For all the patches in the series that I didn't have comments on, Reviewed-by: Ilia Mirkin <imir...@alum.mit.edu>
On Tue, Oct 24, 2017 at 5:28 AM, Iago Toral Quiroga <ito...@igalia.com> wrote: > v2: > - we only need to validate inputs to the first stage and outputs > from the last stage, everything else has already been validated > during cross_validate_outputs_to_inputs (Timothy). > - Use MAX_VARYING instead of MAX_VARYINGS_INCL_PATCH (Illia) > --- > src/compiler/glsl/link_varyings.cpp | 55 > +++++++++++++++++++++++++++++++++++++ > src/compiler/glsl/link_varyings.h | 6 ++++ > src/compiler/glsl/linker.cpp | 10 +++++++ > 3 files changed, 71 insertions(+) > > diff --git a/src/compiler/glsl/link_varyings.cpp > b/src/compiler/glsl/link_varyings.cpp > index 02a48f7199..e80736fb38 100644 > --- a/src/compiler/glsl/link_varyings.cpp > +++ b/src/compiler/glsl/link_varyings.cpp > @@ -600,6 +600,61 @@ validate_explicit_variable_location(struct gl_context > *ctx, > } > > /** > + * Validate explicit locations for the inputs to the first stage and the > + * outputs of the last stage in an SSO program (everything in between is > + * validated in cross_validate_outputs_to_inputs). > + */ > +void > +validate_sso_explicit_locations(struct gl_context *ctx, > + struct gl_shader_program *prog, > + gl_shader_stage first_stage, > + gl_shader_stage last_stage) > +{ > + assert(prog->SeparateShader); > + > + /* VS inputs and FS outputs are validated in > + * assign_attribute_or_color_locations() > + */ > + bool validate_first_stage = first_stage != MESA_SHADER_VERTEX; > + bool validate_last_stage = last_stage != MESA_SHADER_FRAGMENT; > + if (!validate_first_stage && !validate_last_stage) > + return; > + > + struct explicit_location_info explicit_locations[MAX_VARYING][4]; > + > + gl_shader_stage stages[2] = { first_stage, last_stage }; > + bool validate_stage[2] = { validate_first_stage, validate_last_stage }; > + ir_variable_mode var_direction[2] = { ir_var_shader_in, ir_var_shader_out > }; > + > + for (unsigned i = 0; i < 2; i++) { > + if (!validate_stage[i]) > + continue; > + > + gl_shader_stage stage = stages[i]; > + > + gl_linked_shader *sh = prog->_LinkedShaders[stage]; > + assert(sh); > + > + memset(explicit_locations, 0, sizeof(explicit_locations)); > + > + foreach_in_list(ir_instruction, node, sh->ir) { > + ir_variable *const var = node->as_variable(); > + > + if (var == NULL || > + !var->data.explicit_location || > + var->data.location < VARYING_SLOT_VAR0 || > + var->data.mode != var_direction[i]) > + continue; > + > + if (!validate_explicit_variable_location( > + ctx, explicit_locations, var, prog, sh)) { > + return; > + } > + } > + } > +} > + > +/** > * Validate that outputs from one stage match inputs of another > */ > void > diff --git a/src/compiler/glsl/link_varyings.h > b/src/compiler/glsl/link_varyings.h > index 081b04ea38..e052a2b3e5 100644 > --- a/src/compiler/glsl/link_varyings.h > +++ b/src/compiler/glsl/link_varyings.h > @@ -300,6 +300,12 @@ link_varyings(struct gl_shader_program *prog, unsigned > first, unsigned last, > struct gl_context *ctx, void *mem_ctx); > > void > +validate_sso_explicit_locations(struct gl_context *ctx, > + struct gl_shader_program *prog, > + gl_shader_stage first, > + gl_shader_stage last); > + > +void > cross_validate_outputs_to_inputs(struct gl_context *ctx, > struct gl_shader_program *prog, > gl_linked_shader *producer, > diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp > index 3798309678..8c610df9bf 100644 > --- a/src/compiler/glsl/linker.cpp > +++ b/src/compiler/glsl/linker.cpp > @@ -4938,6 +4938,16 @@ link_shaders(struct gl_context *ctx, struct > gl_shader_program *prog) > prev = i; > } > > + /* The cross validation of outputs/inputs above validates explicit > locations > + * but for SSO programs we need to do this also for the inputs in the > + * first stage and outputs of the last stage included in the program, > since > + * there is no cross validation for these. > + */ > + if (prog->SeparateShader) > + validate_sso_explicit_locations(ctx, prog, > + (gl_shader_stage) first, > + (gl_shader_stage) last); > + > /* Cross-validate uniform blocks between shader stages */ > validate_interstage_uniform_blocks(prog, prog->_LinkedShaders); > if (!prog->data->LinkStatus) > -- > 2.11.0 > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev