[Mesa-dev] [PATCH] glsl: Make #pragma STDGL invariant(all) only modify outputs.
Kenneth Graunke
kenneth at whitecape.org
Tue Nov 7 09:52:37 UTC 2017
According to the GLSL ES 3.20, GLSL 4.50, and GLSL 1.20 specs:
"To force all output variables to be invariant, use the pragma
#pragma STDGL invariant(all)
before all declarations in a shader."
Notably, this is only supposed to affect output variables. Furthermore,
"Only variables output from a shader can be candidates for invariance."
It looks like this has been wrong since we first supported the pragma in
2011 (commit 86b4398cd158024f6be9fa830554a11c2a7ebe0c).
Fixes dEQP-GLES2.functional.shaders.preprocessor.pragmas.pragma_fragment
---
src/compiler/glsl/ast_to_hir.cpp | 5 ++---
1 file changed, 2 insertions(+), 3 deletions(-)
diff --git a/src/compiler/glsl/ast_to_hir.cpp b/src/compiler/glsl/ast_to_hir.cpp
index 441404f86d3..98af6bb7239 100644
--- a/src/compiler/glsl/ast_to_hir.cpp
+++ b/src/compiler/glsl/ast_to_hir.cpp
@@ -4086,12 +4086,11 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
case MESA_SHADER_TESS_CTRL:
case MESA_SHADER_TESS_EVAL:
case MESA_SHADER_GEOMETRY:
- if ((var->data.mode == ir_var_shader_in)
- || (var->data.mode == ir_var_shader_out))
+ if (var->data.mode == ir_var_shader_out)
var->data.invariant = true;
break;
case MESA_SHADER_FRAGMENT:
- if (var->data.mode == ir_var_shader_in)
+ if (var->data.mode == ir_var_shader_out)
var->data.invariant = true;
break;
case MESA_SHADER_COMPUTE:
--
2.15.0
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