/* Check that the types match between stages.
*/
const glsl_type *type_to_match = input->type;
- if (consumer_stage == MESA_SHADER_GEOMETRY) {
- assert(type_to_match->is_array()); /* Enforced by ast_to_hir */
- type_to_match = type_to_match->element_type();
+
+ /* VS -> GS, VS -> TCS, VS -> TES, TES -> GS */
+ const bool extra_array_level = (producer_stage == MESA_SHADER_VERTEX &&
+ consumer_stage != MESA_SHADER_FRAGMENT) ||
+ consumer_stage == MESA_SHADER_GEOMETRY;
+ if (extra_array_level) {
+ assert(type_to_match->is_array());
+ type_to_match = type_to_match->fields.array;
}
+
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
* 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",
return;
}
- if (input->data.invariant != output->data.invariant) {
+ if (input->data.patch != output->data.patch) {
+ linker_error(prog,
+ "%s shader output `%s' %s patch qualifier, "
+ "but %s shader input %s patch qualifier\n",
+ _mesa_shader_stage_to_string(producer_stage),
+ output->name,
+ (output->data.patch) ? "has" : "lacks",
+ _mesa_shader_stage_to_string(consumer_stage),
+ (input->data.patch) ? "has" : "lacks");
+ return;
+ }
+
+ if (!prog->IsES && input->data.invariant != output->data.invariant) {
linker_error(prog,
"%s shader output `%s' %s invariant qualifier, "
"but %s shader input %s invariant qualifier\n",
return;
}
- if (input->data.interpolation != output->data.interpolation) {
+ /* GLSL >= 4.40 removes text requiring interpolation qualifiers
+ * to match cross stage, they must only match within the same stage.
+ *
+ * From page 84 (page 90 of the PDF) of the GLSL 4.40 spec:
+ *
+ * "It is a link-time error if, within the same stage, the interpolation
+ * qualifiers of variables of the same name do not match.
+ *
+ */
+ if (input->data.interpolation != output->data.interpolation &&
+ prog->Version < 440) {
linker_error(prog,
"%s shader output `%s' specifies %s "
"interpolation qualifier, "
/* Find all shader outputs in the "producer" stage.
*/
- foreach_list(node, producer->ir) {
- ir_variable *const var = ((ir_instruction *) node)->as_variable();
+ foreach_in_list(ir_instruction, node, producer->ir) {
+ ir_variable *const var = node->as_variable();
if ((var == NULL) || (var->data.mode != ir_var_shader_out))
continue;
* should be arrays and the type of the array element should match the type
* of the corresponding producer output.
*/
- foreach_list(node, consumer->ir) {
- ir_variable *const input = ((ir_instruction *) node)->as_variable();
+ foreach_in_list(ir_instruction, node, consumer->ir) {
+ ir_variable *const input = node->as_variable();
if ((input == NULL) || (input->data.mode != ir_var_shader_in))
continue;
if (output != NULL) {
cross_validate_types_and_qualifiers(prog, input, output,
consumer->Stage, producer->Stage);
+ } else {
+ /* Check for input vars with unmatched output vars in prev stage
+ * taking into account that interface blocks could have a matching
+ * output but with different name, so we ignore them.
+ */
+ assert(!input->data.assigned);
+ if (input->data.used && !input->get_interface_type() &&
+ !input->data.explicit_location && !prog->SeparateShader)
+ linker_error(prog,
+ "%s shader input `%s' "
+ "has no matching output in the previous stage\n",
+ _mesa_shader_stage_to_string(consumer->Stage),
+ input->name);
}
}
}
this->skip_components = 0;
this->next_buffer_separator = false;
this->matched_candidate = NULL;
+ this->stream_id = 0;
if (ctx->Extensions.ARB_transform_feedback3) {
/* Parse gl_NextBuffer. */
const char *base_name_end;
long subscript = parse_program_resource_name(input, &base_name_end);
this->var_name = ralloc_strndup(mem_ctx, input, base_name_end - input);
+ if (this->var_name == NULL) {
+ _mesa_error_no_memory(__func__);
+ return;
+ }
+
if (subscript >= 0) {
this->array_subscript = subscript;
this->is_subscripted = true;
* class must behave specially to account for the fact that gl_ClipDistance
* is converted from a float[8] to a vec4[2].
*/
- if (ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].LowerClipDistance &&
+ if (ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].LowerClipDistance &&
strcmp(this->var_name, "gl_ClipDistance") == 0) {
this->is_clip_distance_mesa = true;
}
/**
- * Assign a location for this tfeedback_decl object based on the transform
- * feedback candidate found by find_candidate.
+ * Assign a location and stream ID for this tfeedback_decl object based on the
+ * transform feedback candidate found by find_candidate.
*
* If an error occurs, the error is reported through linker_error() and false
* is returned.
return false;
}
+ /* Only transform feedback varyings can be assigned to non-zero streams,
+ * so assign the stream id here.
+ */
+ this->stream_id = this->matched_candidate->toplevel_var->data.stream;
+
return true;
}
info->Outputs[info->NumOutputs].ComponentOffset = location_frac;
info->Outputs[info->NumOutputs].OutputRegister = location;
info->Outputs[info->NumOutputs].NumComponents = output_size;
+ info->Outputs[info->NumOutputs].StreamId = stream_id;
info->Outputs[info->NumOutputs].OutputBuffer = buffer;
info->Outputs[info->NumOutputs].DstOffset = info->BufferStride[buffer];
++info->NumOutputs;
}
else {
/* GL_INVERLEAVED_ATTRIBS */
+ int buffer_stream_id = -1;
for (unsigned i = 0; i < num_tfeedback_decls; ++i) {
if (tfeedback_decls[i].is_next_buffer_separator()) {
num_buffers++;
+ buffer_stream_id = -1;
continue;
+ } else if (buffer_stream_id == -1) {
+ /* First varying writing to this buffer: remember its stream */
+ buffer_stream_id = (int) tfeedback_decls[i].get_stream_id();
+ } else if (buffer_stream_id !=
+ (int) tfeedback_decls[i].get_stream_id()) {
+ /* Varying writes to the same buffer from a different stream */
+ linker_error(prog,
+ "Transform feedback can't capture varyings belonging "
+ "to different vertex streams in a single buffer. "
+ "Varying %s writes to buffer from stream %u, other "
+ "varyings in the same buffer write from stream %u.",
+ tfeedback_decls[i].name(),
+ tfeedback_decls[i].get_stream_id(),
+ buffer_stream_id);
+ return false;
}
if (!tfeedback_decls[i].store(ctx, prog,
* regardless of where they appear. We can trivially satisfy that
* requirement by changing the interpolation type to flat here.
*/
- producer_var->data.centroid = false;
- producer_var->data.sample = false;
- producer_var->data.interpolation = INTERP_QUALIFIER_FLAT;
+ if (producer_var) {
+ producer_var->data.centroid = false;
+ producer_var->data.sample = false;
+ producer_var->data.interpolation = INTERP_QUALIFIER_FLAT;
+ }
if (consumer_var) {
consumer_var->data.centroid = false;
*
* Therefore, the packing class depends only on the interpolation type.
*/
- unsigned packing_class = var->data.centroid | (var->data.sample << 1);
+ unsigned packing_class = var->data.centroid | (var->data.sample << 1) |
+ (var->data.patch << 2);
packing_class *= 4;
packing_class += var->data.interpolation;
return packing_class;
* 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 &&
virtual void visit_field(const glsl_type *type, const char *name,
bool row_major)
{
- assert(!type->is_record());
- assert(!(type->is_array() && type->fields.array->is_record()));
- assert(!type->is_interface());
- assert(!(type->is_array() && type->fields.array->is_interface()));
+ assert(!type->without_array()->is_record());
+ assert(!type->without_array()->is_interface());
(void) row_major;
0,
sizeof(consumer_inputs_with_locations[0]) * VARYING_SLOT_MAX);
- foreach_list(node, ir) {
- ir_variable *const input_var = ((ir_instruction *) node)->as_variable();
+ foreach_in_list(ir_instruction, node, ir) {
+ ir_variable *const input_var = node->as_variable();
if ((input_var != NULL) && (input_var->data.mode == ir_var_shader_in)) {
if (input_var->type->is_interface())
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();
+ foreach_in_list(ir_instruction, node, ir) {
+ ir_variable *const var = node->as_variable();
if (var == NULL || var->data.mode != io_mode)
continue;
}
if (producer) {
- foreach_list(node, producer->ir) {
- ir_variable *const output_var =
- ((ir_instruction *) node)->as_variable();
+ foreach_in_list(ir_instruction, node, producer->ir) {
+ ir_variable *const output_var = node->as_variable();
if ((output_var == NULL) ||
(output_var->data.mode != ir_var_shader_out))
continue;
+ /* Only geometry shaders can use non-zero streams */
+ assert(output_var->data.stream == 0 ||
+ (output_var->data.stream < MAX_VERTEX_STREAMS &&
+ producer->Stage == MESA_SHADER_GEOMETRY));
+
tfeedback_candidate_generator g(mem_ctx, tfeedback_candidates);
g.process(output_var);
if (input_var || (prog->SeparateShader && consumer == NULL)) {
matches.record(output_var, input_var);
}
+
+ /* Only stream 0 outputs can be consumed in the next stage */
+ if (input_var && output_var->data.stream != 0) {
+ linker_error(prog, "output %s is assigned to stream=%d but "
+ "is linked to an input, which requires stream=0",
+ output_var->name, output_var->data.stream);
+ return false;
+ }
}
} else {
/* If there's no producer stage, then this must be a separable program.
* geometry) shader program. This means that locations must be assigned
* for all the inputs.
*/
- foreach_list(node, consumer->ir) {
- ir_variable *const input_var =
- ((ir_instruction *) node)->as_variable();
+ foreach_in_list(ir_instruction, node, consumer->ir) {
+ ir_variable *const input_var = node->as_variable();
if ((input_var == NULL) ||
(input_var->data.mode != ir_var_shader_in))
}
if (consumer && producer) {
- foreach_list(node, consumer->ir) {
- ir_variable *const var = ((ir_instruction *) node)->as_variable();
+ foreach_in_list(ir_instruction, node, consumer->ir) {
+ ir_variable *const var = node->as_variable();
if (var && var->data.mode == ir_var_shader_in &&
var->data.is_unmatched_generic_inout) {
- if (prog->Version <= 120) {
+ if (prog->IsES) {
+ /*
+ * On Page 91 (Page 97 of the PDF) of the GLSL ES 1.0 spec:
+ *
+ * If the vertex shader declares but doesn't write to a
+ * varying and the fragment shader declares and reads it,
+ * is this an error?
+ *
+ * RESOLUTION: No.
+ */
+ linker_warning(prog, "%s shader varying %s not written "
+ "by %s shader\n.",
+ _mesa_shader_stage_to_string(consumer->Stage),
+ var->name,
+ _mesa_shader_stage_to_string(producer->Stage));
+ } else if (prog->Version <= 120) {
/* On page 25 (page 31 of the PDF) of the GLSL 1.20 spec:
*
* Only those varying variables used (i.e. read) in
* write the variable for the FS to read it. See
* "glsl1-varying read but not written" in piglit.
*/
-
linker_error(prog, "%s shader varying %s not written "
"by %s shader\n.",
_mesa_shader_stage_to_string(consumer->Stage),
{
unsigned output_vectors = 0;
- foreach_list(node, producer->ir) {
- ir_variable *const var = ((ir_instruction *) node)->as_variable();
+ foreach_in_list(ir_instruction, node, producer->ir) {
+ ir_variable *const var = 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();
}
}
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 "
+ linker_error(prog, "%s shader uses too many output vectors "
"(%u > %u)\n",
+ _mesa_shader_stage_to_string(producer->Stage),
output_vectors,
max_output_components / 4);
else
- linker_error(prog, "shader uses too many output components "
+ linker_error(prog, "%s shader uses too many output components "
"(%u > %u)\n",
+ _mesa_shader_stage_to_string(producer->Stage),
output_components,
max_output_components);
{
unsigned input_vectors = 0;
- foreach_list(node, consumer->ir) {
- ir_variable *const var = ((ir_instruction *) node)->as_variable();
+ foreach_in_list(ir_instruction, node, consumer->ir) {
+ ir_variable *const var = 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();
}
}
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 "
+ linker_error(prog, "%s shader uses too many input vectors "
"(%u > %u)\n",
+ _mesa_shader_stage_to_string(consumer->Stage),
input_vectors,
max_input_components / 4);
else
- linker_error(prog, "shader uses too many input components "
+ linker_error(prog, "%s shader uses too many input components "
"(%u > %u)\n",
+ _mesa_shader_stage_to_string(consumer->Stage),
input_components,
max_input_components);