) {
- decls[i].init(ctx, prog, mem_ctx, varying_names[i]);
+ decls[i].init(ctx, mem_ctx, varying_names[i]);
if (!decls[i].is_varying())
continue;
return true;
}
+namespace {
/**
* Data structure recording the relationship between outputs of one shader
const bool consumer_is_fs;
};
+} /* anonymous namespace */
varying_matches::varying_matches(bool disable_varying_packing,
bool consumer_is_fs)
void
varying_matches::record(ir_variable *producer_var, ir_variable *consumer_var)
{
- if (!producer_var->is_unmatched_generic_inout) {
+ if (!producer_var->data.is_unmatched_generic_inout) {
/* Either a location already exists for this variable (since it is part
* of fixed functionality), or it has already been recorded as part of a
* previous match.
* regardless of where they appear. We can trivially satisfy that
* requirement by changing the interpolation type to flat here.
*/
- producer_var->centroid = false;
- producer_var->interpolation = INTERP_QUALIFIER_FLAT;
+ producer_var->data.centroid = false;
+ producer_var->data.sample = false;
+ producer_var->data.interpolation = INTERP_QUALIFIER_FLAT;
if (consumer_var) {
- consumer_var->centroid = false;
- consumer_var->interpolation = INTERP_QUALIFIER_FLAT;
+ consumer_var->data.centroid = false;
+ consumer_var->data.sample = false;
+ consumer_var->data.interpolation = INTERP_QUALIFIER_FLAT;
}
}
this->matches[this->num_matches].producer_var = producer_var;
this->matches[this->num_matches].consumer_var = consumer_var;
this->num_matches++;
- producer_var->is_unmatched_generic_inout = 0;
+ producer_var->data.is_unmatched_generic_inout = 0;
if (consumer_var)
- consumer_var->is_unmatched_generic_inout = 0;
+ consumer_var->data.is_unmatched_generic_inout = 0;
}
unsigned slot = generic_location / 4;
unsigned offset = generic_location % 4;
- producer_var->location = producer_base + slot;
- producer_var->location_frac = offset;
+ producer_var->data.location = producer_base + slot;
+ producer_var->data.location_frac = offset;
if (consumer_var) {
- assert(consumer_var->location == -1);
- consumer_var->location = consumer_base + slot;
- consumer_var->location_frac = offset;
+ assert(consumer_var->data.location == -1);
+ consumer_var->data.location = consumer_base + slot;
+ consumer_var->data.location_frac = offset;
}
}
}
*
* Therefore, the packing class depends only on the interpolation type.
*/
- unsigned packing_class = var->centroid ? 1 : 0;
+ unsigned packing_class = var->data.centroid | (var->data.sample << 1);
packing_class *= 4;
- packing_class += var->interpolation;
+ packing_class += var->data.interpolation;
return packing_class;
}
{
/* Only fragment shaders will take a varying variable as an input */
if (shaderType == GL_FRAGMENT_SHADER &&
- var->mode == ir_var_shader_in) {
- switch (var->location) {
+ var->data.mode == ir_var_shader_in) {
+ switch (var->data.location) {
case VARYING_SLOT_POS:
case VARYING_SLOT_FACE:
case VARYING_SLOT_PNTC:
this->toplevel_var = var;
this->varying_floats = 0;
if (var->is_interface_instance())
- program_resource_visitor::process(var->interface_type,
- var->interface_type->name);
+ program_resource_visitor::process(var->get_interface_type(),
+ var->get_interface_type()->name);
else
program_resource_visitor::process(var);
}
ir_variable *const input_var =
((ir_instruction *) node)->as_variable();
- if ((input_var != NULL) && (input_var->mode == ir_var_shader_in)) {
- if (input_var->interface_type != NULL) {
+ if ((input_var != NULL) && (input_var->data.mode == ir_var_shader_in)) {
+ if (input_var->get_interface_type() != NULL) {
char *const iface_field_name =
ralloc_asprintf(mem_ctx, "%s.%s",
- input_var->interface_type->name,
+ input_var->get_interface_type()->name,
input_var->name);
hash_table_insert(consumer_interface_inputs, input_var,
iface_field_name);
foreach_list(node, producer->ir) {
ir_variable *const output_var = ((ir_instruction *) node)->as_variable();
- if ((output_var == NULL) || (output_var->mode != ir_var_shader_out))
+ if ((output_var == NULL) || (output_var->data.mode != ir_var_shader_out))
continue;
tfeedback_candidate_generator g(mem_ctx, tfeedback_candidates);
g.process(output_var);
ir_variable *input_var;
- if (output_var->interface_type != NULL) {
+ if (output_var->get_interface_type() != NULL) {
char *const iface_field_name =
ralloc_asprintf(mem_ctx, "%s.%s",
- output_var->interface_type->name,
+ output_var->get_interface_type()->name,
output_var->name);
input_var =
(ir_variable *) hash_table_find(consumer_interface_inputs,
(ir_variable *) hash_table_find(consumer_inputs, output_var->name);
}
- if (input_var && input_var->mode != ir_var_shader_in)
+ if (input_var && input_var->data.mode != ir_var_shader_in)
input_var = NULL;
if (input_var) {
return false;
}
- if (matched_candidate->toplevel_var->is_unmatched_generic_inout)
+ if (matched_candidate->toplevel_var->data.is_unmatched_generic_inout)
matches.record(matched_candidate->toplevel_var, NULL);
}
foreach_list(node, consumer->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
- if (var && var->mode == ir_var_shader_in &&
- var->is_unmatched_generic_inout) {
+ if (var && var->data.mode == ir_var_shader_in &&
+ var->data.is_unmatched_generic_inout) {
if (prog->Version <= 120) {
/* On page 25 (page 31 of the PDF) of the GLSL 1.20 spec:
*
/* An 'in' variable is only really a shader input if its
* value is written by the previous stage.
*/
- var->mode = ir_var_auto;
+ var->data.mode = ir_var_auto;
}
}
}
}
bool
-check_against_varying_limit(struct gl_context *ctx,
- struct gl_shader_program *prog,
- gl_shader *consumer)
+check_against_output_limit(struct gl_context *ctx,
+ struct gl_shader_program *prog,
+ gl_shader *producer)
+{
+ unsigned output_vectors = 0;
+
+ foreach_list(node, producer->ir) {
+ ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ if (var && var->data.mode == ir_var_shader_out &&
+ is_varying_var(producer->Type, var)) {
+ output_vectors += var->type->count_attribute_slots();
+ }
+ }
+
+ unsigned max_output_components;
+ switch (producer->Type) {
+ case GL_VERTEX_SHADER:
+ max_output_components = ctx->Const.VertexProgram.MaxOutputComponents;
+ break;
+ case GL_GEOMETRY_SHADER:
+ max_output_components = ctx->Const.GeometryProgram.MaxOutputComponents;
+ break;
+ case GL_FRAGMENT_SHADER:
+ default:
+ assert(!"Should not get here.");
+ return false;
+ }
+
+ const unsigned output_components = output_vectors * 4;
+ if (output_components > max_output_components) {
+ if (ctx->API == API_OPENGLES2 || prog->IsES)
+ linker_error(prog, "shader uses too many output vectors "
+ "(%u > %u)\n",
+ output_vectors,
+ max_output_components / 4);
+ else
+ linker_error(prog, "shader uses too many output components "
+ "(%u > %u)\n",
+ output_components,
+ max_output_components);
+
+ return false;
+ }
+
+ return true;
+}
+
+bool
+check_against_input_limit(struct gl_context *ctx,
+ struct gl_shader_program *prog,
+ gl_shader *consumer)
{
- unsigned varying_vectors = 0;
+ unsigned input_vectors = 0;
foreach_list(node, consumer->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
- if (var && var->mode == ir_var_shader_in &&
+ if (var && var->data.mode == ir_var_shader_in &&
is_varying_var(consumer->Type, var)) {
- /* The packing rules used for vertex shader inputs are also
- * used for fragment shader inputs.
- */
- varying_vectors += var->type->count_attribute_slots();
+ input_vectors += var->type->count_attribute_slots();
}
}
- if (ctx->API == API_OPENGLES2 || prog->IsES) {
- if (varying_vectors > ctx->Const.MaxVarying) {
- linker_error(prog, "shader uses too many varying vectors "
+ unsigned max_input_components;
+ switch (consumer->Type) {
+ case GL_GEOMETRY_SHADER:
+ max_input_components = ctx->Const.GeometryProgram.MaxInputComponents;
+ break;
+ case GL_FRAGMENT_SHADER:
+ max_input_components = ctx->Const.FragmentProgram.MaxInputComponents;
+ break;
+ case GL_VERTEX_SHADER:
+ default:
+ assert(!"Should not get here.");
+ return false;
+ }
+
+ const unsigned input_components = input_vectors * 4;
+ if (input_components > max_input_components) {
+ if (ctx->API == API_OPENGLES2 || prog->IsES)
+ linker_error(prog, "shader uses too many input vectors "
"(%u > %u)\n",
- varying_vectors, ctx->Const.MaxVarying);
- return false;
- }
- } else {
- const unsigned float_components = varying_vectors * 4;
- if (float_components > ctx->Const.MaxVarying * 4) {
- linker_error(prog, "shader uses too many varying components "
+ input_vectors,
+ max_input_components / 4);
+ else
+ linker_error(prog, "shader uses too many input components "
"(%u > %u)\n",
- float_components, ctx->Const.MaxVarying * 4);
- return false;
- }
+ input_components,
+ max_input_components);
+
+ return false;
}
return true;