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:
Iago Toral Quiroga 2017-10-16 12:43:52 +02:00
parent 16631ca30e
commit 2d87caa279
3 changed files with 43 additions and 5 deletions

View File

@ -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) {

View File

@ -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);

View File

@ -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)