[Mesa-dev] [PATCH] glsl: Don't require gl_Position to be written in GLSL 1.40.
Kenneth Graunke
kenneth at whitecape.org
Tue Mar 20 11:37:17 PDT 2012
On 03/19/2012 11:05 PM, Eric Anholt wrote:
> ---
> 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;
Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>
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