[Mesa-dev] [PATCH] glsl: Assert buildin uniform variables

Matt Turner mattst88 at gmail.com
Thu Jan 16 10:48:20 PST 2014


On Thu, Jan 16, 2014 at 2:59 AM, Juha-Pekka Heikkila
<juhapekka.heikkila at gmail.com> wrote:
> Signed-off-by: Juha-Pekka Heikkila <juhapekka.heikkila at gmail.com>
> ---
>  src/glsl/builtin_variables.cpp | 24 ++++++++++++++++++++----
>  1 file changed, 20 insertions(+), 4 deletions(-)
>
> diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp
> index f630923..9f4f7c7 100644
> --- a/src/glsl/builtin_variables.cpp
> +++ b/src/glsl/builtin_variables.cpp
> @@ -669,7 +669,11 @@ void
>  builtin_variable_generator::generate_uniforms()
>  {
>     add_uniform(int_t, "gl_NumSamples");
> -   add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange");
> +
> +   const glsl_type *const depth_range_parameters_type =
> +      type("gl_DepthRangeParameters");
> +   assert(depth_range_parameters_type);
> +   add_uniform(depth_range_parameters_type, "gl_DepthRange");
>     add_uniform(array(vec4_t, VERT_ATTRIB_MAX), "gl_CurrentAttribVertMESA");
>     add_uniform(array(vec4_t, VARYING_SLOT_MAX), "gl_CurrentAttribFragMESA");
>
> @@ -688,7 +692,11 @@ builtin_variable_generator::generate_uniforms()
>        add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose");
>        add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose");
>        add_uniform(float_t, "gl_NormalScale");
> -      add_uniform(type("gl_LightModelParameters"), "gl_LightModel");
> +
> +      const glsl_type *const light_model_parameters_type =
> +         type("gl_LightModelParameters");
> +      assert(light_model_parameters_type);
> +      add_uniform(light_model_parameters_type, "gl_LightModel");
>        add_uniform(vec2_t, "gl_BumpRotMatrix0MESA");
>        add_uniform(vec2_t, "gl_BumpRotMatrix1MESA");
>        add_uniform(vec4_t, "gl_FogParamsOptimizedMESA");
> @@ -701,10 +709,15 @@ builtin_variable_generator::generate_uniforms()
>        add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose");
>
>        add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane");
> -      add_uniform(type("gl_PointParameters"), "gl_Point");
> +
> +      const glsl_type *const point_parameters_type =
> +         type("gl_PointParameters");
> +      assert(point_parameters_type);
> +      add_uniform(point_parameters_type, "gl_Point");
>
>        const glsl_type *const material_parameters_type =
>          type("gl_MaterialParameters");
> +      assert(material_parameters_type);
>        add_uniform(material_parameters_type, "gl_FrontMaterial");
>        add_uniform(material_parameters_type, "gl_BackMaterial");
>
> @@ -714,6 +727,7 @@ builtin_variable_generator::generate_uniforms()
>
>        const glsl_type *const light_model_products_type =
>           type("gl_LightModelProducts");
> +      assert(light_model_products_type);
>        add_uniform(light_model_products_type, "gl_FrontLightModelProduct");
>        add_uniform(light_model_products_type, "gl_BackLightModelProduct");
>
> @@ -736,7 +750,9 @@ builtin_variable_generator::generate_uniforms()
>        add_uniform(texcoords_vec4, "gl_ObjectPlaneR");
>        add_uniform(texcoords_vec4, "gl_ObjectPlaneQ");
>
> -      add_uniform(type("gl_FogParameters"), "gl_Fog");
> +      const glsl_type *const fog_parameters_type = type("gl_FogParameters");
> +      assert(fog_parameters_type);
> +      add_uniform(fog_parameters_type, "gl_Fog");
>     }
>  }
>
> --
> 1.8.1.2

Does this help something? asserts are no-ops in optimized builds, so
adding them won't fix klocwork issues.


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