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authorJason Ekstrand <jason.ekstrand@intel.com>2019-03-09 09:06:27 -0600
committerJason Ekstrand <jason@jlekstrand.net>2019-03-15 01:02:19 +0000
commit8b073832ffab2f36338b85e6e67fbefb1b4f4ba9 (patch)
treebd0c420e9d49570374dd25ccb0b5018ec51982fe /src/compiler/glsl_types.cpp
parent5b2b1445660e260122773acea1c3b2032149d453 (diff)
compiler/types: Add helpers to get explicit types for standard layouts
We also need to modify the current size/align helpers to not blow up when they encounter an explicitly laid out type. Previously we considered using the size/align helpers mutually exclusive with standard layouts but now we just assert that they match. Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
Diffstat (limited to 'src/compiler/glsl_types.cpp')
-rw-r--r--src/compiler/glsl_types.cpp192
1 files changed, 176 insertions, 16 deletions
diff --git a/src/compiler/glsl_types.cpp b/src/compiler/glsl_types.cpp
index 50320a46e98..e370598663d 100644
--- a/src/compiler/glsl_types.cpp
+++ b/src/compiler/glsl_types.cpp
@@ -1759,8 +1759,6 @@ glsl_type::std140_size(bool row_major) const
array_len = 1;
}
- assert(element_type->explicit_stride == 0);
-
if (row_major) {
vec_type = get_instance(element_type->base_type,
element_type->matrix_columns, 1);
@@ -1788,15 +1786,19 @@ glsl_type::std140_size(bool row_major) const
* the array are laid out in order, according to rule (9).
*/
if (this->is_array()) {
- assert(this->explicit_stride == 0);
+ unsigned stride;
if (this->without_array()->is_struct()) {
- return this->arrays_of_arrays_size() *
- this->without_array()->std140_size(row_major);
+ stride = this->without_array()->std140_size(row_major);
} else {
unsigned element_base_align =
this->without_array()->std140_base_alignment(row_major);
- return this->arrays_of_arrays_size() * MAX2(element_base_align, 16);
+ stride = MAX2(element_base_align, 16);
}
+
+ unsigned size = this->arrays_of_arrays_size() * stride;
+ assert(this->explicit_stride == 0 ||
+ size == this->length * this->explicit_stride);
+ return size;
}
/* (9) If the member is a structure, the base alignment of the
@@ -1848,6 +1850,79 @@ glsl_type::std140_size(bool row_major) const
return -1;
}
+const glsl_type *
+glsl_type::get_explicit_std140_type(bool row_major) const
+{
+ if (this->is_vector() || this->is_scalar()) {
+ return this;
+ } else if (this->is_matrix()) {
+ const glsl_type *vec_type;
+ if (row_major)
+ vec_type = get_instance(this->base_type, this->matrix_columns, 1);
+ else
+ vec_type = get_instance(this->base_type, this->vector_elements, 1);
+ unsigned elem_size = vec_type->std140_size(false);
+ unsigned stride = glsl_align(elem_size, 16);
+ return get_instance(this->base_type, this->vector_elements,
+ this->matrix_columns, stride, row_major);
+ } else if (this->is_array()) {
+ unsigned elem_size = this->fields.array->std140_size(row_major);
+ const glsl_type *elem_type =
+ this->fields.array->get_explicit_std140_type(row_major);
+ unsigned stride = glsl_align(elem_size, 16);
+ return get_array_instance(elem_type, this->length, stride);
+ } else if (this->is_struct() || this->is_interface()) {
+ glsl_struct_field *fields = new glsl_struct_field[this->length];
+ unsigned offset = 0;
+ for (unsigned i = 0; i < length; i++) {
+ fields[i] = this->fields.structure[i];
+
+ bool field_row_major = row_major;
+ if (fields[i].matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
+ field_row_major = false;
+ } else if (fields[i].matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
+ field_row_major = true;
+ }
+ fields[i].type =
+ fields[i].type->get_explicit_std140_type(field_row_major);
+
+ unsigned fsize = fields[i].type->std140_size(field_row_major);
+ unsigned falign = fields[i].type->std140_base_alignment(field_row_major);
+ /* From the GLSL 460 spec section "Uniform and Shader Storage Block
+ * Layout Qualifiers":
+ *
+ * "The actual offset of a member is computed as follows: If
+ * offset was declared, start with that offset, otherwise start
+ * with the next available offset. If the resulting offset is not
+ * a multiple of the actual alignment, increase it to the first
+ * offset that is a multiple of the actual alignment. This results
+ * in the actual offset the member will have."
+ */
+ if (fields[i].offset >= 0) {
+ assert((unsigned)fields[i].offset >= offset);
+ offset = fields[i].offset;
+ }
+ offset = glsl_align(offset, falign);
+ fields[i].offset = offset;
+ offset += fsize;
+ }
+
+ const glsl_type *type;
+ if (this->is_struct())
+ type = get_struct_instance(fields, this->length, this->name);
+ else
+ type = get_interface_instance(fields, this->length,
+ (enum glsl_interface_packing)this->interface_packing,
+ this->interface_row_major,
+ this->name);
+
+ delete[] fields;
+ return type;
+ } else {
+ unreachable("Invalid type for UBO or SSBO");
+ }
+}
+
unsigned
glsl_type::std430_base_alignment(bool row_major) const
{
@@ -1963,8 +2038,6 @@ glsl_type::std430_array_stride(bool row_major) const
{
unsigned N = is_64bit() ? 8 : 4;
- assert(explicit_stride == 0);
-
/* Notice that the array stride of a vec3 is not 3 * N but 4 * N.
* See OpenGL 4.30 spec, section 7.6.2.2 "Standard Uniform Block Layout"
*
@@ -1975,7 +2048,9 @@ glsl_type::std430_array_stride(bool row_major) const
return 4 * N;
/* By default use std430_size(row_major) */
- return this->std430_size(row_major);
+ unsigned stride = this->std430_size(row_major);
+ assert(this->explicit_stride == 0 || this->explicit_stride == stride);
+ return stride;
}
unsigned
@@ -2009,8 +2084,6 @@ glsl_type::std430_size(bool row_major) const
array_len = 1;
}
- assert(element_type->explicit_stride == 0);
-
if (row_major) {
vec_type = get_instance(element_type->base_type,
element_type->matrix_columns, 1);
@@ -2028,13 +2101,16 @@ glsl_type::std430_size(bool row_major) const
}
if (this->is_array()) {
- assert(this->explicit_stride == 0);
+ unsigned stride;
if (this->without_array()->is_struct())
- return this->arrays_of_arrays_size() *
- this->without_array()->std430_size(row_major);
+ stride = this->without_array()->std430_size(row_major);
else
- return this->arrays_of_arrays_size() *
- this->without_array()->std430_base_alignment(row_major);
+ stride = this->without_array()->std430_base_alignment(row_major);
+
+ unsigned size = this->arrays_of_arrays_size() * stride;
+ assert(this->explicit_stride == 0 ||
+ size == this->length * this->explicit_stride);
+ return size;
}
if (this->is_struct() || this->is_interface()) {
@@ -2066,6 +2142,90 @@ glsl_type::std430_size(bool row_major) const
return -1;
}
+const glsl_type *
+glsl_type::get_explicit_std430_type(bool row_major) const
+{
+ if (this->is_vector() || this->is_scalar()) {
+ return this;
+ } else if (this->is_matrix()) {
+ const glsl_type *vec_type;
+ if (row_major)
+ vec_type = get_instance(this->base_type, this->matrix_columns, 1);
+ else
+ vec_type = get_instance(this->base_type, this->vector_elements, 1);
+ unsigned stride = vec_type->std430_array_stride(false);
+ return get_instance(this->base_type, this->vector_elements,
+ this->matrix_columns, stride, row_major);
+ } else if (this->is_array()) {
+ const glsl_type *elem_type =
+ this->fields.array->get_explicit_std430_type(row_major);
+ unsigned stride = this->fields.array->std430_array_stride(row_major);
+ return get_array_instance(elem_type, this->length, stride);
+ } else if (this->is_struct() || this->is_interface()) {
+ glsl_struct_field *fields = new glsl_struct_field[this->length];
+ unsigned offset = 0;
+ for (unsigned i = 0; i < length; i++) {
+ fields[i] = this->fields.structure[i];
+
+ bool field_row_major = row_major;
+ if (fields[i].matrix_layout == GLSL_MATRIX_LAYOUT_COLUMN_MAJOR) {
+ field_row_major = false;
+ } else if (fields[i].matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR) {
+ field_row_major = true;
+ }
+ fields[i].type =
+ fields[i].type->get_explicit_std430_type(field_row_major);
+
+ unsigned fsize = fields[i].type->std430_size(field_row_major);
+ unsigned falign = fields[i].type->std430_base_alignment(field_row_major);
+ /* From the GLSL 460 spec section "Uniform and Shader Storage Block
+ * Layout Qualifiers":
+ *
+ * "The actual offset of a member is computed as follows: If
+ * offset was declared, start with that offset, otherwise start
+ * with the next available offset. If the resulting offset is not
+ * a multiple of the actual alignment, increase it to the first
+ * offset that is a multiple of the actual alignment. This results
+ * in the actual offset the member will have."
+ */
+ if (fields[i].offset >= 0) {
+ assert((unsigned)fields[i].offset >= offset);
+ offset = fields[i].offset;
+ }
+ offset = glsl_align(offset, falign);
+ fields[i].offset = offset;
+ offset += fsize;
+ }
+
+ const glsl_type *type;
+ if (this->is_struct())
+ type = get_struct_instance(fields, this->length, this->name);
+ else
+ type = get_interface_instance(fields, this->length,
+ (enum glsl_interface_packing)this->interface_packing,
+ this->interface_row_major,
+ this->name);
+
+ delete[] fields;
+ return type;
+ } else {
+ unreachable("Invalid type for SSBO");
+ }
+}
+
+const glsl_type *
+glsl_type::get_explicit_interface_type(bool supports_std430) const
+{
+ enum glsl_interface_packing packing =
+ this->get_internal_ifc_packing(supports_std430);
+ if (packing == GLSL_INTERFACE_PACKING_STD140) {
+ return this->get_explicit_std140_type(this->interface_row_major);
+ } else {
+ assert(packing == GLSL_INTERFACE_PACKING_STD430);
+ return this->get_explicit_std430_type(this->interface_row_major);
+ }
+}
+
unsigned
glsl_type::count_attribute_slots(bool is_gl_vertex_input) const
{