glsl: properly size unsized arrays in tess stages

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Chris Forbes 2014-09-01 20:48:09 +12:00 committed by Marek Olšák
parent d563946a40
commit 61846f222f

View file

@ -3275,6 +3275,33 @@ handle_tess_ctrl_shader_output_decl(struct _mesa_glsl_parse_state *state,
"geometry shader input");
}
/**
* Do additional processing necessary for tessellation control/evaluation shader
* input declarations. This covers both interface block arrays and bare input
* variables.
*/
static void
handle_tess_shader_input_decl(struct _mesa_glsl_parse_state *state,
YYLTYPE loc, ir_variable *var)
{
if (!var->type->is_array() && !var->data.patch) {
_mesa_glsl_error(&loc, state,
"per-vertex tessellation shader inputs must be arrays");
/* Avoid cascading failures. */
return;
}
if (var->data.patch)
return;
/* Unsized arrays are implicitly sized to gl_MaxPatchVertices. */
if (var->type->is_unsized_array()) {
var->type = glsl_type::get_array_instance(var->type->fields.array,
state->Const.MaxPatchVertices);
}
}
/**
* Do additional processing necessary for geometry shader input declarations
* (this covers both interface blocks arrays and bare input variables).
@ -3797,6 +3824,9 @@ ast_declarator_list::hir(exec_list *instructions,
}
}
}
} else if (state->stage == MESA_SHADER_TESS_CTRL ||
state->stage == MESA_SHADER_TESS_EVAL) {
handle_tess_shader_input_decl(state, loc, var);
}
} else if (var->data.mode == ir_var_shader_out) {
const glsl_type *check_type = var->type->without_array();
@ -5959,8 +5989,18 @@ ast_interface_block::hir(exec_list *instructions,
if (state->stage == MESA_SHADER_GEOMETRY && this->array_specifier == NULL &&
var_mode == ir_var_shader_in) {
_mesa_glsl_error(&loc, state, "geometry shader inputs must be arrays");
} else if ((state->stage == MESA_SHADER_TESS_CTRL ||
state->stage == MESA_SHADER_TESS_EVAL) &&
this->array_specifier == NULL &&
var_mode == ir_var_shader_in) {
_mesa_glsl_error(&loc, state, "per-vertex tessellation shader inputs must be arrays");
} else if (state->stage == MESA_SHADER_TESS_CTRL &&
this->array_specifier == NULL &&
var_mode == ir_var_shader_out) {
_mesa_glsl_error(&loc, state, "tessellation control shader outputs must be arrays");
}
/* Page 39 (page 45 of the PDF) of section 4.3.7 in the GLSL ES 3.00 spec
* says:
*
@ -6072,6 +6112,11 @@ ast_interface_block::hir(exec_list *instructions,
if (state->stage == MESA_SHADER_GEOMETRY && var_mode == ir_var_shader_in)
handle_geometry_shader_input_decl(state, loc, var);
else if ((state->stage == MESA_SHADER_TESS_CTRL ||
state->stage == MESA_SHADER_TESS_EVAL) && var_mode == ir_var_shader_in)
handle_tess_shader_input_decl(state, loc, var);
else if (state->stage == MESA_SHADER_TESS_CTRL && var_mode == ir_var_shader_out)
handle_tess_ctrl_shader_output_decl(state, loc, var);
if (ir_variable *earlier =
state->symbols->get_variable(this->instance_name)) {
@ -6254,8 +6299,8 @@ ast_tcs_output_layout::hir(exec_list *instructions,
continue;
/* Note: Not all tessellation control shader output are arrays. */
if (!var->type->is_unsized_array())
continue;
if (!var->type->is_unsized_array() || var->data.patch)
continue;
if (var->data.max_array_access >= num_vertices) {
_mesa_glsl_error(&loc, state,