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glsl: convert GS input primitive to use ast_type_qualifier

We introduce a new merge_in_qualifier ast_type_qualifier
which allows specialized handling of merging input layout
qualifiers.

By merging layout qualifiers into state->in_qualifier, we
allow multiple input qualifiers. For example, the primitive
type can be specified specified separately from the
invocations count (ARB_gpu_shader5).

state->gs_input_prim_type is moved into state->in_qualifier->prim_type

state->gs_input_prim_type_specified is still processed separately
so we can determine when the input primitive is specified. This
is important since certain scenerios are not supported until after
the primitive type has been specified in the shader code.

v4:
 * Merge with compute shader input layout qualifiers

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
tags/mesa-10.2-rc1
Jordan Justen 11 years ago
parent
commit
0c558f9ee6

+ 6
- 0
src/glsl/ast.h View File

@@ -587,6 +587,12 @@ struct ast_type_qualifier {
bool merge_qualifier(YYLTYPE *loc,
_mesa_glsl_parse_state *state,
ast_type_qualifier q);

bool merge_in_qualifier(YYLTYPE *loc,
_mesa_glsl_parse_state *state,
ast_type_qualifier q,
ast_node* &node);

};

class ast_declarator_list;

+ 2
- 3
src/glsl/ast_to_hir.cpp View File

@@ -2842,7 +2842,7 @@ handle_geometry_shader_input_decl(struct _mesa_glsl_parse_state *state,
{
unsigned num_vertices = 0;
if (state->gs_input_prim_type_specified) {
num_vertices = vertices_per_prim(state->gs_input_prim_type);
num_vertices = vertices_per_prim(state->in_qualifier->prim_type);
}

/* Geometry shader input variables must be arrays. Caller should have
@@ -5332,7 +5332,7 @@ ast_gs_input_layout::hir(exec_list *instructions,
* was consistent with this one.
*/
if (state->gs_input_prim_type_specified &&
state->gs_input_prim_type != this->prim_type) {
state->in_qualifier->prim_type != this->prim_type) {
_mesa_glsl_error(&loc, state,
"geometry shader input layout does not match"
" previous declaration");
@@ -5353,7 +5353,6 @@ ast_gs_input_layout::hir(exec_list *instructions,
}

state->gs_input_prim_type_specified = true;
state->gs_input_prim_type = this->prim_type;

/* If any shader inputs occurred before this declaration and did not
* specify an array size, their size is determined now.

+ 81
- 0
src/glsl/ast_type.cpp View File

@@ -198,3 +198,84 @@ ast_type_qualifier::merge_qualifier(YYLTYPE *loc,
return true;
}

bool
ast_type_qualifier::merge_in_qualifier(YYLTYPE *loc,
_mesa_glsl_parse_state *state,
ast_type_qualifier q,
ast_node* &node)
{
void *mem_ctx = state;
bool create_gs_ast = false;
bool create_cs_ast = false;

switch (state->stage) {
case MESA_SHADER_GEOMETRY:
if (q.flags.q.prim_type) {
/* Make sure this is a valid input primitive type. */
switch (q.prim_type) {
case GL_POINTS:
case GL_LINES:
case GL_LINES_ADJACENCY:
case GL_TRIANGLES:
case GL_TRIANGLES_ADJACENCY:
break;
default:
_mesa_glsl_error(loc, state,
"invalid geometry shader input primitive type");
break;
}
}

create_gs_ast |=
q.flags.q.prim_type &&
!state->in_qualifier->flags.q.prim_type;
break;
case MESA_SHADER_FRAGMENT:
if (q.flags.q.early_fragment_tests) {
state->early_fragment_tests = true;
} else {
_mesa_glsl_error(loc, state, "invalid input layout qualifier");
}
break;
case MESA_SHADER_COMPUTE:
create_cs_ast |=
q.flags.q.local_size != 0 &&
state->in_qualifier->flags.q.local_size == 0;
break;
default:
_mesa_glsl_error(loc, state,
"input layout qualifiers only valid in "
"geometry, fragment and compute shaders");
break;
}

/* Input layout qualifiers can be specified multiple
* times in separate declarations, as long as they match.
*/
if (this->flags.q.prim_type) {
if (q.flags.q.prim_type &&
this->prim_type != q.prim_type) {
_mesa_glsl_error(loc, state,
"conflicting input primitive types specified");
}
} else if (q.flags.q.prim_type) {
state->in_qualifier->flags.q.prim_type = 1;
state->in_qualifier->prim_type = q.prim_type;
}

if (create_gs_ast) {
node = new(mem_ctx) ast_gs_input_layout(*loc, q.prim_type);
} else if (create_cs_ast) {
/* Infer a local_size of 1 for every unspecified dimension */
unsigned local_size[3];
for (int i = 0; i < 3; i++) {
if (q.flags.q.local_size & (1 << i))
local_size[i] = q.local_size[i];
else
local_size[i] = 1;
}
node = new(mem_ctx) ast_cs_input_layout(*loc, local_size);
}

return true;
}

+ 2
- 55
src/glsl/glsl_parser.yy View File

@@ -2487,62 +2487,9 @@ layout_defaults:

| layout_qualifier IN_TOK ';'
{
void *ctx = state;
$$ = NULL;
switch (state->stage) {
case MESA_SHADER_GEOMETRY: {
if (!$1.flags.q.prim_type) {
_mesa_glsl_error(& @1, state,
"input layout qualifiers must specify a primitive"
" type");
} else {
/* Make sure this is a valid input primitive type. */
switch ($1.prim_type) {
case GL_POINTS:
case GL_LINES:
case GL_LINES_ADJACENCY:
case GL_TRIANGLES:
case GL_TRIANGLES_ADJACENCY:
$$ = new(ctx) ast_gs_input_layout(@1, $1.prim_type);
break;
default:
_mesa_glsl_error(&@1, state,
"invalid geometry shader input primitive type");
break;
}
}
}
break;
case MESA_SHADER_FRAGMENT:
if ($1.flags.q.early_fragment_tests) {
state->early_fragment_tests = true;
} else {
_mesa_glsl_error(& @1, state, "invalid input layout qualifier");
}
break;
case MESA_SHADER_COMPUTE: {
if ($1.flags.q.local_size == 0) {
_mesa_glsl_error(& @1, state,
"input layout qualifiers must specify a local "
"size");
} else {
/* Infer a local_size of 1 for every unspecified dimension */
unsigned local_size[3];
for (int i = 0; i < 3; i++) {
if ($1.flags.q.local_size & (1 << i))
local_size[i] = $1.local_size[i];
else
local_size[i] = 1;
}
$$ = new(ctx) ast_cs_input_layout(@1, local_size);
}
}
break;
default:
_mesa_glsl_error(& @1, state,
"input layout qualifiers only valid in "
"geometry, fragment and compute shaders");
break;
if (!state->in_qualifier->merge_in_qualifier(& @1, state, $1, $$)) {
YYERROR;
}
}


+ 3
- 3
src/glsl/glsl_parser_extras.cpp View File

@@ -202,8 +202,8 @@ _mesa_glsl_parse_state::_mesa_glsl_parse_state(struct gl_context *_ctx,
this->default_uniform_qualifier->flags.q.column_major = 1;

this->gs_input_prim_type_specified = false;
this->gs_input_prim_type = GL_POINTS;
this->gs_input_size = 0;
this->in_qualifier = new(this) ast_type_qualifier();
this->out_qualifier = new(this) ast_type_qualifier();
this->early_fragment_tests = false;
memset(this->atomic_counter_offsets, 0,
@@ -1348,7 +1348,7 @@ set_shader_inout_layout(struct gl_shader *shader,
{
if (shader->Stage != MESA_SHADER_GEOMETRY) {
/* Should have been prevented by the parser. */
assert(!state->gs_input_prim_type_specified);
assert(!state->in_qualifier->flags.i);
assert(!state->out_qualifier->flags.i);
}

@@ -1364,7 +1364,7 @@ set_shader_inout_layout(struct gl_shader *shader,
shader->Geom.VerticesOut = state->out_qualifier->max_vertices;

if (state->gs_input_prim_type_specified) {
shader->Geom.InputType = state->gs_input_prim_type;
shader->Geom.InputType = state->in_qualifier->prim_type;
} else {
shader->Geom.InputType = PRIM_UNKNOWN;
}

+ 2
- 5
src/glsl/glsl_parser_extras.h View File

@@ -190,11 +190,8 @@ struct _mesa_glsl_parse_state {
*/
bool gs_input_prim_type_specified;

/**
* If gs_input_prim_type_specified is true, the primitive type that was
* specified. Otherwise ignored.
*/
GLenum gs_input_prim_type;
/** Input layout qualifiers from GLSL 1.50. (geometry shader controls)*/
struct ast_type_qualifier *in_qualifier;

/**
* True if a compute shader input local size was specified using a layout

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