mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2025-12-22 04:50:11 +01:00
glsl: handle same struct redeclaration (v2)
This works around a bug in older version of UE4, where a shader defines the same structure twice. Although we aren't sure this is correct GLSL (it most likely isn't) there are enough UE4 based things out there we should deal with this. This drops the error to a warning if the struct names and contents match. v1.1: do better C++ on record_compare declaration (Rob) v2: restrict this to desktop GL only (Ian) Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=95005 Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Signed-off-by: Dave Airlie <airlied@redhat.com>
This commit is contained in:
parent
8a65b5135a
commit
3ca1c2216d
3 changed files with 11 additions and 4 deletions
|
|
@ -6918,7 +6918,12 @@ ast_struct_specifier::hir(exec_list *instructions,
|
|||
glsl_type::get_record_instance(fields, decl_count, this->name);
|
||||
|
||||
if (!state->symbols->add_type(name, t)) {
|
||||
_mesa_glsl_error(& loc, state, "struct `%s' previously defined", name);
|
||||
const glsl_type *match = state->symbols->get_type(name);
|
||||
/* allow struct matching for desktop GL - older UE4 does this */
|
||||
if (state->is_version(130, 0) && match->record_compare(t, false))
|
||||
_mesa_glsl_warning(& loc, state, "struct `%s' previously defined", name);
|
||||
else
|
||||
_mesa_glsl_error(& loc, state, "struct `%s' previously defined", name);
|
||||
} else {
|
||||
const glsl_type **s = reralloc(state, state->user_structures,
|
||||
const glsl_type *,
|
||||
|
|
|
|||
|
|
@ -856,7 +856,7 @@ glsl_type::get_array_instance(const glsl_type *base, unsigned array_size)
|
|||
|
||||
|
||||
bool
|
||||
glsl_type::record_compare(const glsl_type *b) const
|
||||
glsl_type::record_compare(const glsl_type *b, bool match_locations) const
|
||||
{
|
||||
if (this->length != b->length)
|
||||
return false;
|
||||
|
|
@ -887,7 +887,7 @@ glsl_type::record_compare(const glsl_type *b) const
|
|||
if (this->fields.structure[i].matrix_layout
|
||||
!= b->fields.structure[i].matrix_layout)
|
||||
return false;
|
||||
if (this->fields.structure[i].location
|
||||
if (match_locations && this->fields.structure[i].location
|
||||
!= b->fields.structure[i].location)
|
||||
return false;
|
||||
if (this->fields.structure[i].offset
|
||||
|
|
|
|||
|
|
@ -740,8 +740,10 @@ struct glsl_type {
|
|||
* Compare a record type against another record type.
|
||||
*
|
||||
* This is useful for matching record types declared across shader stages.
|
||||
* The option to not match locations is to deal with places where the
|
||||
* same struct is defined in a block which has a location set on it.
|
||||
*/
|
||||
bool record_compare(const glsl_type *b) const;
|
||||
bool record_compare(const glsl_type *b, bool match_locations = true) const;
|
||||
|
||||
private:
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue