compiler/types: Add helpers to get explicit types for standard layouts
We also need to modify the current size/align helpers to not blow up when they encounter an explicitly laid out type. Previously we considered using the size/align helpers mutually exclusive with standard layouts but now we just assert that they match. Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
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@ -1759,8 +1759,6 @@ glsl_type::std140_size(bool row_major) const
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array_len = 1;
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}
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assert(element_type->explicit_stride == 0);
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if (row_major) {
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vec_type = get_instance(element_type->base_type,
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element_type->matrix_columns, 1);
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@ -1788,15 +1786,19 @@ glsl_type::std140_size(bool row_major) const
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* the array are laid out in order, according to rule (9).
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*/
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if (this->is_array()) {
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assert(this->explicit_stride == 0);
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unsigned stride;
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if (this->without_array()->is_struct()) {
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return this->arrays_of_arrays_size() *
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this->without_array()->std140_size(row_major);
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stride = this->without_array()->std140_size(row_major);
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} else {
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unsigned element_base_align =
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this->without_array()->std140_base_alignment(row_major);
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return this->arrays_of_arrays_size() * MAX2(element_base_align, 16);
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stride = MAX2(element_base_align, 16);
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}
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unsigned size = this->arrays_of_arrays_size() * stride;
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assert(this->explicit_stride == 0 ||
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size == this->length * this->explicit_stride);
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return size;
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}
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/* (9) If the member is a structure, the base alignment of the
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@ -1848,6 +1850,79 @@ glsl_type::std140_size(bool row_major) const
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return -1;
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}
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const glsl_type *
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glsl_type::get_explicit_std140_type(bool row_major) const
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{
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if (this->is_vector() || this->is_scalar()) {
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return this;
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} else if (this->is_matrix()) {
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const glsl_type *vec_type;
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if (row_major)
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vec_type = get_instance(this->base_type, this->matrix_columns, 1);
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else
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vec_type = get_instance(this->base_type, this->vector_elements, 1);
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unsigned elem_size = vec_type->std140_size(false);
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unsigned stride = glsl_align(elem_size, 16);
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return get_instance(this->base_type, this->vector_elements,
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this->matrix_columns, stride, row_major);
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} else if (this->is_array()) {
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unsigned elem_size = this->fields.array->std140_size(row_major);
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const glsl_type *elem_type =
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this->fields.array->get_explicit_std140_type(row_major);
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unsigned stride = glsl_align(elem_size, 16);
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return get_array_instance(elem_type, this->length, stride);
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} else if (this->is_struct() || this->is_interface()) {
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glsl_struct_field *fields = new glsl_struct_field[this->length];
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unsigned offset = 0;
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for (unsigned i = 0; i < length; i++) {
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fields[i] = this->fields.structure[i];
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bool field_row_major = row_major;
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if (fields[i].matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
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field_row_major = false;
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} else if (fields[i].matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
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field_row_major = true;
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}
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fields[i].type =
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fields[i].type->get_explicit_std140_type(field_row_major);
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unsigned fsize = fields[i].type->std140_size(field_row_major);
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unsigned falign = fields[i].type->std140_base_alignment(field_row_major);
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/* From the GLSL 460 spec section "Uniform and Shader Storage Block
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* Layout Qualifiers":
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*
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* "The actual offset of a member is computed as follows: If
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* offset was declared, start with that offset, otherwise start
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* with the next available offset. If the resulting offset is not
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* a multiple of the actual alignment, increase it to the first
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* offset that is a multiple of the actual alignment. This results
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* in the actual offset the member will have."
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*/
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if (fields[i].offset >= 0) {
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assert((unsigned)fields[i].offset >= offset);
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offset = fields[i].offset;
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}
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offset = glsl_align(offset, falign);
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fields[i].offset = offset;
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offset += fsize;
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}
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const glsl_type *type;
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if (this->is_struct())
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type = get_struct_instance(fields, this->length, this->name);
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else
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type = get_interface_instance(fields, this->length,
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(enum glsl_interface_packing)this->interface_packing,
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this->interface_row_major,
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this->name);
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delete[] fields;
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return type;
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} else {
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unreachable("Invalid type for UBO or SSBO");
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}
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}
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unsigned
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glsl_type::std430_base_alignment(bool row_major) const
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{
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@ -1963,8 +2038,6 @@ glsl_type::std430_array_stride(bool row_major) const
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{
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unsigned N = is_64bit() ? 8 : 4;
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assert(explicit_stride == 0);
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/* Notice that the array stride of a vec3 is not 3 * N but 4 * N.
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* See OpenGL 4.30 spec, section 7.6.2.2 "Standard Uniform Block Layout"
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*
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@ -1975,7 +2048,9 @@ glsl_type::std430_array_stride(bool row_major) const
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return 4 * N;
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/* By default use std430_size(row_major) */
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return this->std430_size(row_major);
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unsigned stride = this->std430_size(row_major);
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assert(this->explicit_stride == 0 || this->explicit_stride == stride);
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return stride;
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}
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unsigned
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@ -2009,8 +2084,6 @@ glsl_type::std430_size(bool row_major) const
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array_len = 1;
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}
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assert(element_type->explicit_stride == 0);
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if (row_major) {
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vec_type = get_instance(element_type->base_type,
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element_type->matrix_columns, 1);
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@ -2028,13 +2101,16 @@ glsl_type::std430_size(bool row_major) const
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}
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if (this->is_array()) {
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assert(this->explicit_stride == 0);
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unsigned stride;
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if (this->without_array()->is_struct())
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return this->arrays_of_arrays_size() *
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this->without_array()->std430_size(row_major);
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stride = this->without_array()->std430_size(row_major);
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else
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return this->arrays_of_arrays_size() *
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this->without_array()->std430_base_alignment(row_major);
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stride = this->without_array()->std430_base_alignment(row_major);
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unsigned size = this->arrays_of_arrays_size() * stride;
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assert(this->explicit_stride == 0 ||
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size == this->length * this->explicit_stride);
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return size;
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}
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if (this->is_struct() || this->is_interface()) {
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@ -2066,6 +2142,90 @@ glsl_type::std430_size(bool row_major) const
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return -1;
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}
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const glsl_type *
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glsl_type::get_explicit_std430_type(bool row_major) const
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{
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if (this->is_vector() || this->is_scalar()) {
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return this;
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} else if (this->is_matrix()) {
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const glsl_type *vec_type;
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if (row_major)
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vec_type = get_instance(this->base_type, this->matrix_columns, 1);
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else
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vec_type = get_instance(this->base_type, this->vector_elements, 1);
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unsigned stride = vec_type->std430_array_stride(false);
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return get_instance(this->base_type, this->vector_elements,
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this->matrix_columns, stride, row_major);
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} else if (this->is_array()) {
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const glsl_type *elem_type =
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this->fields.array->get_explicit_std430_type(row_major);
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unsigned stride = this->fields.array->std430_array_stride(row_major);
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return get_array_instance(elem_type, this->length, stride);
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} else if (this->is_struct() || this->is_interface()) {
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glsl_struct_field *fields = new glsl_struct_field[this->length];
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unsigned offset = 0;
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for (unsigned i = 0; i < length; i++) {
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fields[i] = this->fields.structure[i];
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bool field_row_major = row_major;
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if (fields[i].matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
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field_row_major = false;
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} else if (fields[i].matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
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field_row_major = true;
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}
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fields[i].type =
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fields[i].type->get_explicit_std430_type(field_row_major);
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unsigned fsize = fields[i].type->std430_size(field_row_major);
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unsigned falign = fields[i].type->std430_base_alignment(field_row_major);
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/* From the GLSL 460 spec section "Uniform and Shader Storage Block
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* Layout Qualifiers":
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*
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* "The actual offset of a member is computed as follows: If
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* offset was declared, start with that offset, otherwise start
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* with the next available offset. If the resulting offset is not
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* a multiple of the actual alignment, increase it to the first
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* offset that is a multiple of the actual alignment. This results
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* in the actual offset the member will have."
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*/
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if (fields[i].offset >= 0) {
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assert((unsigned)fields[i].offset >= offset);
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offset = fields[i].offset;
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}
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offset = glsl_align(offset, falign);
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fields[i].offset = offset;
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offset += fsize;
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}
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const glsl_type *type;
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if (this->is_struct())
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type = get_struct_instance(fields, this->length, this->name);
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else
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type = get_interface_instance(fields, this->length,
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(enum glsl_interface_packing)this->interface_packing,
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this->interface_row_major,
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this->name);
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delete[] fields;
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return type;
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} else {
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unreachable("Invalid type for SSBO");
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}
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}
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const glsl_type *
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glsl_type::get_explicit_interface_type(bool supports_std430) const
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{
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enum glsl_interface_packing packing =
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this->get_internal_ifc_packing(supports_std430);
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if (packing == GLSL_INTERFACE_PACKING_STD140) {
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return this->get_explicit_std140_type(this->interface_row_major);
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} else {
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assert(packing == GLSL_INTERFACE_PACKING_STD430);
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return this->get_explicit_std430_type(this->interface_row_major);
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}
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}
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unsigned
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glsl_type::count_attribute_slots(bool is_gl_vertex_input) const
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{
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@ -412,6 +412,11 @@ public:
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*/
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unsigned std140_size(bool row_major) const;
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/**
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* Gets an explicitly laid out type with the std140 layout.
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*/
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const glsl_type *get_explicit_std140_type(bool row_major) const;
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/**
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* Alignment in bytes of the start of this type in a std430 shader
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* storage block.
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@ -431,6 +436,16 @@ public:
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*/
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unsigned std430_size(bool row_major) const;
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/**
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* Gets an explicitly laid out type with the std430 layout.
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*/
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const glsl_type *get_explicit_std430_type(bool row_major) const;
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/**
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* Gets an explicitly laid out interface type.
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*/
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const glsl_type *get_explicit_interface_type(bool supports_std430) const;
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/**
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* \brief Can this type be implicitly converted to another?
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*
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