* correspondence between the vertex language and the
* fragment language."
*/
- if (!output->type->is_array()
- || (strncmp("gl_", output->name, 3) != 0)) {
+ if (!output->type->is_array() || !is_gl_identifier(output->name)) {
linker_error(prog,
"%s shader output `%s' declared as type `%s', "
"but %s shader input declared as type `%s'\n",
gl_shader *producer, gl_shader *consumer)
{
glsl_symbol_table parameters;
+ ir_variable *explicit_locations[MAX_VARYING] = { NULL, };
/* Find all shader outputs in the "producer" stage.
*/
if ((var == NULL) || (var->data.mode != ir_var_shader_out))
continue;
- parameters.add_variable(var);
+ if (!var->data.explicit_location
+ || var->data.location < VARYING_SLOT_VAR0)
+ parameters.add_variable(var);
+ else {
+ /* User-defined varyings with explicit locations are handled
+ * differently because they do not need to have matching names.
+ */
+ const unsigned idx = var->data.location - VARYING_SLOT_VAR0;
+
+ if (explicit_locations[idx] != NULL) {
+ linker_error(prog,
+ "%s shader has multiple outputs explicitly "
+ "assigned to location %d\n",
+ _mesa_shader_stage_to_string(producer->Stage),
+ idx);
+ return;
+ }
+
+ explicit_locations[idx] = var;
+ }
}
front_color, back_color,
consumer->Stage, producer->Stage);
} else {
- ir_variable *const output = parameters.get_variable(input->name);
+ /* The rules for connecting inputs and outputs change in the presence
+ * of explicit locations. In this case, we no longer care about the
+ * names of the variables. Instead, we care only about the
+ * explicitly assigned location.
+ */
+ ir_variable *output = NULL;
+ if (input->data.explicit_location
+ && input->data.location >= VARYING_SLOT_VAR0) {
+ output = explicit_locations[input->data.location - VARYING_SLOT_VAR0];
+
+ if (output == NULL) {
+ linker_error(prog,
+ "%s shader input `%s' with explicit location "
+ "has no matching output\n",
+ _mesa_shader_stage_to_string(consumer->Stage),
+ input->name);
+ }
+ } else {
+ output = parameters.get_variable(input->name);
+ }
+
if (output != NULL) {
cross_validate_types_and_qualifiers(prog, input, output,
consumer->Stage, producer->Stage);
* varyings, but excludes variables such as gl_FrontFacing and gl_FragCoord.
*/
static bool
-is_varying_var(gl_shader_stage stage, const ir_variable *var)
+var_counts_against_varying_limit(gl_shader_stage stage, const ir_variable *var)
{
/* Only fragment shaders will take a varying variable as an input */
if (stage == MESA_SHADER_FRAGMENT &&
bool
populate_consumer_input_sets(void *mem_ctx, exec_list *ir,
hash_table *consumer_inputs,
- hash_table *consumer_interface_inputs)
+ hash_table *consumer_interface_inputs,
+ ir_variable *consumer_inputs_with_locations[VARYING_SLOT_MAX])
{
+ memset(consumer_inputs_with_locations,
+ 0,
+ sizeof(consumer_inputs_with_locations[0]) * VARYING_SLOT_MAX);
+
foreach_list(node, ir) {
ir_variable *const input_var = ((ir_instruction *) node)->as_variable();
if (input_var->type->is_interface())
return false;
- if (input_var->get_interface_type() != NULL) {
+ if (input_var->data.explicit_location) {
+ /* assign_varying_locations only cares about finding the
+ * ir_variable at the start of a contiguous location block.
+ *
+ * - For !producer, consumer_inputs_with_locations isn't used.
+ *
+ * - For !consumer, consumer_inputs_with_locations is empty.
+ *
+ * For consumer && producer, if you were trying to set some
+ * ir_variable to the middle of a location block on the other side
+ * of producer/consumer, cross_validate_outputs_to_inputs() should
+ * be link-erroring due to either type mismatch or location
+ * overlaps. If the variables do match up, then they've got a
+ * matching data.location and you only looked at
+ * consumer_inputs_with_locations[var->data.location], not any
+ * following entries for the array/structure.
+ */
+ consumer_inputs_with_locations[input_var->data.location] =
+ input_var;
+ } else if (input_var->get_interface_type() != NULL) {
char *const iface_field_name =
ralloc_asprintf(mem_ctx, "%s.%s",
input_var->get_interface_type()->name,
get_matching_input(void *mem_ctx,
const ir_variable *output_var,
hash_table *consumer_inputs,
- hash_table *consumer_interface_inputs)
+ hash_table *consumer_interface_inputs,
+ ir_variable *consumer_inputs_with_locations[VARYING_SLOT_MAX])
{
ir_variable *input_var;
- if (output_var->get_interface_type() != NULL) {
+ if (output_var->data.explicit_location) {
+ input_var = consumer_inputs_with_locations[output_var->data.location];
+ } else if (output_var->get_interface_type() != NULL) {
char *const iface_field_name =
ralloc_asprintf(mem_ctx, "%s.%s",
output_var->get_interface_type()->name,
}
+static int
+io_variable_cmp(const void *_a, const void *_b)
+{
+ const ir_variable *const a = *(const ir_variable **) _a;
+ const ir_variable *const b = *(const ir_variable **) _b;
+
+ if (a->data.explicit_location && b->data.explicit_location)
+ return b->data.location - a->data.location;
+
+ if (a->data.explicit_location && !b->data.explicit_location)
+ return 1;
+
+ if (!a->data.explicit_location && b->data.explicit_location)
+ return -1;
+
+ return -strcmp(a->name, b->name);
+}
+
+/**
+ * Sort the shader IO variables into canonical order
+ */
+static void
+canonicalize_shader_io(exec_list *ir, enum ir_variable_mode io_mode)
+{
+ ir_variable *var_table[MAX_PROGRAM_OUTPUTS * 4];
+ unsigned num_variables = 0;
+
+ foreach_list(node, ir) {
+ ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ if (var == NULL || var->data.mode != io_mode)
+ continue;
+
+ /* If we have already encountered more I/O variables that could
+ * successfully link, bail.
+ */
+ if (num_variables == ARRAY_SIZE(var_table))
+ return;
+
+ var_table[num_variables++] = var;
+ }
+
+ if (num_variables == 0)
+ return;
+
+ /* Sort the list in reverse order (io_variable_cmp handles this). Later
+ * we're going to push the variables on to the IR list as a stack, so we
+ * want the last variable (in canonical order) to be first in the list.
+ */
+ qsort(var_table, num_variables, sizeof(var_table[0]), io_variable_cmp);
+
+ /* Remove the variable from it's current location in the IR, and put it at
+ * the front.
+ */
+ for (unsigned i = 0; i < num_variables; i++) {
+ var_table[i]->remove();
+ ir->push_head(var_table[i]);
+ }
+}
+
/**
* Assign locations for all variables that are produced in one pipeline stage
* (the "producer") and consumed in the next stage (the "consumer").
= hash_table_ctor(0, hash_table_string_hash, hash_table_string_compare);
hash_table *consumer_interface_inputs
= hash_table_ctor(0, hash_table_string_hash, hash_table_string_compare);
+ ir_variable *consumer_inputs_with_locations[VARYING_SLOT_MAX] = {
+ NULL,
+ };
- /* Operate in a total of three passes.
+ /* Operate in a total of four passes.
*
- * 1. Assign locations for any matching inputs and outputs.
+ * 1. Sort inputs / outputs into a canonical order. This is necessary so
+ * that inputs / outputs of separable shaders will be assigned
+ * predictable locations regardless of the order in which declarations
+ * appeared in the shader source.
*
- * 2. Mark output variables in the producer that do not have locations as
+ * 2. Assign locations for any matching inputs and outputs.
+ *
+ * 3. Mark output variables in the producer that do not have locations as
* not being outputs. This lets the optimizer eliminate them.
*
- * 3. Mark input variables in the consumer that do not have locations as
+ * 4. Mark input variables in the consumer that do not have locations as
* not being inputs. This lets the optimizer eliminate them.
*/
+ if (consumer)
+ canonicalize_shader_io(consumer->ir, ir_var_shader_in);
+
+ if (producer)
+ canonicalize_shader_io(producer->ir, ir_var_shader_out);
if (consumer
&& !linker::populate_consumer_input_sets(mem_ctx,
consumer->ir,
consumer_inputs,
- consumer_interface_inputs)) {
+ consumer_interface_inputs,
+ consumer_inputs_with_locations)) {
assert(!"populate_consumer_input_sets failed");
hash_table_dtor(tfeedback_candidates);
hash_table_dtor(consumer_inputs);
ir_variable *const input_var =
linker::get_matching_input(mem_ctx, output_var, consumer_inputs,
- consumer_interface_inputs);
+ consumer_interface_inputs,
+ consumer_inputs_with_locations);
/* If a matching input variable was found, add this ouptut (and the
* input) to the set. If this is a separable program and there is no
ir_variable *const var = ((ir_instruction *) node)->as_variable();
if (var && var->data.mode == ir_var_shader_out &&
- is_varying_var(producer->Stage, var)) {
+ var_counts_against_varying_limit(producer->Stage, var)) {
output_vectors += var->type->count_attribute_slots();
}
}
ir_variable *const var = ((ir_instruction *) node)->as_variable();
if (var && var->data.mode == ir_var_shader_in &&
- is_varying_var(consumer->Stage, var)) {
+ var_counts_against_varying_limit(consumer->Stage, var)) {
input_vectors += var->type->count_attribute_slots();
}
}