extern "C" {
#include "main/shaderobj.h"
+#include "main/enums.h"
}
void linker_error(gl_shader_program *, const char *, ...);
}
};
+/**
+ * Performs the cross-validation of geometry shader max_vertices and
+ * primitive type layout qualifiers for the attached geometry shaders,
+ * and propagates them to the linked GS and linked shader program.
+ */
+static void
+link_gs_inout_layout_qualifiers(struct gl_shader_program *prog,
+ struct gl_shader *linked_shader,
+ struct gl_shader **shader_list,
+ unsigned num_shaders)
+{
+ linked_shader->Geom.VerticesOut = 0;
+ linked_shader->Geom.InputType = PRIM_UNKNOWN;
+ linked_shader->Geom.OutputType = PRIM_UNKNOWN;
+
+ /* No in/out qualifiers defined for anything but GLSL 1.50+
+ * geometry shaders so far.
+ */
+ if (linked_shader->Type != GL_GEOMETRY_SHADER || prog->Version < 150)
+ return;
+
+ /* From the GLSL 1.50 spec, page 46:
+ *
+ * "All geometry shader output layout declarations in a program
+ * must declare the same layout and same value for
+ * max_vertices. There must be at least one geometry output
+ * layout declaration somewhere in a program, but not all
+ * geometry shaders (compilation units) are required to
+ * declare it."
+ */
+
+ for (unsigned i = 0; i < num_shaders; i++) {
+ struct gl_shader *shader = shader_list[i];
+
+ if (shader->Geom.InputType != PRIM_UNKNOWN) {
+ if (linked_shader->Geom.InputType != PRIM_UNKNOWN &&
+ linked_shader->Geom.InputType != shader->Geom.InputType) {
+ linker_error(prog, "geometry shader defined with conflicting "
+ "input types\n");
+ return;
+ }
+ linked_shader->Geom.InputType = shader->Geom.InputType;
+ }
+
+ if (shader->Geom.OutputType != PRIM_UNKNOWN) {
+ if (linked_shader->Geom.OutputType != PRIM_UNKNOWN &&
+ linked_shader->Geom.OutputType != shader->Geom.OutputType) {
+ linker_error(prog, "geometry shader defined with conflicting "
+ "output types\n");
+ return;
+ }
+ linked_shader->Geom.OutputType = shader->Geom.OutputType;
+ }
+
+ if (shader->Geom.VerticesOut != 0) {
+ if (linked_shader->Geom.VerticesOut != 0 &&
+ linked_shader->Geom.VerticesOut != shader->Geom.VerticesOut) {
+ linker_error(prog, "geometry shader defined with conflicting "
+ "output vertex count (%d and %d)\n",
+ linked_shader->Geom.VerticesOut,
+ shader->Geom.VerticesOut);
+ return;
+ }
+ linked_shader->Geom.VerticesOut = shader->Geom.VerticesOut;
+ }
+ }
+
+ /* Just do the intrastage -> interstage propagation right now,
+ * since we already know we're in the right type of shader program
+ * for doing it.
+ */
+ if (linked_shader->Geom.InputType == PRIM_UNKNOWN) {
+ linker_error(prog,
+ "geometry shader didn't declare primitive input type\n");
+ return;
+ }
+ prog->Geom.InputType = linked_shader->Geom.InputType;
+
+ if (linked_shader->Geom.OutputType == PRIM_UNKNOWN) {
+ linker_error(prog,
+ "geometry shader didn't declare primitive output type\n");
+ return;
+ }
+ prog->Geom.OutputType = linked_shader->Geom.OutputType;
+
+ if (linked_shader->Geom.VerticesOut == 0) {
+ linker_error(prog,
+ "geometry shader didn't declare max_vertices\n");
+ return;
+ }
+ prog->Geom.VerticesOut = linked_shader->Geom.VerticesOut;
+}
+
/**
* Combine a group of shaders for a single stage to generate a linked shader
*
linked->NumUniformBlocks = num_uniform_blocks;
ralloc_steal(linked, linked->UniformBlocks);
+ link_gs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
+
populate_symbol_table(linked);
/* The a pointer to the main function in the final linked shader (i.e., the