[Mesa-dev] [PATCH 08/10] glsl: A shader cannot redefine or overload built-in functions in GLSL ES 3.00
Samuel Iglesias Gonsálvez
siglesias at igalia.com
Wed Feb 18 23:10:21 PST 2015
On Wednesday 18 February 2015 15:08:19 Kenneth Graunke wrote:
> On Wednesday, February 18, 2015 12:00:39 PM Matt Turner wrote:
> > On Mon, Dec 1, 2014 at 5:04 AM, Eduardo Lima Mitev <elima at igalia.com>
wrote:
> > > From: Samuel Iglesias Gonsalvez <siglesias at igalia.com>
> > >
> > > Create a new search function to look for matching built-in functions by
> > > name and use it for built-in function redefinition or overload in GLSL
> > > ES 3.00.
> > >
> > > GLSL ES 3.0 spec, chapter 6.1 "Function Definitions", page 71
> > >
> > > "A shader cannot redefine or overload built-in functions."
> > >
> > > In case of GLSL ES 1.0 spec, chapter 6.1 "Function Definitions", page 54
> > >
> > > "Function names can be overloaded. This allows the same function name to
> > > be
> > > used for multiple functions, as long as the argument list types differ.
> > > If
> > > functions’ names and argument types match, then their return type and
> > > parameter qualifiers must also match. Function signature matching is
> > > based on parameter type only, no qualifiers are used. Overloading is
> > > used heavily in the built-in functions. When overloaded functions (or
> > > indeed any functions) are resolved, an exact match for the function's
> > > signature is sought. This includes exact match of array size as well.
> > > No promotion or demotion of the return type or input argument types is
> > > done. All expected combination of inputs and outputs must be defined as
> > > separate functions."
> > >
> > > So this check is specific to GLSL ES 3.00.
> > >
> > > This patch fixes the following dEQP tests:
> > >
> > > dEQP-GLES3.functional.shaders.functions.invalid.overload_builtin_functio
> > > n_vertex
> > > dEQP-GLES3.functional.shaders.functions.invalid.overload_builtin_functi
> > > on_fragment
> > > dEQP-GLES3.functional.shaders.functions.invalid.redefine_builtin_functi
> > > on_vertex
> > > dEQP-GLES3.functional.shaders.functions.invalid.redefine_builtin_functi
> > > on_fragment
> > >
> > > No piglit regressions.
> > >
> > > Signed-off-by: Samuel Iglesias Gonsalvez <siglesias at igalia.com>
> > > ---
> > >
> > > src/glsl/ast_to_hir.cpp | 22 ++++++++++++++++++++++
> > > src/glsl/builtin_functions.cpp | 11 +++++++++++
> > > src/glsl/ir.h | 4 ++++
> > > 3 files changed, 37 insertions(+)
> > >
> > > diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
> > > index fe1e129..b7074bc 100644
> > > --- a/src/glsl/ast_to_hir.cpp
> > > +++ b/src/glsl/ast_to_hir.cpp
> > > @@ -4167,6 +4167,28 @@ ast_function::hir(exec_list *instructions,
> > >
> > > return NULL;
> > >
> > > }
> > >
> > > }
> > >
> > > + } else {
> > > + /* From GLSL ES 3.0 spec, chapter 6.1 "Function Definitions",
> > > page 71: + *
> > > + * "A shader cannot redefine or overload built-in functions."
> > > + *
> > > + * While in GLSL ES 1.0 spec, chapter 6.1 "Function
> > > Definitions", page + * 54, this is allowed:
> > > + *
> > > + * "Function names can be overloaded. [...] Overloading is
> > > used heavily + * in the built-in functions."
> >
> > I don't think that quote is really explicitly saying that you can
> > overload built-in functions. It's just saying that built-in functions
> > contain many overloads.
> >
> > It doesn't, however, prohibit the user from adding overloads of their own.
> >
> > I'd probably replace the spec citation with just a statement that the
> > GLSL ES 1.0 spec doesn't prohibit overloading built-in functions,
> > since it really doesn't say anything explicitly about the topic.
>
> The GLSL ES 1.0 specification actually very explicitly allows
> overloading of built-in functions:
>
> From the GLSL ES 1.0 specification, section 4.2.6:
> "User defined functions may overload built-in functions."
> and chapter 8:
> "User code can overload the built-in functions but cannot redefine
> them."
>
> This is indeed different than GLSL ES 3.00, which prohibits both,
> and different than desktop GLSL, which has entirely different rules.
>
> > > + *
> > > + */
> > > + if (state->es_shader && state->language_version >= 300) {
> > > + /* Local shader has no exact candidates; check the
> > > built-ins. */ + _mesa_glsl_initialize_builtin_functions();
> > > + if (_mesa_glsl_find_builtin_function_by_name(state, name))
> > > {
> > > + YYLTYPE loc = this->get_location();
> > > + _mesa_glsl_error(& loc, state,
> > > + "A shader cannot redefine or overload
> > > built-in " + "function `%s' in GLSL ES
> > > 3.00", name); + }
> > > + }
>
> This code looks good, but there's one subtle issue with where you've
> placed it. Namely, it allows this to compile:
>
> #version 300 es
> precision highp float;
> out vec4 color;
>
> void main()
> {
> color = vec4(sin(0.5));
> }
>
> float sin(float x);
>
> When handling that prototype, it will take the existing
> exact_matching_signature != NULL path (since your code is the "else" to
> that block), which sees it as a harmless redundant prototype, and allows
> it.
>
> I would advise simply moving this code out a level and up:
>
> if (state->es_shader && state->language_version >= 300) {
> /* Do your code here */
> return NULL;
> }
>
> if (state->es_shader || f->has_user_signature()) {
> /* Do the old code here */
> }
>
> Please submit an updated patch and CC me. Thanks!
OK, I will do it.
Thanks for your review!
Sam
-------------- next part --------------
A non-text attachment was scrubbed...
Name: signature.asc
Type: application/pgp-signature
Size: 819 bytes
Desc: This is a digitally signed message part.
URL: <http://lists.freedesktop.org/archives/mesa-dev/attachments/20150219/58305550/attachment.sig>
More information about the mesa-dev
mailing list