*/
if (dec->decoration == SpvDecorationLocation) {
unsigned location = dec->literals[0];
- bool is_vertex_input = false;
if (b->shader->info.stage == MESA_SHADER_FRAGMENT &&
vtn_var->mode == vtn_variable_mode_output) {
location += FRAG_RESULT_DATA0;
} else if (b->shader->info.stage == MESA_SHADER_VERTEX &&
vtn_var->mode == vtn_variable_mode_input) {
- is_vertex_input = true;
location += VERT_ATTRIB_GENERIC0;
} else if (vtn_var->mode == vtn_variable_mode_input ||
vtn_var->mode == vtn_variable_mode_output) {
} else {
/* This handles the structure member case */
assert(vtn_var->var->members);
- for (unsigned i = 0; i < vtn_var->var->num_members; i++) {
- vtn_var->var->members[i].location = location;
- const struct glsl_type *member_type =
- glsl_get_struct_field(vtn_var->var->interface_type, i);
- location += glsl_count_attribute_slots(member_type,
- is_vertex_input);
- }
+
+ if (member == -1)
+ vtn_var->base_location = location;
+ else
+ vtn_var->var->members[member].location = location;
}
+
return;
} else {
if (vtn_var->var) {
return false;
}
+static void
+assign_missing_member_locations(struct vtn_variable *var,
+ bool is_vertex_input)
+{
+ unsigned length =
+ glsl_get_length(glsl_without_array(var->type->type));
+ int location = var->base_location;
+
+ for (unsigned i = 0; i < length; i++) {
+ /* From the Vulkan spec:
+ *
+ * “If the structure type is a Block but without a Location, then each
+ * of its members must have a Location decoration.”
+ *
+ */
+ if (var->type->block) {
+ assert(var->base_location != -1 ||
+ var->var->members[i].location != -1);
+ }
+
+ /* From the Vulkan spec:
+ *
+ * “Any member with its own Location decoration is assigned that
+ * location. Each remaining member is assigned the location after the
+ * immediately preceding member in declaration order.”
+ */
+ if (var->var->members[i].location != -1)
+ location = var->var->members[i].location;
+ else
+ var->var->members[i].location = location;
+
+ /* Below we use type instead of interface_type, because interface_type
+ * is only available when it is a Block. This code also supports
+ * input/outputs that are just structs
+ */
+ const struct glsl_type *member_type =
+ glsl_get_struct_field(glsl_without_array(var->type->type), i);
+
+ location +=
+ glsl_count_attribute_slots(member_type, is_vertex_input);
+ }
+}
+
+
static void
vtn_create_variable(struct vtn_builder *b, struct vtn_value *val,
struct vtn_type *ptr_type, SpvStorageClass storage_class,
struct vtn_variable *var = rzalloc(b, struct vtn_variable);
var->type = type;
var->mode = mode;
+ var->base_location = -1;
vtn_assert(val->value_type == vtn_value_type_pointer);
val->pointer = vtn_pointer_for_variable(b, var, ptr_type);
for (unsigned i = 0; i < var->var->num_members; i++) {
var->var->members[i].mode = nir_mode;
var->var->members[i].patch = var->patch;
+ var->var->members[i].location = -1;
}
}
vtn_foreach_decoration(b, val, var_decoration_cb, var);
+ if ((var->mode == vtn_variable_mode_input ||
+ var->mode == vtn_variable_mode_output) &&
+ var->var->members) {
+ bool is_vertex_input = (b->shader->info.stage == MESA_SHADER_VERTEX &&
+ var->mode == vtn_variable_mode_input);
+ assign_missing_member_locations(var, is_vertex_input);
+ }
+
if (var->mode == vtn_variable_mode_uniform) {
/* XXX: We still need the binding information in the nir_variable
* for these. We should fix that.