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>
This commit is contained in:
Paul Berry 2012-08-02 17:51:02 -07:00 committed by Ian Romanick
parent 91c92bb6fb
commit 15ba2a5825

View file

@ -289,8 +289,11 @@ validate_vertex_shader_executable(struct gl_shader_program *prog,
* operations, if present, that operate on primitives after
* vertex processing has occurred. Its value is undefined if
* the vertex shader executable does not write gl_Position."
*
* GLSL ES 3.00 is similar to GLSL 1.40--failing to write to gl_Position is
* not an error.
*/
if (prog->Version < 140) {
if (prog->Version < (prog->IsES ? 300 : 140)) {
find_assignment_visitor find("gl_Position");
find.run(shader->ir);
if (!find.variable_found()) {
@ -301,12 +304,15 @@ validate_vertex_shader_executable(struct gl_shader_program *prog,
prog->Vert.ClipDistanceArraySize = 0;
if (prog->Version >= 130) {
if (!prog->IsES && prog->Version >= 130) {
/* From section 7.1 (Vertex Shader Special Variables) of the
* GLSL 1.30 spec:
*
* "It is an error for a shader to statically write both
* gl_ClipVertex and gl_ClipDistance."
*
* This does not apply to GLSL ES shaders, since GLSL ES defines neither
* gl_ClipVertex nor gl_ClipDistance.
*/
find_assignment_visitor clip_vertex("gl_ClipVertex");
find_assignment_visitor clip_distance("gl_ClipDistance");
@ -2144,7 +2150,7 @@ assign_varying_locations(struct gl_context *ctx,
}
}
if (ctx->API == API_OPENGLES2 || prog->Version == 100) {
if (ctx->API == API_OPENGLES2 || prog->IsES) {
if (varying_vectors > ctx->Const.MaxVarying) {
if (ctx->Const.GLSLSkipStrictMaxVaryingLimitCheck) {
linker_warning(prog, "shader uses too many varying vectors "
@ -2537,8 +2543,10 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
/* Implement the GLSL 1.30+ rule for discard vs infinite loops Do
* it before optimization because we want most of the checks to get
* dropped thanks to constant propagation.
*
* This rule also applies to GLSL ES 3.00.
*/
if (max_version >= 130) {
if (max_version >= (is_es_prog ? 300 : 130)) {
struct gl_shader *sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
if (sh) {
lower_discard_flow(sh->ir);
@ -2682,11 +2690,11 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
goto done;
/* OpenGL ES requires that a vertex shader and a fragment shader both be
* present in a linked program. By checking for use of shading language
* version 1.00, we also catch the GL_ARB_ES2_compatibility case.
* present in a linked program. By checking prog->IsES, we also
* catch the GL_ARB_ES2_compatibility case.
*/
if (!prog->InternalSeparateShader &&
(ctx->API == API_OPENGLES2 || prog->Version == 100)) {
(ctx->API == API_OPENGLES2 || prog->IsES)) {
if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
linker_error(prog, "program lacks a vertex shader\n");
} else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {