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glsl: Fix linker checks for GLSL ES 3.00.
This patch updates the following linker checks to do the right thing in GLSL 3.00 ES: - Failing to write to gl_Position is allowed in GLSL 1.40+ as well as GLSL 3.00 ES. - It is an error to write to both gl_ClipVertex and gl_ClipDistance in GLSL 1.30+. This does not apply to GLSL 3.00 ES. - GLSL 3.00 ES uses the same varying counting rules as GLSL 1.00 ES. - In GLSL 1.30 and GLSL 3.00 ES, "discard" terminates the shader. - In GLSL 1.00 ES and GLSL 3.00 ES, both a fragment and a vertex shader must be present. [v2, idr]: Fix minro typo in a comment. Noticed by Ken. [v3, idr]: s/IsEs(Shader|Prog)/IsES/ Suggested by Ken and Eric. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Eric Anholt <eric@anholt.net> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Acked-by: Carl Worth <cworth@cworth.org>
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parent
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commit
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1 changed files with 15 additions and 7 deletions
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@ -289,8 +289,11 @@ validate_vertex_shader_executable(struct gl_shader_program *prog,
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* operations, if present, that operate on primitives after
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* vertex processing has occurred. Its value is undefined if
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* the vertex shader executable does not write gl_Position."
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*
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* GLSL ES 3.00 is similar to GLSL 1.40--failing to write to gl_Position is
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* not an error.
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*/
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if (prog->Version < 140) {
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if (prog->Version < (prog->IsES ? 300 : 140)) {
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find_assignment_visitor find("gl_Position");
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find.run(shader->ir);
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if (!find.variable_found()) {
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@ -301,12 +304,15 @@ validate_vertex_shader_executable(struct gl_shader_program *prog,
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prog->Vert.ClipDistanceArraySize = 0;
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if (prog->Version >= 130) {
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if (!prog->IsES && prog->Version >= 130) {
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/* From section 7.1 (Vertex Shader Special Variables) of the
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* GLSL 1.30 spec:
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*
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* "It is an error for a shader to statically write both
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* gl_ClipVertex and gl_ClipDistance."
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*
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* This does not apply to GLSL ES shaders, since GLSL ES defines neither
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* gl_ClipVertex nor gl_ClipDistance.
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*/
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find_assignment_visitor clip_vertex("gl_ClipVertex");
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find_assignment_visitor clip_distance("gl_ClipDistance");
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@ -2144,7 +2150,7 @@ assign_varying_locations(struct gl_context *ctx,
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}
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}
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if (ctx->API == API_OPENGLES2 || prog->Version == 100) {
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if (ctx->API == API_OPENGLES2 || prog->IsES) {
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if (varying_vectors > ctx->Const.MaxVarying) {
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if (ctx->Const.GLSLSkipStrictMaxVaryingLimitCheck) {
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linker_warning(prog, "shader uses too many varying vectors "
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@ -2537,8 +2543,10 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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/* Implement the GLSL 1.30+ rule for discard vs infinite loops Do
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* it before optimization because we want most of the checks to get
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* dropped thanks to constant propagation.
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*
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* This rule also applies to GLSL ES 3.00.
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*/
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if (max_version >= 130) {
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if (max_version >= (is_es_prog ? 300 : 130)) {
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struct gl_shader *sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
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if (sh) {
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lower_discard_flow(sh->ir);
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@ -2682,11 +2690,11 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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goto done;
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/* OpenGL ES requires that a vertex shader and a fragment shader both be
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* present in a linked program. By checking for use of shading language
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* version 1.00, we also catch the GL_ARB_ES2_compatibility case.
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* present in a linked program. By checking prog->IsES, we also
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* catch the GL_ARB_ES2_compatibility case.
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*/
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if (!prog->InternalSeparateShader &&
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(ctx->API == API_OPENGLES2 || prog->Version == 100)) {
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(ctx->API == API_OPENGLES2 || prog->IsES)) {
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if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
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linker_error(prog, "program lacks a vertex shader\n");
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} else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
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