[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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