On 05/19/2014 08:18 PM, Ian Romanick wrote:
On 04/09/2014 02:56 AM, Tapani Pälli wrote:
Patch adds a preprocessor define for the extension and stores explicit
location data for uniforms during AST->HIR conversion. It also sets
layout token to be available when having the extension in place.

Signed-off-by: Tapani Pälli <tapani.pa...@intel.com>
---
  src/glsl/ast_to_hir.cpp       | 37 +++++++++++++++++++++++++++++++++++++
  src/glsl/glcpp/glcpp-parse.y  |  3 +++
  src/glsl/glsl_lexer.ll        |  1 +
  src/glsl/glsl_parser_extras.h | 14 ++++++++++++++
  4 files changed, 55 insertions(+)

diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
index 8d55ee3..7431ad7 100644
--- a/src/glsl/ast_to_hir.cpp
+++ b/src/glsl/ast_to_hir.cpp
@@ -2170,6 +2170,43 @@ validate_explicit_location(const struct 
ast_type_qualifier *qual,
  {
     bool fail = false;
+ /* Checks for GL_ARB_explicit_uniform_location. */
+   if (qual->flags.q.uniform) {
+
Extra blank line.
oops

+      if (!state->check_explicit_uniform_location_allowed(loc, var))
+         return;
+
+      const struct gl_context *const ctx = state->ctx;
+      unsigned max_loc = qual->location + var->type->component_slots() - 1;
I think that over counts for this purpose, and we can blame confusing
nomenclature.  component_slots for a mat4 is 4, so a mat4 uniform counts
4*4 against the GL_MAX_VERTEX_UNIFORM_COMPONENTS limit.  However, it
only has one "location" (as returned by glGetUniformLocation), so it
only counts 1 against the GL_MAX_UNIFORM_LOCATIONS limit.

I see, I was considering structs and arrays when writing this part and forgot about matrix. I assume matrix is the only special case here though? Everything else gets correct location count value via component_slots().

+
+      /* ARB_explicit_uniform_location specification states:
+       *
+       *     "The explicitly defined locations and the generated locations
+       *     must be in the range of 0 to MAX_UNIFORM_LOCATIONS minus one."
+       *
+       *     "Valid locations for default-block uniform variable locations
+       *     are in the range of 0 to the implementation-defined maximum
+       *     number of uniform locations."
+       */
+      if (qual->location < 0) {
+         _mesa_glsl_error(loc, state,
+                          "explicit location < 0 for uniform %s", var->name);
+         return;
+      }
+
+      if (max_loc >= ctx->Const.MaxUserAssignableUniformLocations) {
+         _mesa_glsl_error(loc, state, "location qualifier for uniform %s "
+                          ">= MAX_UNIFORM_LOCATIONS (%u)",
+                          var->name,
+                          ctx->Const.MaxUserAssignableUniformLocations);
+         return;
+      }
+
+      var->data.explicit_location = true;
+      var->data.location = qual->location;
+      return;
+   }
+
     /* Between GL_ARB_explicit_attrib_location an
      * GL_ARB_separate_shader_objects, the inputs and outputs of any shader
      * stage can be assigned explicit locations.  The checking here associates
diff --git a/src/glsl/glcpp/glcpp-parse.y b/src/glsl/glcpp/glcpp-parse.y
index f28d853..6d42138 100644
--- a/src/glsl/glcpp/glcpp-parse.y
+++ b/src/glsl/glcpp/glcpp-parse.y
@@ -2087,6 +2087,9 @@ _glcpp_parser_handle_version_declaration(glcpp_parser_t 
*parser, intmax_t versio
              if (extensions->ARB_explicit_attrib_location)
                 add_builtin_define(parser, "GL_ARB_explicit_attrib_location", 
1);
+ if (extensions->ARB_explicit_uniform_location)
+                add_builtin_define(parser, "GL_ARB_explicit_uniform_location", 
1);
+
              if (extensions->ARB_shader_texture_lod)
                 add_builtin_define(parser, "GL_ARB_shader_texture_lod", 1);
diff --git a/src/glsl/glsl_lexer.ll b/src/glsl/glsl_lexer.ll
index 7602351..83f0b6d 100644
--- a/src/glsl/glsl_lexer.ll
+++ b/src/glsl/glsl_lexer.ll
@@ -393,6 +393,7 @@ layout              {
                      || yyextra->AMD_conservative_depth_enable
                      || yyextra->ARB_conservative_depth_enable
                      || yyextra->ARB_explicit_attrib_location_enable
+                     || yyextra->ARB_explicit_uniform_location_enable
                        || yyextra->has_separate_shader_objects()
                      || yyextra->ARB_uniform_buffer_object_enable
                      || yyextra->ARB_fragment_coord_conventions_enable
diff --git a/src/glsl/glsl_parser_extras.h b/src/glsl/glsl_parser_extras.h
index c53c583..20879a0 100644
--- a/src/glsl/glsl_parser_extras.h
+++ b/src/glsl/glsl_parser_extras.h
@@ -152,6 +152,20 @@ struct _mesa_glsl_parse_state {
        return true;
     }
+ bool check_explicit_uniform_location_allowed(YYLTYPE *locp,
+                                                const ir_variable *var)
+   {
+      /* Requires OpenGL 3.3 or ARB_explicit_attrib_location. */
+      if (ctx->Version < 33 && !ctx->Extensions.ARB_explicit_attrib_location) {
+         _mesa_glsl_error(locp, this, "%s explicit location requires "
+                          "GL_ARB_explicit_attrib_location extension "
+                          "or OpenGL 3.3", mode_string(var));
Many copy-and-paste bugs. :) Explicit uniform locations aren't added
until 4.3.

It may look copy-paste but the specification states that "Requires OpenGL 3.3 or ARB_explicit_attrib_location":

https://www.opengl.org/registry/specs/ARB/explicit_uniform_location.txt

Using 4.3 capable driver will pass this check correctly.

+         return false;
+      }
+
+      return true;
+   }
+
     bool has_explicit_attrib_location() const
     {
        return ARB_explicit_attrib_location_enable || is_version(330, 300);


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