[Mesa-dev] [PATCH v2 23/28] glsl: validate output types for shader stages
Ilia Mirkin
imirkin at alum.mit.edu
Sat Feb 7 20:54:35 PST 2015
On Fri, Feb 6, 2015 at 4:15 AM, Ian Romanick <idr at freedesktop.org> wrote:
> On 02/06/2015 06:56 AM, Ilia Mirkin wrote:
>> From: Tapani Pälli <tapani.palli at intel.com>
>>
>> Patch fixes Piglit test:
>> arb_gpu_shader_fp64/preprocessor/fs-output-double.frag
>>
>> and adds additional validation for shader outputs.
>>
>> Signed-off-by: Tapani Pälli <tapani.palli at intel.com>
>> Signed-off-by: Dave Airlie <airlied at redhat.com>
>> ---
>> src/glsl/ast_to_hir.cpp | 47 +++++++++++++++++++++++++++++++++++++++++++++++
>> 1 file changed, 47 insertions(+)
>>
>> diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
>> index 3ea3a13..2a74a51 100644
>> --- a/src/glsl/ast_to_hir.cpp
>> +++ b/src/glsl/ast_to_hir.cpp
>> @@ -3625,6 +3625,53 @@ ast_declarator_list::hir(exec_list *instructions,
>>
>> handle_geometry_shader_input_decl(state, loc, var);
>> }
>> + } else if (var->data.mode == ir_var_shader_out) {
>> + const glsl_type *check_type = var->type;
>> + while (check_type->is_array())
>> + check_type = check_type->element_type();
>
> const glsl_type *const = var->type->without_array();
Right.
>
>> +
>> + /* From section 4.3.6 (Output variables) of the GLSL 4.40 spec:
>> + *
>> + * It is a compile-time error to declare a vertex, tessellation
>> + * evaluation, tessellation control, or geometry shader output
>> + * that contains any of the following:
>> + *
>> + * * A Boolean type (bool, bvec2 ...)
>> + * * An opaque type
>> + */
>> + if (check_type->is_boolean() || check_type->contains_opaque())
>> + _mesa_glsl_error(&loc, state,
>> + "%s shader output cannot have type %s",
>> + _mesa_shader_stage_to_string(state->stage),
>> + check_type->name);
>
> Aren't we already enforcing this somewhere? Do we have any test cases?
http://cgit.freedesktop.org/~tpohjola/mesa/commit/?h=fp64_common&id=2556b37be981156dc91d51849e96f69e52467a5e
Tapani?
>
>> +
>> + /* From section 4.3.6 (Output variables) of the GLSL 4.40 spec:
>> + *
>> + * It is a compile-time error to declare a fragment shader output
>> + * that contains any of the following:
>> + *
>> + * * A Boolean type (bool, bvec2 ...)
>> + * * A double-precision scalar or vector (double, dvec2 ...)
>> + * * An opaque type
>> + * * Any matrix type
>> + * * A structure
>> + */
>> + if (state->stage == MESA_SHADER_FRAGMENT) {
>> + if (check_type->is_record() || check_type->is_matrix())
>> + _mesa_glsl_error(&loc, state,
>> + "fragment shader output "
>> + "cannot have struct or array type");
>> + switch (check_type->base_type) {
>> + case GLSL_TYPE_UINT:
>> + case GLSL_TYPE_INT:
>> + case GLSL_TYPE_FLOAT:
>> + break;
>> + default:
>> + _mesa_glsl_error(&loc, state,
>> + "fragment shader output cannot have "
>> + "type %s", check_type->name);
>> + }
>> + }
>> }
>>
>> /* Integer fragment inputs must be qualified with 'flat'. In GLSL ES,
>>
>
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