[Mesa-dev] [PATCH 16/17] glsl: Add link time checks for GLSL precision qualifiers
Samuel Iglesias Gonsalvez
siglesias at igalia.com
Wed Jul 29 07:01:33 PDT 2015
From: Iago Toral Quiroga <itoral at igalia.com>
Currently, we only consider precision qualifiers at compile-time. This patch
adds precision information to ir_variable so we can also do link time checks.
Specifically, from the GLSL ES3 spec, 4.5.3 Precision Qualifiers:
"The same uniform declared in different shaders that are linked together
must have the same precision qualification."
Notice that this patch will check the above also for GLSL ES globals that are
not uniforms. This is not explicitly stated in the spec, but seems to be
the only consistent choice since we can only have one definition of a global
all its declarations should be identical, including precision qualifiers.
These checks don't affect desktop GLSL shaders because we ignore precision
information in this case (all variables have precision GLSL_PRECISION_NONE).
Fixes the following 5 dEQP tests:
dEQP-GLES3.functional.shaders.linkage.uniform.struct.precision_conflict_1
dEQP-GLES3.functional.shaders.linkage.uniform.struct.precision_conflict_2
dEQP-GLES3.functional.shaders.linkage.uniform.struct.precision_conflict_3
dEQP-GLES3.functional.shaders.linkage.uniform.struct.precision_conflict_4
dEQP-GLES3.functional.shaders.linkage.uniform.block.precision_mismatch
---
src/glsl/linker.cpp | 34 +++++++++++++++++++++++++++++++++-
1 file changed, 33 insertions(+), 1 deletion(-)
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 12b7780..fd68f43 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -958,13 +958,22 @@ cross_validate_globals(struct gl_shader_program *prog,
if (var->type->is_record() && existing->type->is_record()
&& existing->type->record_compare(var->type)) {
existing->type = var->type;
- } else {
+ } else if (strcmp(var->type->name, existing->type->name)) {
linker_error(prog, "%s `%s' declared as type "
"`%s' and type `%s'\n",
mode_string(var),
var->name, var->type->name,
existing->type->name);
return;
+ } else {
+ /* The global is declared with the same type name but the type
+ * declarations mismatch (e.g. the same struct type name, but
+ * the actual struct declarations mismatch).
+ */
+ linker_error(prog, "%s `%s' declared with mismatching definitions "
+ "of type `%s'\n",
+ mode_string(var), var->name, var->type->name);
+ return;
}
}
}
@@ -1121,6 +1130,29 @@ cross_validate_globals(struct gl_shader_program *prog,
mode_string(var), var->name);
return;
}
+ /* From the GLSL ES3 spec, 4.5.3 Precision qualifiers:
+ *
+ * "The same uniform declared in different shaders that are linked
+ * together must have the same precision qualification."
+ *
+ * In the GLSL ES2 spec this was resolved in the issue amendments
+ * (10.3 Precision Qualifiers). The GLSL ES1 spec overlooked this,
+ * but seems like an obvious error since we can only have one
+ * consistent definition of a global.
+ *
+ * The desktop GLSL spec does not include this reference
+ * because precision qualifiers are ignored. We will never
+ * hit this scenario in desktop GLSL though because we always set
+ * the precision of variables to GLSL_PRECISION_NONE.
+ */
+ if (var->data.mode == ir_var_uniform) {
+ if (existing->data.precision != var->data.precision) {
+ linker_error(prog, "declarations for %s `%s` have "
+ "mismatching precision qualifiers\n",
+ mode_string(var), var->name);
+ return;
+ }
+ }
} else
variables.add_variable(var);
}
--
2.4.3
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