[Mesa-dev] [PATCH 18/26] glsl: Fix linker checks for GLSL ES 3.00.
Ian Romanick
idr at freedesktop.org
Fri Nov 30 10:07:33 PST 2012
From: Paul Berry <stereotype441 at gmail.com>
This patch updates the following linker checks to do the right thing
in GLSL 3.00 ES:
- Failing to write to gl_Position is allowed in GLSL 1.40+ as well as
GLSL 3.00 ES.
- It is an error to write to both gl_ClipVertex and gl_ClipDistance in
GLSL 1.30+. This does not apply to GLSL 3.00 ES.
- GLSL 3.00 ES uses the same varying counting rules as GLSL 1.00 ES.
- In GLSL 1.30 and GLSL 3.00 ES, "discard" terminates the shader.
- In GLSL 1.00 ES and GLSL 3.00 ES, both a fragment and a vertex
shader must be present.
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
---
src/glsl/linker.cpp | 22 +++++++++++++++-------
1 file changed, 15 insertions(+), 7 deletions(-)
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index d74911f..e2cd625 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -289,8 +289,11 @@ validate_vertex_shader_executable(struct gl_shader_program *prog,
* 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."
+ *
+ * GLSL ES 3.00 is similar to GLSL 1.40--failing to write to gl_Position is
+ * not an error.
*/
- if (prog->Version < 140) {
+ if (prog->Version < (prog->IsEsProg ? 300 : 140)) {
find_assignment_visitor find("gl_Position");
find.run(shader->ir);
if (!find.variable_found()) {
@@ -301,12 +304,15 @@ validate_vertex_shader_executable(struct gl_shader_program *prog,
prog->Vert.ClipDistanceArraySize = 0;
- if (prog->Version >= 130) {
+ if (!prog->IsEsProg && prog->Version >= 130) {
/* From section 7.1 (Vertex Shader Special Variables) of the
* GLSL 1.30 spec:
*
* "It is an error for a shader to statically write both
* gl_ClipVertex and gl_ClipDistance."
+ *
+ * This does not apply to GLSL ES shaders, since GLSL ES defines neither
+ * gl_ClipVertex not gl_ClipDistance.
*/
find_assignment_visitor clip_vertex("gl_ClipVertex");
find_assignment_visitor clip_distance("gl_ClipDistance");
@@ -2144,7 +2150,7 @@ assign_varying_locations(struct gl_context *ctx,
}
}
- if (ctx->API == API_OPENGLES2 || prog->Version == 100) {
+ if (ctx->API == API_OPENGLES2 || prog->IsEsProg) {
if (varying_vectors > ctx->Const.MaxVarying) {
if (ctx->Const.GLSLSkipStrictMaxVaryingLimitCheck) {
linker_warning(prog, "shader uses too many varying vectors "
@@ -2539,8 +2545,10 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
/* Implement the GLSL 1.30+ rule for discard vs infinite loops Do
* it before optimization because we want most of the checks to get
* dropped thanks to constant propagation.
+ *
+ * This rule also applies to GLSL ES 3.00.
*/
- if (max_version >= 130) {
+ if (max_version >= (is_es_prog ? 300 : 130)) {
struct gl_shader *sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
if (sh) {
lower_discard_flow(sh->ir);
@@ -2684,11 +2692,11 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
goto done;
/* OpenGL ES requires that a vertex shader and a fragment shader both be
- * present in a linked program. By checking for use of shading language
- * version 1.00, we also catch the GL_ARB_ES2_compatibility case.
+ * present in a linked program. By checking prog->IsEsProg, we also
+ * catch the GL_ARB_ES2_compatibility case.
*/
if (!prog->InternalSeparateShader &&
- (ctx->API == API_OPENGLES2 || prog->Version == 100)) {
+ (ctx->API == API_OPENGLES2 || prog->IsEsProg)) {
if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
linker_error(prog, "program lacks a vertex shader\n");
} else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
--
1.7.11.7
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