From: Pierre-Eric Pelloux-Prayer Date: Tue, 19 May 2020 12:42:19 +0000 (+0200) Subject: glsl: declare gl_Layer/gl_ViewportIndex/gl_ViewportMask as vs builtins X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=49d35f3d882bd0f4418a1ce056344b8f06bd75dd;p=mesa.git glsl: declare gl_Layer/gl_ViewportIndex/gl_ViewportMask as vs builtins Otherwise a VS doing the following: out gl_PerVertex { vec4 gl_Position; int gl_ViewportIndex; }; cannot be compiled because of the following error: "redeclaration of gl_PerVertex must be a subset of the built-in members of gl_PerVertex" v2: add GLSL_PRECISION_HIGH param to add_varying() for "gl_Layer" in generate_fs_special_vars. v3: add GLSL_PRECISION_HIGH param to add_varying() for "gl_Layer" in generate_varyings. Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2946 Tested-by: John Galt Reviewed-by: Marek Olšák (v3) Reviewed-by: Ian Romanick (v3) Part-of: --- diff --git a/src/compiler/glsl/builtin_variables.cpp b/src/compiler/glsl/builtin_variables.cpp index a5f88d9b069..24d0d403328 100644 --- a/src/compiler/glsl/builtin_variables.cpp +++ b/src/compiler/glsl/builtin_variables.cpp @@ -315,7 +315,7 @@ class per_vertex_accumulator public: per_vertex_accumulator(); void add_field(int slot, const glsl_type *type, int precision, - const char *name); + const char *name, enum glsl_interp_mode interp); const glsl_type *construct_interface_instance() const; private: @@ -333,7 +333,8 @@ per_vertex_accumulator::per_vertex_accumulator() void per_vertex_accumulator::add_field(int slot, const glsl_type *type, - int precision, const char *name) + int precision, const char *name, + enum glsl_interp_mode interp) { assert(this->num_fields < ARRAY_SIZE(this->fields)); this->fields[this->num_fields].type = type; @@ -341,7 +342,7 @@ per_vertex_accumulator::add_field(int slot, const glsl_type *type, this->fields[this->num_fields].matrix_layout = GLSL_MATRIX_LAYOUT_INHERITED; this->fields[this->num_fields].location = slot; this->fields[this->num_fields].offset = -1; - this->fields[this->num_fields].interpolation = INTERP_MODE_NONE; + this->fields[this->num_fields].interpolation = interp; this->fields[this->num_fields].centroid = 0; this->fields[this->num_fields].sample = 0; this->fields[this->num_fields].patch = 0; @@ -397,14 +398,16 @@ private: } ir_variable *add_input(int slot, const glsl_type *type, int precision, - const char *name) + const char *name, + enum glsl_interp_mode interp = INTERP_MODE_NONE) { - return add_variable(name, type, precision, ir_var_shader_in, slot); + return add_variable(name, type, precision, ir_var_shader_in, slot, interp); } - ir_variable *add_input(int slot, const glsl_type *type, const char *name) + ir_variable *add_input(int slot, const glsl_type *type, const char *name, + enum glsl_interp_mode interp = INTERP_MODE_NONE) { - return add_input(slot, type, GLSL_PRECISION_NONE, name); + return add_input(slot, type, GLSL_PRECISION_NONE, name, interp); } ir_variable *add_output(int slot, const glsl_type *type, int precision, @@ -438,7 +441,7 @@ private: ir_variable *add_variable(const char *name, const glsl_type *type, int precision, enum ir_variable_mode mode, - int slot); + int slot, enum glsl_interp_mode interp = INTERP_MODE_NONE); ir_variable *add_index_variable(const char *name, const glsl_type *type, int precision, enum ir_variable_mode mode, int slot, int index); @@ -455,10 +458,12 @@ private: } ir_variable *add_const_ivec3(const char *name, int x, int y, int z); void add_varying(int slot, const glsl_type *type, int precision, - const char *name); - void add_varying(int slot, const glsl_type *type, const char *name) + const char *name, + enum glsl_interp_mode interp = INTERP_MODE_NONE); + void add_varying(int slot, const glsl_type *type, const char *name, + enum glsl_interp_mode interp = INTERP_MODE_NONE) { - add_varying(slot, type, GLSL_PRECISION_NONE, name); + add_varying(slot, type, GLSL_PRECISION_NONE, name, interp); } exec_list * const instructions; @@ -553,7 +558,8 @@ ir_variable * builtin_variable_generator::add_variable(const char *name, const glsl_type *type, int precision, - enum ir_variable_mode mode, int slot) + enum ir_variable_mode mode, int slot, + enum glsl_interp_mode interp) { ir_variable *var = new(symtab) ir_variable(type, name, mode); var->data.how_declared = ir_var_declared_implicitly; @@ -580,6 +586,7 @@ builtin_variable_generator::add_variable(const char *name, var->data.location = slot; var->data.explicit_location = (slot >= 0); var->data.explicit_index = 0; + var->data.interpolation = interp; if (state->es_shader) var->data.precision = precision; @@ -1073,8 +1080,6 @@ builtin_variable_generator::generate_special_vars() void builtin_variable_generator::generate_vs_special_vars() { - ir_variable *var; - if (state->is_version(130, 300) || state->EXT_gpu_shader4_enable) { add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, GLSL_PRECISION_HIGH, "gl_VertexID"); @@ -1101,33 +1106,6 @@ builtin_variable_generator::generate_vs_special_vars() add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstanceARB"); add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawIDARB"); } - if (state->AMD_vertex_shader_layer_enable || - state->ARB_shader_viewport_layer_array_enable || - state->NV_viewport_array2_enable) { - var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer"); - var->data.interpolation = INTERP_MODE_FLAT; - } - if (state->AMD_vertex_shader_viewport_index_enable || - state->ARB_shader_viewport_layer_array_enable || - state->NV_viewport_array2_enable) { - var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex"); - var->data.interpolation = INTERP_MODE_FLAT; - } - if (state->NV_viewport_array2_enable) { - /* From the NV_viewport_array2 specification: - * - * "The variable gl_ViewportMask[] is available as an output variable - * in the VTG languages. The array has ceil(v/32) elements where v is - * the maximum number of viewports supported by the implementation." - * - * Since no drivers expose more than 16 viewports, we can simply set the - * array size to 1 rather than computing it and dealing with varying - * slot complication. - */ - var = add_output(VARYING_SLOT_VIEWPORT_MASK, array(int_t, 1), - "gl_ViewportMask"); - var->data.interpolation = INTERP_MODE_FLAT; - } if (compatibility) { add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex"); add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal"); @@ -1405,16 +1383,14 @@ builtin_variable_generator::generate_fs_special_vars() state->ARB_fragment_layer_viewport_enable || state->OES_geometry_shader_enable || state->EXT_geometry_shader_enable) { - var = add_input(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH, - "gl_Layer"); - var->data.interpolation = INTERP_MODE_FLAT; + add_varying(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH, + "gl_Layer", INTERP_MODE_FLAT); } if (state->is_version(430, 0) || state->ARB_fragment_layer_viewport_enable || state->OES_viewport_array_enable) { - var = add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex"); - var->data.interpolation = INTERP_MODE_FLAT; + add_varying(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex", INTERP_MODE_FLAT); } if (state->is_version(450, 310) || state->ARB_ES3_1_compatibility_enable) @@ -1452,19 +1428,20 @@ builtin_variable_generator::generate_cs_special_vars() */ void builtin_variable_generator::add_varying(int slot, const glsl_type *type, - int precision, const char *name) + int precision, const char *name, + enum glsl_interp_mode interp) { switch (state->stage) { case MESA_SHADER_TESS_CTRL: case MESA_SHADER_TESS_EVAL: case MESA_SHADER_GEOMETRY: - this->per_vertex_in.add_field(slot, type, precision, name); + this->per_vertex_in.add_field(slot, type, precision, name, interp); /* FALLTHROUGH */ case MESA_SHADER_VERTEX: - this->per_vertex_out.add_field(slot, type, precision, name); + this->per_vertex_out.add_field(slot, type, precision, name, interp); break; case MESA_SHADER_FRAGMENT: - add_input(slot, type, precision, name); + add_input(slot, type, precision, name, interp); break; case MESA_SHADER_COMPUTE: /* Compute shaders don't have varyings. */ @@ -1504,6 +1481,34 @@ builtin_variable_generator::generate_varyings() GLSL_PRECISION_MEDIUM, "gl_PointSize"); } + if (state->stage == MESA_SHADER_VERTEX) { + if (state->AMD_vertex_shader_viewport_index_enable || + state->ARB_shader_viewport_layer_array_enable || + state->NV_viewport_array2_enable) { + add_varying(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex", INTERP_MODE_FLAT); + } + + if (state->AMD_vertex_shader_layer_enable || + state->ARB_shader_viewport_layer_array_enable || + state->NV_viewport_array2_enable) { + add_varying(VARYING_SLOT_LAYER, int_t, GLSL_PRECISION_HIGH, + "gl_Layer", INTERP_MODE_FLAT); + } + + /* From the NV_viewport_array2 specification: + * + * "The variable gl_ViewportMask[] is available as an output variable + * in the VTG languages. The array has ceil(v/32) elements where v is + * the maximum number of viewports supported by the implementation." + * + * Since no drivers expose more than 16 viewports, we can simply set the + * array size to 1 rather than computing it and dealing with varying + * slot complication. + */ + if (state->NV_viewport_array2_enable) + add_varying(VARYING_SLOT_VIEWPORT_MASK, array(int_t, 1), + "gl_ViewportMask", INTERP_MODE_FLAT); + } } if (state->has_clip_distance()) {