[Mesa-dev] [PATCH v3 23/29] glsl: validate output types for shader stages

Matt Turner mattst88 at gmail.com
Sun Feb 8 15:01:01 PST 2015


On Sun, Feb 8, 2015 at 1:00 AM, Ilia Mirkin <imirkin at alum.mit.edu> 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 | 45 +++++++++++++++++++++++++++++++++++++++++++++
>  1 file changed, 45 insertions(+)
>
> diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
> index 7034ff0..85f4c2c 100644
> --- a/src/glsl/ast_to_hir.cpp
> +++ b/src/glsl/ast_to_hir.cpp
> @@ -3621,6 +3621,51 @@ 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->without_array();
> +
> +         /* 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);
> +
> +         /* 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);

Align these.

The patch looks good to me, but we do need a test for the first
bool/opaque case.


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