glsl/linker: validate explicit locations for SSO programs

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)

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
This commit is contained in:
Iago Toral Quiroga 2017-10-20 09:18:33 +02:00
parent bdaf058978
commit e2abb75b0e
3 changed files with 71 additions and 0 deletions

View File

@ -599,6 +599,61 @@ validate_explicit_variable_location(struct gl_context *ctx,
return true;
}
/**
* 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
*/

View File

@ -299,6 +299,12 @@ bool
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,

View File

@ -4941,6 +4941,16 @@ 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)