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

Samuel Pitoiset samuel.pitoiset at gmail.com
Wed Apr 26 08:13:39 UTC 2017



On 04/26/2017 10:07 AM, Timothy Arceri wrote:
> 
> 
> 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.

Correct. Nice cleanup because this check looks redundant.

Reviewed-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>

> 
>>
>> 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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