[Mesa-dev] [PATCH] glsl: remove excess location qualifier validation
Timothy Arceri
timothy.arceri at collabora.com
Wed Oct 21 22:29:05 PDT 2015
Location has never been able to be a negative value because it has
always been validated in the parser.
Also the linker doesn't check for negatives like the comment claims.
---
No piglit regressions and an extra negative test sent for
ARB_explicit_uniform_location [1]
[1] http://patchwork.freedesktop.org/patch/62573/
src/glsl/ast_to_hir.cpp | 70 ++++++++++++++++---------------------------------
1 file changed, 22 insertions(+), 48 deletions(-)
diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
index 8549d55..0306530 100644
--- a/src/glsl/ast_to_hir.cpp
+++ b/src/glsl/ast_to_hir.cpp
@@ -2422,21 +2422,6 @@ validate_explicit_location(const struct ast_type_qualifier *qual,
const struct gl_context *const ctx = state->ctx;
unsigned max_loc = qual->location + var->type->uniform_locations() - 1;
- /* ARB_explicit_uniform_location specification states:
- *
- * "The explicitly defined locations and the generated locations
- * must be in the range of 0 to MAX_UNIFORM_LOCATIONS minus one."
- *
- * "Valid locations for default-block uniform variable locations
- * are in the range of 0 to the implementation-defined maximum
- * number of uniform locations."
- */
- if (qual->location < 0) {
- _mesa_glsl_error(loc, state,
- "explicit location < 0 for uniform %s", var->name);
- return;
- }
-
if (max_loc >= ctx->Const.MaxUserAssignableUniformLocations) {
_mesa_glsl_error(loc, state, "location(s) consumed by uniform %s "
">= MAX_UNIFORM_LOCATIONS (%u)", var->name,
@@ -2527,41 +2512,30 @@ validate_explicit_location(const struct ast_type_qualifier *qual,
} else {
var->data.explicit_location = true;
- /* This bit of silliness is needed because invalid explicit locations
- * are supposed to be flagged during linking. Small negative values
- * biased by VERT_ATTRIB_GENERIC0 or FRAG_RESULT_DATA0 could alias
- * built-in values (e.g., -16+VERT_ATTRIB_GENERIC0 = VERT_ATTRIB_POS).
- * The linker needs to be able to differentiate these cases. This
- * ensures that negative values stay negative.
- */
- if (qual->location >= 0) {
- switch (state->stage) {
- case MESA_SHADER_VERTEX:
- var->data.location = (var->data.mode == ir_var_shader_in)
- ? (qual->location + VERT_ATTRIB_GENERIC0)
- : (qual->location + VARYING_SLOT_VAR0);
- break;
+ switch (state->stage) {
+ case MESA_SHADER_VERTEX:
+ var->data.location = (var->data.mode == ir_var_shader_in)
+ ? (qual->location + VERT_ATTRIB_GENERIC0)
+ : (qual->location + VARYING_SLOT_VAR0);
+ break;
- case MESA_SHADER_TESS_CTRL:
- case MESA_SHADER_TESS_EVAL:
- case MESA_SHADER_GEOMETRY:
- if (var->data.patch)
- var->data.location = qual->location + VARYING_SLOT_PATCH0;
- else
- var->data.location = qual->location + VARYING_SLOT_VAR0;
- break;
+ case MESA_SHADER_TESS_CTRL:
+ case MESA_SHADER_TESS_EVAL:
+ case MESA_SHADER_GEOMETRY:
+ if (var->data.patch)
+ var->data.location = qual->location + VARYING_SLOT_PATCH0;
+ else
+ var->data.location = qual->location + VARYING_SLOT_VAR0;
+ break;
- case MESA_SHADER_FRAGMENT:
- var->data.location = (var->data.mode == ir_var_shader_out)
- ? (qual->location + FRAG_RESULT_DATA0)
- : (qual->location + VARYING_SLOT_VAR0);
- break;
- case MESA_SHADER_COMPUTE:
- assert(!"Unexpected shader type");
- break;
- }
- } else {
- var->data.location = qual->location;
+ case MESA_SHADER_FRAGMENT:
+ var->data.location = (var->data.mode == ir_var_shader_out)
+ ? (qual->location + FRAG_RESULT_DATA0)
+ : (qual->location + VARYING_SLOT_VAR0);
+ break;
+ case MESA_SHADER_COMPUTE:
+ assert(!"Unexpected shader type");
+ break;
}
if (qual->flags.q.explicit_index) {
--
2.4.3
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