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authorTimothy Arceri <[email protected]>2016-01-25 21:56:18 +1100
committerTimothy Arceri <[email protected]>2016-02-09 22:44:02 +1100
commit76cfb472077dc83c892b4cddf79333341deaa7b5 (patch)
treeb6cf07c05453227945266a5de7842e4e81a37502
parent371c4b3c48f665d530bc0c95990ef47f0e4c1b87 (diff)
glsl: don't attempt to link empty program
Previously an empty program would go through the entire link_shaders() function and we would have to be careful not to cause a segfault. In core profile also now set link_status to false by generating an error, it was previously set to true. From Section 7.3 (PROGRAM OBJECTS) of the OpenGL 4.5 spec: "Linking can fail for a variety of reasons as specified in the OpenGL Shading Language Specification, as well as any of the following reasons: - No shader objects are attached to program." V2: Only generate an error in core profile and add spec quote (Ian) V3: generate error in ES too, remove previous check which was only applying the rule to GL 4.5/ES 3.1 and above. My understand is that this spec change is clarifying previously undefined behaviour and therefore should be applied retrospectively. The ES CTS tests for this are in ES 2 I suspect it was passing because it would have generated an error for not having both a vertex and fragment shader. Reviewed-by: Kenneth Graunke <[email protected]>
-rw-r--r--src/compiler/glsl/linker.cpp46
1 files changed, 23 insertions, 23 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index f1ac53abb0a..31efb57b035 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -4106,15 +4106,34 @@ disable_varying_optimizations_for_sso(struct gl_shader_program *prog)
void
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
{
+ prog->LinkStatus = true; /* All error paths will set this to false */
+ prog->Validated = false;
+ prog->_Used = false;
+
+ /* Section 7.3 (Program Objects) of the OpenGL 4.5 Core Profile spec says:
+ *
+ * "Linking can fail for a variety of reasons as specified in the
+ * OpenGL Shading Language Specification, as well as any of the
+ * following reasons:
+ *
+ * - No shader objects are attached to program."
+ *
+ * The Compatibility Profile specification does not list the error. In
+ * Compatibility Profile missing shader stages are replaced by
+ * fixed-function. This applies to the case where all stages are
+ * missing.
+ */
+ if (prog->NumShaders == 0) {
+ if (ctx->API != API_OPENGL_COMPAT)
+ linker_error(prog, "no shaders attached to the program\n");
+ return;
+ }
+
tfeedback_decl *tfeedback_decls = NULL;
unsigned num_tfeedback_decls = prog->TransformFeedback.NumVarying;
void *mem_ctx = ralloc_context(NULL); // temporary linker context
- prog->LinkStatus = true; /* All error paths will set this to false */
- prog->Validated = false;
- prog->_Used = false;
-
prog->ARB_fragment_coord_conventions_enable = false;
/* Separate the shaders into groups based on their type.
@@ -4163,25 +4182,6 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
prog->Version = max_version;
prog->IsES = is_es_prog;
- /* From OpenGL 4.5 Core specification (7.3 Program Objects):
- * "Linking can fail for a variety of reasons as specified in the OpenGL
- * Shading Language Specification, as well as any of the following
- * reasons:
- *
- * * No shader objects are attached to program.
- *
- * ..."
- *
- * Same rule applies for OpenGL ES >= 3.1.
- */
-
- if (prog->NumShaders == 0 &&
- ((ctx->API == API_OPENGL_CORE && ctx->Version >= 45) ||
- (ctx->API == API_OPENGLES2 && ctx->Version >= 31))) {
- linker_error(prog, "No shader objects are attached to program.\n");
- goto done;
- }
-
/* Some shaders have to be linked with some other shaders present.
*/
if (num_shaders[MESA_SHADER_GEOMETRY] > 0 &&