glsl/linker: produce error when invalid explicit locations are used
We only need to add a check to validate output locations here. For inputs with invalid locations we will fail to link when we can't find a matching output in the same (invalid) location. v2: compute location slots properly depending on shader stage and variable type / direction Fixes: KHR-GL45.enhanced_layouts.varying_location_limit Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
parent
16631ca30e
commit
2d87caa279
|
@ -377,11 +377,38 @@ cross_validate_front_and_back_color(struct gl_shader_program *prog,
|
|||
consumer_stage, producer_stage);
|
||||
}
|
||||
|
||||
static unsigned
|
||||
compute_variable_location_slot(ir_variable *var, gl_shader_stage stage)
|
||||
{
|
||||
unsigned location_start = VARYING_SLOT_VAR0;
|
||||
|
||||
switch (stage) {
|
||||
case MESA_SHADER_VERTEX:
|
||||
if (var->data.mode == ir_var_shader_in)
|
||||
location_start = VERT_ATTRIB_GENERIC0;
|
||||
break;
|
||||
case MESA_SHADER_TESS_CTRL:
|
||||
case MESA_SHADER_TESS_EVAL:
|
||||
if (var->data.patch)
|
||||
location_start = VARYING_SLOT_PATCH0;
|
||||
break;
|
||||
case MESA_SHADER_FRAGMENT:
|
||||
if (var->data.mode == ir_var_shader_out)
|
||||
location_start = FRAG_RESULT_DATA0;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return var->data.location - location_start;
|
||||
}
|
||||
|
||||
/**
|
||||
* Validate that outputs from one stage match inputs of another
|
||||
*/
|
||||
void
|
||||
cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
|
||||
cross_validate_outputs_to_inputs(struct gl_context *ctx,
|
||||
struct gl_shader_program *prog,
|
||||
gl_linked_shader *producer,
|
||||
gl_linked_shader *consumer)
|
||||
{
|
||||
|
@ -406,10 +433,19 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
|
|||
*/
|
||||
const glsl_type *type = get_varying_type(var, producer->Stage);
|
||||
unsigned num_elements = type->count_attribute_slots(false);
|
||||
unsigned idx = var->data.location - VARYING_SLOT_VAR0;
|
||||
unsigned idx = compute_variable_location_slot(var, producer->Stage);
|
||||
unsigned slot_limit = idx + num_elements;
|
||||
unsigned last_comp;
|
||||
|
||||
unsigned slot_max =
|
||||
ctx->Const.Program[producer->Stage].MaxOutputComponents / 4;
|
||||
if (slot_limit > slot_max) {
|
||||
linker_error(prog,
|
||||
"Invalid location %u in %s shader\n",
|
||||
idx, _mesa_shader_stage_to_string(producer->Stage));
|
||||
return;
|
||||
}
|
||||
|
||||
if (type->without_array()->is_record()) {
|
||||
/* The component qualifier can't be used on structs so just treat
|
||||
* all component slots as used.
|
||||
|
@ -515,7 +551,8 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
|
|||
|
||||
const glsl_type *type = get_varying_type(input, consumer->Stage);
|
||||
unsigned num_elements = type->count_attribute_slots(false);
|
||||
unsigned idx = input->data.location - VARYING_SLOT_VAR0;
|
||||
unsigned idx =
|
||||
compute_variable_location_slot(input, consumer->Stage);
|
||||
unsigned slot_limit = idx + num_elements;
|
||||
|
||||
while (idx < slot_limit) {
|
||||
|
|
|
@ -300,7 +300,8 @@ link_varyings(struct gl_shader_program *prog, unsigned first, unsigned last,
|
|||
struct gl_context *ctx, void *mem_ctx);
|
||||
|
||||
void
|
||||
cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
|
||||
cross_validate_outputs_to_inputs(struct gl_context *ctx,
|
||||
struct gl_shader_program *prog,
|
||||
gl_linked_shader *producer,
|
||||
gl_linked_shader *consumer);
|
||||
|
||||
|
|
|
@ -4929,7 +4929,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
|
|||
if (!prog->data->LinkStatus)
|
||||
goto done;
|
||||
|
||||
cross_validate_outputs_to_inputs(prog,
|
||||
cross_validate_outputs_to_inputs(ctx, prog,
|
||||
prog->_LinkedShaders[prev],
|
||||
prog->_LinkedShaders[i]);
|
||||
if (!prog->data->LinkStatus)
|
||||
|
|
Loading…
Reference in New Issue