Mesa (master): glsl: Don't require gl_Position to be written in GLSL 1.40.
Eric Anholt
anholt at kemper.freedesktop.org
Wed Mar 21 12:08:22 PDT 2012
Module: Mesa
Branch: master
Commit: f1c1c9eabea3c38110dc4312bc6cb4319bb82130
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=f1c1c9eabea3c38110dc4312bc6cb4319bb82130
Author: Eric Anholt <eric at anholt.net>
Date: Mon Mar 19 22:43:27 2012 -0700
glsl: Don't require gl_Position to be written in GLSL 1.40.
Fixes piglit glsl-1.40/execution/tf-no-position.
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>
---
src/glsl/linker.cpp | 35 ++++++++++++++++++++++++++++++-----
1 files changed, 30 insertions(+), 5 deletions(-)
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 39169aa..471525e 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -258,11 +258,36 @@ validate_vertex_shader_executable(struct gl_shader_program *prog,
if (shader == NULL)
return true;
- find_assignment_visitor find("gl_Position");
- find.run(shader->ir);
- if (!find.variable_found()) {
- linker_error(prog, "vertex shader does not write to `gl_Position'\n");
- return false;
+ /* From the GLSL 1.10 spec, page 48:
+ *
+ * "The variable gl_Position is available only in the vertex
+ * language and is intended for writing the homogeneous vertex
+ * position. All executions of a well-formed vertex shader
+ * executable must write a value into this variable. [...] The
+ * variable gl_Position is available only in the vertex
+ * language and is intended for writing the homogeneous vertex
+ * position. All executions of a well-formed vertex shader
+ * executable must write a value into this variable."
+ *
+ * while in GLSL 1.40 this text is changed to:
+ *
+ * "The variable gl_Position is available only in the vertex
+ * language and is intended for writing the homogeneous vertex
+ * position. It can be written at any time during shader
+ * execution. It may also be read back by a vertex shader
+ * after being written. This value will be used by primitive
+ * assembly, clipping, culling, and other fixed functionality
+ * operations, if present, that operate on primitives after
+ * vertex processing has occurred. Its value is undefined if
+ * the vertex shader executable does not write gl_Position."
+ */
+ if (prog->Version < 140) {
+ find_assignment_visitor find("gl_Position");
+ find.run(shader->ir);
+ if (!find.variable_found()) {
+ linker_error(prog, "vertex shader does not write to `gl_Position'\n");
+ return false;
+ }
}
prog->Vert.ClipDistanceArraySize = 0;
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