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authorChad Versace <chad.versace@intel.com>2011-01-27 01:40:26 -0800
committerChad Versace <chad.versace@intel.com>2011-01-26 16:37:44 -0800
commitbc04d244f5a86fd7085e3d648949413e2d2ec797 (patch)
tree4d9918aa005973fcf07a8b8efd4a59650766630a
parent5fc57f471b10e74546f999269a2a8f9186da9731 (diff)
glsl: Propagate depth layout qualifier from AST to IR
-rw-r--r--src/glsl/ast_to_hir.cpp64
-rw-r--r--src/glsl/ir.cpp1
-rw-r--r--src/glsl/ir.h8
3 files changed, 73 insertions, 0 deletions
diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
index 34d61b8e75..df11a30c1a 100644
--- a/src/glsl/ast_to_hir.cpp
+++ b/src/glsl/ast_to_hir.cpp
@@ -2009,6 +2009,40 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
}
}
+ /* Layout qualifiers for gl_FragDepth, which are enabled by extension
+ * AMD_conservative_depth.
+ */
+ int depth_layout_count = qual->flags.q.depth_any
+ + qual->flags.q.depth_greater
+ + qual->flags.q.depth_less
+ + qual->flags.q.depth_unchanged;
+ if (depth_layout_count > 0
+ && !state->AMD_conservative_depth_enable) {
+ _mesa_glsl_error(loc, state,
+ "extension GL_AMD_conservative_depth must be enabled "
+ "to use depth layout qualifiers");
+ } else if (depth_layout_count > 0
+ && strcmp(var->name, "gl_FragDepth") != 0) {
+ _mesa_glsl_error(loc, state,
+ "depth layout qualifiers can be applied only to "
+ "gl_FragDepth");
+ } else if (depth_layout_count > 1
+ && strcmp(var->name, "gl_FragDepth") == 0) {
+ _mesa_glsl_error(loc, state,
+ "at most one depth layout qualifier can be applied to "
+ "gl_FragDepth");
+ }
+ if (qual->flags.q.depth_any)
+ var->depth_layout = ir_depth_layout_any;
+ else if (qual->flags.q.depth_greater)
+ var->depth_layout = ir_depth_layout_greater;
+ else if (qual->flags.q.depth_less)
+ var->depth_layout = ir_depth_layout_less;
+ else if (qual->flags.q.depth_unchanged)
+ var->depth_layout = ir_depth_layout_unchanged;
+ else
+ var->depth_layout = ir_depth_layout_none;
+
if (var->type->is_array() && state->language_version != 110) {
var->array_lvalue = true;
}
@@ -2599,6 +2633,36 @@ ast_declarator_list::hir(exec_list *instructions,
&& earlier->type == var->type
&& earlier->mode == var->mode) {
earlier->interpolation = var->interpolation;
+
+ /* Layout qualifiers for gl_FragDepth. */
+ } else if (state->AMD_conservative_depth_enable
+ && strcmp(var->name, "gl_FragDepth") == 0
+ && earlier->type == var->type
+ && earlier->mode == var->mode) {
+
+ /** From the AMD_conservative_depth spec:
+ * Within any shader, the first redeclarations of gl_FragDepth
+ * must appear before any use of gl_FragDepth.
+ */
+ if (earlier->used) {
+ _mesa_glsl_error(&loc, state,
+ "the first redeclaration of gl_FragDepth "
+ "must appear before any use of gl_FragDepth");
+ }
+
+ /* Prevent inconsistent redeclaration of depth layout qualifier. */
+ if (earlier->depth_layout != ir_depth_layout_none
+ && earlier->depth_layout != var->depth_layout) {
+ _mesa_glsl_error(&loc, state,
+ "gl_FragDepth: depth layout is declared here "
+ "as '%s, but it was previously declared as "
+ "'%s'",
+ depth_layout_string(var->depth_layout),
+ depth_layout_string(earlier->depth_layout));
+ }
+
+ earlier->depth_layout = var->depth_layout;
+
} else {
YYLTYPE loc = this->get_location();
_mesa_glsl_error(&loc, state, "`%s' redeclared", decl->identifier);
diff --git a/src/glsl/ir.cpp b/src/glsl/ir.cpp
index b3676d5707..b4ceb5bba1 100644
--- a/src/glsl/ir.cpp
+++ b/src/glsl/ir.cpp
@@ -1341,6 +1341,7 @@ ir_variable::ir_variable(const struct glsl_type *type, const char *name,
this->constant_value = NULL;
this->origin_upper_left = false;
this->pixel_center_integer = false;
+ this->depth_layout = ir_depth_layout_none;
this->used = false;
if (type && type->base_type == GLSL_TYPE_SAMPLER)
diff --git a/src/glsl/ir.h b/src/glsl/ir.h
index 7399df4038..8d5056aa1a 100644
--- a/src/glsl/ir.h
+++ b/src/glsl/ir.h
@@ -354,6 +354,14 @@ public:
/*@}*/
/**
+ * \brief Layout qualifier for gl_FragDepth.
+ *
+ * This is not equal to \c ir_depth_layout_none if and only if this
+ * variable is \c gl_FragDepth and a layout qualifier is specified.
+ */
+ ir_depth_layout depth_layout;
+
+ /**
* Was the location explicitly set in the shader?
*
* If the location is explicitly set in the shader, it \b cannot be changed