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authorChris Forbes <chrisf@ijw.co.nz>2014-09-21 13:33:14 +1200
committerMarek Olšák <marek.olsak@amd.com>2015-07-23 00:59:27 +0200
commit7c758c5a216b0a72a089c4fe9b4facde0e7b2726 (patch)
treee409a4453bd9f050bd360d78151fc909519f2c80 /src/glsl/linker.cpp
parent1009b3311febe3909e82d4b5be38ceecad6afcc1 (diff)
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glsl: allow linking of tessellation shaders.
Marek: require a tess eval shader if a tess control shader is present Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Dave Airlie <airlied@redhat.com>
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r--src/glsl/linker.cpp280
1 files changed, 279 insertions, 1 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 58dd9fb..498e8d5 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -250,6 +250,53 @@ public:
}
};
+class tess_eval_array_resize_visitor : public ir_hierarchical_visitor {
+public:
+ unsigned num_vertices;
+ gl_shader_program *prog;
+
+ tess_eval_array_resize_visitor(unsigned num_vertices, gl_shader_program *prog)
+ {
+ this->num_vertices = num_vertices;
+ this->prog = prog;
+ }
+
+ virtual ~tess_eval_array_resize_visitor()
+ {
+ /* empty */
+ }
+
+ virtual ir_visitor_status visit(ir_variable *var)
+ {
+ if (!var->type->is_array() || var->data.mode != ir_var_shader_in || var->data.patch)
+ return visit_continue;
+
+ var->type = glsl_type::get_array_instance(var->type->fields.array,
+ this->num_vertices);
+ var->data.max_array_access = this->num_vertices - 1;
+
+ return visit_continue;
+ }
+
+ /* Dereferences of input variables need to be updated so that their type
+ * matches the newly assigned type of the variable they are accessing. */
+ virtual ir_visitor_status visit(ir_dereference_variable *ir)
+ {
+ ir->type = ir->var->type;
+ return visit_continue;
+ }
+
+ /* Dereferences of 2D input arrays need to be updated so that their type
+ * matches the newly assigned type of the array they are accessing. */
+ virtual ir_visitor_status visit_leave(ir_dereference_array *ir)
+ {
+ const glsl_type *const vt = ir->array->type;
+ if (vt->is_array())
+ ir->type = vt->fields.array;
+ return visit_continue;
+ }
+};
+
/**
* Visitor that determines the highest stream id to which a (geometry) shader
* emits vertices. It also checks whether End{Stream}Primitive is ever called.
@@ -1401,6 +1448,167 @@ private:
hash_table *unnamed_interfaces;
};
+
+/**
+ * Performs the cross-validation of tessellation control shader vertices and
+ * layout qualifiers for the attached tessellation control shaders,
+ * and propagates them to the linked TCS and linked shader program.
+ */
+static void
+link_tcs_out_layout_qualifiers(struct gl_shader_program *prog,
+ struct gl_shader *linked_shader,
+ struct gl_shader **shader_list,
+ unsigned num_shaders)
+{
+ linked_shader->TessCtrl.VerticesOut = 0;
+
+ if (linked_shader->Stage != MESA_SHADER_TESS_CTRL)
+ return;
+
+ /* From the GLSL 4.0 spec (chapter 4.3.8.2):
+ *
+ * "All tessellation control shader layout declarations in a program
+ * must specify the same output patch vertex count. There must be at
+ * least one layout qualifier specifying an output patch vertex count
+ * in any program containing tessellation control shaders; however,
+ * such a declaration is not required in all tessellation control
+ * shaders."
+ */
+
+ for (unsigned i = 0; i < num_shaders; i++) {
+ struct gl_shader *shader = shader_list[i];
+
+ if (shader->TessCtrl.VerticesOut != 0) {
+ if (linked_shader->TessCtrl.VerticesOut != 0 &&
+ linked_shader->TessCtrl.VerticesOut != shader->TessCtrl.VerticesOut) {
+ linker_error(prog, "tessellation control shader defined with "
+ "conflicting output vertex count (%d and %d)\n",
+ linked_shader->TessCtrl.VerticesOut,
+ shader->TessCtrl.VerticesOut);
+ return;
+ }
+ linked_shader->TessCtrl.VerticesOut = shader->TessCtrl.VerticesOut;
+ }
+ }
+
+ /* Just do the intrastage -> interstage propagation right now,
+ * since we already know we're in the right type of shader program
+ * for doing it.
+ */
+ if (linked_shader->TessCtrl.VerticesOut == 0) {
+ linker_error(prog, "tessellation control shader didn't declare "
+ "vertices out layout qualifier\n");
+ return;
+ }
+ prog->TessCtrl.VerticesOut = linked_shader->TessCtrl.VerticesOut;
+}
+
+
+/**
+ * Performs the cross-validation of tessellation evaluation shader
+ * primitive type, vertex spacing, ordering and point_mode layout qualifiers
+ * for the attached tessellation evaluation shaders, and propagates them
+ * to the linked TES and linked shader program.
+ */
+static void
+link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
+ struct gl_shader *linked_shader,
+ struct gl_shader **shader_list,
+ unsigned num_shaders)
+{
+ linked_shader->TessEval.PrimitiveMode = PRIM_UNKNOWN;
+ linked_shader->TessEval.Spacing = 0;
+ linked_shader->TessEval.VertexOrder = 0;
+ linked_shader->TessEval.PointMode = -1;
+
+ if (linked_shader->Stage != MESA_SHADER_TESS_EVAL)
+ return;
+
+ /* From the GLSL 4.0 spec (chapter 4.3.8.1):
+ *
+ * "At least one tessellation evaluation shader (compilation unit) in
+ * a program must declare a primitive mode in its input layout.
+ * Declaration vertex spacing, ordering, and point mode identifiers is
+ * optional. It is not required that all tessellation evaluation
+ * shaders in a program declare a primitive mode. If spacing or
+ * vertex ordering declarations are omitted, the tessellation
+ * primitive generator will use equal spacing or counter-clockwise
+ * vertex ordering, respectively. If a point mode declaration is
+ * omitted, the tessellation primitive generator will produce lines or
+ * triangles according to the primitive mode."
+ */
+
+ for (unsigned i = 0; i < num_shaders; i++) {
+ struct gl_shader *shader = shader_list[i];
+
+ if (shader->TessEval.PrimitiveMode != PRIM_UNKNOWN) {
+ if (linked_shader->TessEval.PrimitiveMode != PRIM_UNKNOWN &&
+ linked_shader->TessEval.PrimitiveMode != shader->TessEval.PrimitiveMode) {
+ linker_error(prog, "tessellation evaluation shader defined with "
+ "conflicting input primitive modes.\n");
+ return;
+ }
+ linked_shader->TessEval.PrimitiveMode = shader->TessEval.PrimitiveMode;
+ }
+
+ if (shader->TessEval.Spacing != 0) {
+ if (linked_shader->TessEval.Spacing != 0 &&
+ linked_shader->TessEval.Spacing != shader->TessEval.Spacing) {
+ linker_error(prog, "tessellation evaluation shader defined with "
+ "conflicting vertex spacing.\n");
+ return;
+ }
+ linked_shader->TessEval.Spacing = shader->TessEval.Spacing;
+ }
+
+ if (shader->TessEval.VertexOrder != 0) {
+ if (linked_shader->TessEval.VertexOrder != 0 &&
+ linked_shader->TessEval.VertexOrder != shader->TessEval.VertexOrder) {
+ linker_error(prog, "tessellation evaluation shader defined with "
+ "conflicting ordering.\n");
+ return;
+ }
+ linked_shader->TessEval.VertexOrder = shader->TessEval.VertexOrder;
+ }
+
+ if (shader->TessEval.PointMode != -1) {
+ if (linked_shader->TessEval.PointMode != -1 &&
+ linked_shader->TessEval.PointMode != shader->TessEval.PointMode) {
+ linker_error(prog, "tessellation evaluation shader defined with "
+ "conflicting point modes.\n");
+ return;
+ }
+ linked_shader->TessEval.PointMode = shader->TessEval.PointMode;
+ }
+
+ }
+
+ /* Just do the intrastage -> interstage propagation right now,
+ * since we already know we're in the right type of shader program
+ * for doing it.
+ */
+ if (linked_shader->TessEval.PrimitiveMode == PRIM_UNKNOWN) {
+ linker_error(prog,
+ "tessellation evaluation shader didn't declare input "
+ "primitive modes.\n");
+ return;
+ }
+ prog->TessEval.PrimitiveMode = linked_shader->TessEval.PrimitiveMode;
+
+ if (linked_shader->TessEval.Spacing == 0)
+ linked_shader->TessEval.Spacing = GL_EQUAL;
+ prog->TessEval.Spacing = linked_shader->TessEval.Spacing;
+
+ if (linked_shader->TessEval.VertexOrder == 0)
+ linked_shader->TessEval.VertexOrder = GL_CCW;
+ prog->TessEval.VertexOrder = linked_shader->TessEval.VertexOrder;
+
+ if (linked_shader->TessEval.PointMode == -1)
+ linked_shader->TessEval.PointMode = GL_FALSE;
+ prog->TessEval.PointMode = linked_shader->TessEval.PointMode;
+}
+
+
/**
* Performs the cross-validation of layout qualifiers specified in
* redeclaration of gl_FragCoord for the attached fragment shaders,
@@ -1747,6 +1955,8 @@ link_intrastage_shaders(void *mem_ctx,
ralloc_steal(linked, linked->UniformBlocks);
link_fs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
+ link_tcs_out_layout_qualifiers(prog, linked, shader_list, num_shaders);
+ link_tes_in_layout_qualifiers(prog, linked, shader_list, num_shaders);
link_gs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
link_cs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
@@ -1923,6 +2133,34 @@ update_array_sizes(struct gl_shader_program *prog)
}
/**
+ * Resize tessellation evaluation per-vertex inputs to the size of
+ * tessellation control per-vertex outputs.
+ */
+static void
+resize_tes_inputs(struct gl_context *ctx,
+ struct gl_shader_program *prog)
+{
+ if (prog->_LinkedShaders[MESA_SHADER_TESS_EVAL] == NULL)
+ return;
+
+ gl_shader *const tcs = prog->_LinkedShaders[MESA_SHADER_TESS_CTRL];
+ gl_shader *const tes = prog->_LinkedShaders[MESA_SHADER_TESS_EVAL];
+
+ /* If no control shader is present, then the TES inputs are statically
+ * sized to MaxPatchVertices; the actual size of the arrays won't be
+ * known until draw time.
+ */
+ const int num_vertices = tcs
+ ? tcs->TessCtrl.VerticesOut
+ : ctx->Const.MaxPatchVertices;
+
+ tess_eval_array_resize_visitor input_resize_visitor(num_vertices, prog);
+ foreach_in_list(ir_instruction, ir, tes->ir) {
+ ir->accept(&input_resize_visitor);
+ }
+}
+
+/**
* Find a contiguous set of available bits in a bitmask.
*
* \param used_mask Bits representing used (1) and unused (0) locations
@@ -2897,7 +3135,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
prog->Version = max_version;
prog->IsES = is_es_prog;
- /* Geometry shaders have to be linked with vertex shaders.
+ /* Some shaders have to be linked with some other shaders present.
*/
if (num_shaders[MESA_SHADER_GEOMETRY] > 0 &&
num_shaders[MESA_SHADER_VERTEX] == 0 &&
@@ -2906,6 +3144,44 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
"vertex shader\n");
goto done;
}
+ if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 &&
+ num_shaders[MESA_SHADER_VERTEX] == 0 &&
+ !prog->SeparateShader) {
+ linker_error(prog, "Tessellation evaluation shader must be linked with "
+ "vertex shader\n");
+ goto done;
+ }
+ if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
+ num_shaders[MESA_SHADER_VERTEX] == 0 &&
+ !prog->SeparateShader) {
+ linker_error(prog, "Tessellation control shader must be linked with "
+ "vertex shader\n");
+ goto done;
+ }
+
+ /* The spec is self-contradictory here. It allows linking without a tess
+ * eval shader, but that can only be used with transform feedback and
+ * rasterization disabled. However, transform feedback isn't allowed
+ * with GL_PATCHES, so it can't be used.
+ *
+ * More investigation showed that the idea of transform feedback after
+ * a tess control shader was dropped, because some hw vendors couldn't
+ * support tessellation without a tess eval shader, but the linker section
+ * wasn't updated to reflect that.
+ *
+ * All specifications (ARB_tessellation_shader, GL 4.0-4.5) have this
+ * spec bug.
+ *
+ * Do what's reasonable and always require a tess eval shader if a tess
+ * control shader is present.
+ */
+ if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
+ num_shaders[MESA_SHADER_TESS_EVAL] == 0 &&
+ !prog->SeparateShader) {
+ linker_error(prog, "Tessellation control shader must be linked with "
+ "tessellation evaluation shader\n");
+ goto done;
+ }
/* Compute shaders have additional restrictions. */
if (num_shaders[MESA_SHADER_COMPUTE] > 0 &&
@@ -2982,6 +3258,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
if (!prog->LinkStatus)
goto done;
+ resize_tes_inputs(ctx, prog);
+
/* Validate the inputs of each stage with the output of the preceding
* stage.
*/