On 05/21/2014 01:27 AM, Ian Romanick wrote:
On 05/19/2014 10:08 PM, Tapani wrote:
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().
Currently, it should only bee matrices and structures containing matrices
that need different treatment.  I think dvec3 and dvec4 (when we add support
for doubles) will also take multiple slots.

Ok, I'll add additional helper to glsl_type for this as it is needed when assigning locations too.

+
+      /* 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.
Oh right, because it relies on 3.3 or ARB_explicit_attib_location to
add the layout keyword.  Some comments explaining that this isn't a
copy-and-paste bug will prevent the next person from also thinking that
it is. :)

But this code should check the version (and extension) bits set in the
shader, not what's enabled in the context. How about:

    bool check_explicit_attrib_location_allowed(YYLTYPE *locp,
                                                const ir_variable *var)
    {
       if (!this->has_explicit_attrib_location() ||
           !this->ARB_explicit_uniform_location_enable) {
          _mesa_glsl_error(locp, this,
                           "uniform explicit location requires
                           "GL_ARB_explicit_uniform_location and either "
                           "GL_ARB_explicit_attrib_location or GLSL 330.");
          return false;
       }

       return true;
    }

Sure, this is fine by me. I'll send new patches soon.

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


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