[Mesa-dev] [PATCH 2/2] glsl: remove duplicate validation

Timothy Arceri tarceri at itsqueeze.com
Wed Apr 26 08:07:14 UTC 2017



On 26/04/17 17:40, Samuel Pitoiset wrote:
> Nope, I'm pretty sure this allows to declare "out bool foo" in a 
> fragment shader because is_varying_var() only returns TRUE for inputs.

The code below what this patch removes validates frag outputs. That 
should catch your example.

> 
> On 04/26/2017 05:56 AM, Timothy Arceri wrote:
>> Varying types have already been validated in
>> apply_type_qualifier_to_variable() by this point.
>> ---
>>   src/compiler/glsl/ast_to_hir.cpp | 15 ---------------
>>   1 file changed, 15 deletions(-)
>>
>> diff --git a/src/compiler/glsl/ast_to_hir.cpp 
>> b/src/compiler/glsl/ast_to_hir.cpp
>> index 0ae87cb..ef6f6cc 100644
>> --- a/src/compiler/glsl/ast_to_hir.cpp
>> +++ b/src/compiler/glsl/ast_to_hir.cpp
>> @@ -5028,35 +5028,20 @@ ast_declarator_list::hir(exec_list *instructions,
>>               }
>>            } else if (state->stage == MESA_SHADER_TESS_CTRL ||
>>                       state->stage == MESA_SHADER_TESS_EVAL) {
>>               handle_tess_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) {
>>


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