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authorAndres Gomez <[email protected]>2017-02-20 17:20:58 +0200
committerAndres Gomez <[email protected]>2017-03-27 12:47:21 +0300
commit6255cc654d372352f060da8f9622bae56d6e8af5 (patch)
tree9323bc1aa5a88d976842a0fd51451d2b5799dfc1 /src/compiler/glsl/linker.cpp
parent40b09ed15c708629b7fb3f30baf0f73d376f8ca0 (diff)
glsl: Interface Block instances don't need linking validation
From page 45 (page 52 of the PDF) of the GLSL ES 3.00 v.6 spec: " When instance names are present on matched block names, it is allowed for the instance names to differ; they need not match for the blocks to match. From page 51 (page 57 of the PDF) of the GLSL 4.30 v.8 spec: " When instance names are present on matched block names, it is allowed for the instance names to differ; they need not match for the blocks to match." Therefore, no cross linking validation is needed for the instance name of an Interface Block. This patch will make that no link error will be reported on a program like this: "# VS layout(binding = 1) Block1 { vec4 color; } uni_block; ... # FS layout(binding = 2) Block2 { vec4 color; } uni_block; ..." Fixes GL45-CTS.enhanced_layouts.ssb_layout_qualifier_conflict Signed-off-by: Andres Gomez <[email protected]> Cc: Timothy Arceri <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
Diffstat (limited to 'src/compiler/glsl/linker.cpp')
-rw-r--r--src/compiler/glsl/linker.cpp14
1 files changed, 9 insertions, 5 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index f9c226a22c6..7bbffb7621f 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -885,6 +885,13 @@ cross_validate_globals(struct gl_shader_program *prog,
if (var->type->contains_subroutine())
continue;
+ /* Don't cross validate interface instances. These are only relevant
+ * inside a shader. The cross validation is done at the Interface Block
+ * name level.
+ */
+ if (var->is_interface_instance())
+ continue;
+
/* Don't cross validate temporaries that are at global scope. These
* will eventually get pulled into the shaders 'main'.
*/
@@ -897,11 +904,8 @@ cross_validate_globals(struct gl_shader_program *prog,
*/
ir_variable *const existing = variables->get_variable(var->name);
if (existing != NULL) {
- /* Check if types match. Interface blocks have some special
- * rules so we handle those elsewhere.
- */
- if (var->type != existing->type &&
- !var->is_interface_instance()) {
+ /* Check if types match. */
+ if (var->type != existing->type) {
if (!validate_intrastage_arrays(prog, var, existing)) {
if (var->type->is_record() && existing->type->is_record()
&& existing->type->record_compare(var->type)) {