[Mesa-dev] [PATCH] mesa: move GLES checks for SSO input/output validation

Timothy Arceri timothy.arceri at collabora.com
Sat Dec 5 21:12:41 PST 2015


This function is unfinished there is a bunch more validation rules
that need to be applied here. We will still want to call it for desktop
GL we just don't want to validate precision so move the ES check to
reflect this.

Cc: Tapani Pälli <tapani.palli at intel.com>
---
 src/mesa/main/shader_query.cpp | 45 +++++++++++++++++++++---------------------
 1 file changed, 23 insertions(+), 22 deletions(-)

diff --git a/src/mesa/main/shader_query.cpp b/src/mesa/main/shader_query.cpp
index ad9fa25..31b9e12 100644
--- a/src/mesa/main/shader_query.cpp
+++ b/src/mesa/main/shader_query.cpp
@@ -1378,7 +1378,7 @@ _mesa_get_program_resourceiv(struct gl_shader_program *shProg,
 
 static bool
 validate_io(const struct gl_shader *input_stage,
-            const struct gl_shader *output_stage)
+            const struct gl_shader *output_stage, bool isES)
 {
    assert(input_stage && output_stage);
 
@@ -1394,15 +1394,25 @@ validate_io(const struct gl_shader *input_stage,
             continue;
 
          if (strcmp(in_var->name, out_var->name) == 0) {
-            /* From OpenGL ES 3.1 spec:
-             *     "When both shaders are in separate programs, mismatched
-             *     precision qualifiers will result in a program interface
-             *     mismatch that will result in program pipeline validation
-             *     failures, as described in section 7.4.1 (“Shader Interface
-             *     Matching”) of the OpenGL ES 3.1 Specification."
+            /* Since we now only validate precision, we can skip this step for
+             * desktop GLSL shaders, there precision qualifier is ignored.
+             *
+             * From OpenGL 4.50 Shading Language spec, section 4.7:
+             *     "For the purposes of determining if an output from one
+             *     shader stage matches an input of the next stage, the
+             *     precision qualifier need not match."
              */
-            if (in_var->data.precision != out_var->data.precision)
-               return false;
+            if (isES) {
+               /* From OpenGL ES 3.1 spec:
+                *     "When both shaders are in separate programs, mismatched
+                *     precision qualifiers will result in a program interface
+                *     mismatch that will result in program pipeline validation
+                *     failures, as described in section 7.4.1 (“Shader Interface
+                *     Matching”) of the OpenGL ES 3.1 Specification."
+                */
+               if (in_var->data.precision != out_var->data.precision)
+                  return false;
+            }
          }
       }
    }
@@ -1429,19 +1439,10 @@ _mesa_validate_pipeline_io(struct gl_pipeline_object *pipeline)
 
    for (idx = prev + 1; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) {
       if (shProg[idx]) {
-         /* Since we now only validate precision, we can skip this step for
-          * desktop GLSL shaders, there precision qualifier is ignored.
-          *
-          * From OpenGL 4.50 Shading Language spec, section 4.7:
-          *     "For the purposes of determining if an output from one shader
-          *     stage matches an input of the next stage, the precision
-          *     qualifier need not match."
-          */
-         if (shProg[prev]->IsES || shProg[idx]->IsES) {
-            if (!validate_io(shProg[prev]->_LinkedShaders[prev],
-                             shProg[idx]->_LinkedShaders[idx]))
-               return false;
-         }
+         if (!validate_io(shProg[prev]->_LinkedShaders[prev],
+                          shProg[idx]->_LinkedShaders[idx],
+                          shProg[prev]->IsES || shProg[idx]->IsES))
+            return false;
          prev = idx;
       }
    }
-- 
2.4.3



More information about the mesa-dev mailing list