[Mesa-dev] [PATCH] glsl: enforce invariant conditions for built-in variables

Tapani Pälli tapani.palli at intel.com
Mon May 9 04:50:56 UTC 2016


IMO you will need to check for the ES version too, something like this:

https://patchwork.freedesktop.org/patch/36417/


On 05/06/2016 11:22 PM, Lars Hamre wrote:
> The conditions for which certain built-in special variables
> can be declared invariant were not being checked.
>
> OpenGL ES 1.00 specification "Invariance and linkage":
>
> For the built-in special variables, gl_FragCoord can
> only be declared invariant if and only if gl_Position is
> declared invariant. Similarly gl_PointCoord can only be
> declared invariant if and only if gl_PointSize is declared
> invariant. It is an error to declare gl_FrontFacing as invariant.
>
> This fixes the following piglit tests in spec/glsl-es-1.00/linker:
> glsl-fcoord-invariant
> glsl-fface-invariant
> glsl-pcoord-invariant
>
> ---
>
> NOTE: Someone with access will need to commit this after the
>       review process
>
>  src/compiler/glsl/link_varyings.cpp | 46 +++++++++++++++++++++++++++++++++++--
>  1 file changed, 44 insertions(+), 2 deletions(-)
>
> diff --git a/src/compiler/glsl/link_varyings.cpp b/src/compiler/glsl/link_varyings.cpp
> index 34e82c7..8ef815c 100644
> --- a/src/compiler/glsl/link_varyings.cpp
> +++ b/src/compiler/glsl/link_varyings.cpp
> @@ -352,13 +352,23 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
>     glsl_symbol_table parameters;
>     ir_variable *explicit_locations[MAX_VARYING][4] = { {NULL, NULL} };
>
> +   bool is_gl_position_invariant = false;
> +   bool is_gl_point_size_invariant = false;
> +
>     /* Find all shader outputs in the "producer" stage.
>      */
>     foreach_in_list(ir_instruction, node, producer->ir) {
>        ir_variable *const var = node->as_variable();
>
>        if ((var == NULL) || (var->data.mode != ir_var_shader_out))
> -	 continue;
> +         continue;
> +
> +      if (prog->IsES) {
> +         if (!strcmp(var->name, "gl_Position"))
> +            is_gl_position_invariant = var->data.invariant;
> +         if (!strcmp(var->name, "gl_PointSize"))
> +            is_gl_point_size_invariant = var->data.invariant;
> +      }
>
>        if (!var->data.explicit_location
>            || var->data.location < VARYING_SLOT_VAR0)
> @@ -442,7 +452,39 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
>        ir_variable *const input = node->as_variable();
>
>        if ((input == NULL) || (input->data.mode != ir_var_shader_in))
> -	 continue;
> +         continue;
> +
> +      /*
> +       * OpenGL ES 1.00 specification "Invariance and linkage":
> +       *
> +       *  "For the built-in special variables, gl_FragCoord can
> +       *  only be declared invariant if and only if gl_Position is
> +       *  declared invariant. Similarly gl_PointCoord can only be
> +       *  declared invariant if and only if gl_PointSize is declared
> +       *  invariant. It is an error to declare gl_FrontFacing as invariant."
> +       */
> +      if (prog->IsES) {
> +         if (!strcmp(input->name, "gl_FrontFacing") &&
> +               input->data.invariant) {
> +            linker_error(prog,
> +                         "gl_FrontFacing cannot be declared invariant");
> +            return;
> +         } else if (!strcmp(input->name, "gl_FragCoord") &&
> +                    input->data.invariant &&
> +                    !is_gl_position_invariant) {
> +            linker_error(prog,
> +                         "gl_FragCoord cannot be declared invariant "
> +                         "unless gl_Position is also invariant");
> +            return;
> +         } else if (!strcmp(input->name, "gl_PointCoord") &&
> +                    input->data.invariant &&
> +                    !is_gl_point_size_invariant) {
> +            linker_error(prog,
> +                         "gl_PointCoord cannot be declared invariant "
> +                         "unless gl_PointSize is also invariant");
> +            return;
> +         }
> +      }
>
>        if (strcmp(input->name, "gl_Color") == 0 && input->data.used) {
>           const ir_variable *const front_color =
> --
> 2.5.5
>
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