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authorIago Toral Quiroga <[email protected]>2016-10-14 14:21:18 +0200
committerIago Toral Quiroga <[email protected]>2016-10-17 15:14:12 +0200
commit8785a8ff8948385a913e9bd75e8cdd1092bd750f (patch)
treef506952a8b4fcb431d4cc2f906b1588dcb3e2ccf
parent3d48353e299c1f6ab4dc331c70074fe69dbfcc6d (diff)
glsl: fail compilation of compute shaders when unsupported
Generally, we only check for the presence of compute shaders during parsing when we find any language (like layout qualifiers) that are specific to compute shaders, however, it is possible to define an empty compute shader does not use any language specific to compute shaders at all and we should fail the compilation anyway. dEQP checks this. This patch adds a check for compute shader availability after we have parsed the source code. At this point we know the effective GLSL version and also extensions enabled in the shader. Fixes a subcase of the following dEQP tests: dEQP-GLES31.functional.debug.negative_coverage.callbacks.shader.compile_compute_shader dEQP-GLES31.functional.debug.negative_coverage.get_error.shader.compile_compute_shader dEQP-GLES31.functional.debug.negative_coverage.log.shader.compile_compute_shader The tests still fail because there is one more subcase that fails that needs another fix. Reviewed-by: Timothy Arceri <[email protected]>
-rw-r--r--src/compiler/glsl/glsl_parser_extras.cpp13
1 files changed, 13 insertions, 0 deletions
diff --git a/src/compiler/glsl/glsl_parser_extras.cpp b/src/compiler/glsl/glsl_parser_extras.cpp
index 6270e8e3061..b351180a0fb 100644
--- a/src/compiler/glsl/glsl_parser_extras.cpp
+++ b/src/compiler/glsl/glsl_parser_extras.cpp
@@ -1877,6 +1877,18 @@ add_builtin_defines(struct _mesa_glsl_parse_state *state,
}
}
+/* Implements parsing checks that we can't do during parsing */
+static void
+do_late_parsing_checks(struct _mesa_glsl_parse_state *state)
+{
+ if (state->stage == MESA_SHADER_COMPUTE && !state->has_compute_shader()) {
+ YYLTYPE loc;
+ memset(&loc, 0, sizeof(loc));
+ _mesa_glsl_error(&loc, state, "Compute shaders require "
+ "GLSL 4.30 or GLSL ES 3.10");
+ }
+}
+
void
_mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
bool dump_ast, bool dump_hir)
@@ -1896,6 +1908,7 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
_mesa_glsl_lexer_ctor(state, source);
_mesa_glsl_parse(state);
_mesa_glsl_lexer_dtor(state);
+ do_late_parsing_checks(state);
}
if (dump_ast) {