[Mesa-dev] [PATCH 2/2] glsl: allow linking ES shaders with desktop shaders in desktop GL
Ilia Mirkin
imirkin at alum.mit.edu
Thu May 17 04:23:14 UTC 2018
Was this trace taken with mesa? Looks like the app was subjected to
adverse conditions...
60876 glCreateShader(type = GL_VERTEX_SHADER) = 5
60877 glShaderSource(shader = 5, count = 1, string = &"#version 100
uniform mat4 uClipFromEyeMatrix;
uniform mat4 uStartFromModelMatrix;
uniform mat4 uEyeFromStartMatrix;
uniform mat4 uHeadFromStartMatrix;
attribute vec3 aVertex;
attribute vec2 aTexCoords;
varying vec2 vTexCoords;
void main(void) {
vTexCoords = aTexCoords;
gl_Position = uClipFromEyeMatrix * uEyeFromStartMatrix *
uStartFromModelMatrix * vec4(aVertex, 1.);
}
", length = NULL)
60878 glCompileShader(shader = 5)
60879 glGetShaderiv(shader = 5, pname = GL_COMPILE_STATUS, params = &0)
60880 glGetShaderInfoLog(shader = 5, bufSize = 2047, length = NULL,
infoLog = "0:1(10): error: GLSL ES 1.10 is not supported. Supported
versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 1.00 ES, and 3.00 ES
")
60881 glDeleteShader(shader = 5)
Dunno where GLSL ES 1.10 came from, but that's not even a thing. Nor
is it requested... perhaps some kind of override going wrong?
Anyways, it does seem to try to link version 100 + version 110
together later on. But perhaps that only ends up happening because
compiling the ES shader fails (from the application's standpoint).
-ilia
On Thu, May 17, 2018 at 12:12 AM, Timothy Arceri <tarceri at itsqueeze.com> wrote:
>
>
> On 17/05/18 10:55, Ilia Mirkin wrote:
>>
>> ES has all kinds of additional linking rules. I suspect they'll break
>> down if some of the shaders are ES and some are not-ES.
>>
>> This all does sound very odd -- what did you see in practice?
>
>
> Here is a trace is you want to have a look at the various isses for
> yourself:
>
> https://drive.google.com/open?id=16z5udwUFUmCbg9kEyO741ydXzgRLB7kK
>
>
>>
>> On Wed, May 16, 2018 at 3:04 AM, Timothy Arceri <tarceri at itsqueeze.com>
>> wrote:
>>>
>>> In GLES shader versions must match but there is nothing
>>> in the ARB_ES*_compatibility specs that say they must match.
>>>
>>> This fixes some compilation errors in Google Earth VR.
>>> ---
>>> src/compiler/glsl/linker.cpp | 6 ++++--
>>> 1 file changed, 4 insertions(+), 2 deletions(-)
>>>
>>> diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
>>> index f060c5316fa..2b7ee0ad5a6 100644
>>> --- a/src/compiler/glsl/linker.cpp
>>> +++ b/src/compiler/glsl/linker.cpp
>>> @@ -83,6 +83,7 @@
>>> #include "builtin_functions.h"
>>> #include "shader_cache.h"
>>>
>>> +#include "main/context.h"
>>> #include "main/imports.h"
>>> #include "main/shaderobj.h"
>>> #include "main/enums.h"
>>> @@ -4799,7 +4800,8 @@ link_shaders(struct gl_context *ctx, struct
>>> gl_shader_program *prog)
>>> min_version = MIN2(min_version, prog->Shaders[i]->Version);
>>> max_version = MAX2(max_version, prog->Shaders[i]->Version);
>>>
>>> - if (prog->Shaders[i]->IsES != prog->Shaders[0]->IsES) {
>>> + if (!_mesa_is_desktop_gl(ctx) &&
>>> + prog->Shaders[i]->IsES != prog->Shaders[0]->IsES) {
>>> linker_error(prog, "all shaders must use same shading "
>>> "language version\n");
>>> goto done;
>>> @@ -4817,7 +4819,7 @@ link_shaders(struct gl_context *ctx, struct
>>> gl_shader_program *prog)
>>> /* In desktop GLSL, different shader versions may be linked
>>> together. In
>>> * GLSL ES, all shader versions must be the same.
>>> */
>>> - if (prog->Shaders[0]->IsES && min_version != max_version) {
>>> + if (!_mesa_is_desktop_gl(ctx) && min_version != max_version) {
>>> linker_error(prog, "all shaders must use same shading "
>>> "language version\n");
>>> goto done;
>>> --
>>> 2.17.0
>>>
>>> _______________________________________________
>>> mesa-dev mailing list
>>> mesa-dev at lists.freedesktop.org
>>> https://lists.freedesktop.org/mailman/listinfo/mesa-dev
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