glsl: Export the compiler's GS layout qualifiers to the gl_shader.

Next step is to validate them at link time.

v2 (Paul Berry <stereotype441@gmail.com>): Don't attempt to export the
layout qualifiers in the event of a compile error, since some of them
are set up by ast_to_hir(), and ast_to_hir() isn't guaranteed to have
run in the event of a compile error.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>

v3 (Paul Berry <stereotype441@gmail.com>): Use PRIM_UNKNOWN to
represent "not set in this shader".

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Eric Anholt 2013-06-12 17:21:44 -07:00 committed by Paul Berry
parent 624b7bac76
commit 010a6a8fd3
2 changed files with 49 additions and 0 deletions

View File

@ -1414,6 +1414,34 @@ ast_struct_specifier::ast_struct_specifier(const char *identifier,
is_declaration = true;
}
static void
set_shader_inout_layout(struct gl_shader *shader,
struct _mesa_glsl_parse_state *state)
{
if (shader->Type != GL_GEOMETRY_SHADER) {
/* Should have been prevented by the parser. */
assert(!state->gs_input_prim_type_specified);
assert(!state->out_qualifier->flags.i);
return;
}
shader->Geom.VerticesOut = 0;
if (state->out_qualifier->flags.q.max_vertices)
shader->Geom.VerticesOut = state->out_qualifier->max_vertices;
if (state->gs_input_prim_type_specified) {
shader->Geom.InputType = state->gs_input_prim_type;
} else {
shader->Geom.InputType = PRIM_UNKNOWN;
}
if (state->out_qualifier->flags.q.prim_type) {
shader->Geom.OutputType = state->out_qualifier->prim_type;
} else {
shader->Geom.OutputType = PRIM_UNKNOWN;
}
}
extern "C" {
void
@ -1489,6 +1517,9 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
shader->UniformBlocks = state->uniform_blocks;
ralloc_steal(shader, shader->UniformBlocks);
if (!state->error)
set_shader_inout_layout(shader, state);
/* Retain any live IR, but trash the rest. */
reparent_ir(shader->ir, shader->ir);

View File

@ -2171,6 +2171,24 @@ struct gl_shader
/** Shaders containing built-in functions that are used for linking. */
struct gl_shader *builtins_to_link[16];
unsigned num_builtins_to_link;
/**
* Geometry shader state from GLSL 1.50 layout qualifiers.
*/
struct {
GLint VerticesOut;
/**
* GL_POINTS, GL_LINES, GL_LINES_ADJACENCY, GL_TRIANGLES, or
* GL_TRIANGLES_ADJACENCY, or PRIM_UNKNOWN if it's not set in this
* shader.
*/
GLenum InputType;
/**
* GL_POINTS, GL_LINE_STRIP or GL_TRIANGLE_STRIP, or PRIM_UNKNOWN if
* it's not set in this shader.
*/
GLenum OutputType;
} Geom;
};