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glsl: validate and store component layout qualifier in GLSL IR
We make use of the existing IR field location_frac used for tracking component locations. Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com> Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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2 changed files with 43 additions and 0 deletions
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@ -3346,10 +3346,42 @@ apply_layout_qualifier_to_variable(const struct ast_type_qualifier *qual,
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if (qual->flags.q.explicit_location) {
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apply_explicit_location(qual, var, state, loc);
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if (qual->flags.q.explicit_component) {
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unsigned qual_component;
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if (process_qualifier_constant(state, loc, "component",
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qual->component, &qual_component)) {
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const glsl_type *type = var->type->without_array();
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unsigned components = type->component_slots();
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if (type->is_matrix() || type->is_record()) {
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_mesa_glsl_error(loc, state, "component layout qualifier "
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"cannot be applied to a matrix, a structure, "
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"a block, or an array containing any of "
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"these.");
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} else if (qual_component != 0 &&
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(qual_component + components - 1) > 3) {
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_mesa_glsl_error(loc, state, "component overflow (%u > 3)",
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(qual_component + components - 1));
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} else if (qual_component == 1 && type->is_double()) {
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/* We don't bother checking for 3 as it should be caught by the
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* overflow check above.
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*/
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_mesa_glsl_error(loc, state, "doubles cannot begin at "
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"component 1 or 3");
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} else {
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var->data.explicit_component = true;
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var->data.location_frac = qual_component;
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}
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}
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}
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} else if (qual->flags.q.explicit_index) {
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if (!qual->flags.q.subroutine_def)
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_mesa_glsl_error(loc, state,
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"explicit index requires explicit location");
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} else if (qual->flags.q.explicit_component) {
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_mesa_glsl_error(loc, state,
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"explicit component requires explicit location");
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}
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if (qual->flags.q.explicit_binding) {
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@ -7007,6 +7039,12 @@ ast_interface_block::hir(exec_list *instructions,
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"Interface block sets both readonly and writeonly");
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}
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if (this->layout.flags.q.explicit_component) {
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_mesa_glsl_error(&loc, state, "component layout qualifier cannot be "
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"applied to a matrix, a structure, a block, or an "
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"array containing any of these.");
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}
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unsigned qual_stream;
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if (!process_qualifier_constant(state, &loc, "stream", this->layout.stream,
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&qual_stream) ||
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@ -702,6 +702,11 @@ public:
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*/
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unsigned explicit_binding:1;
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/**
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* Was an initial component explicitly set in the shader?
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*/
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unsigned explicit_component:1;
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/**
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* Does this variable have an initializer?
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*
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