summaryrefslogtreecommitdiffstats
path: root/src/compiler/glsl
diff options
context:
space:
mode:
authorKenneth Graunke <[email protected]>2017-11-07 00:57:52 -0800
committerKenneth Graunke <[email protected]>2017-11-08 23:11:48 -0800
commit688d6958682f96aaeb88aa8cc23cc5c9886a6be4 (patch)
tree43f3d58b5ebc8de45c99234450a4e096a239dbe2 /src/compiler/glsl
parentc591b1e59454db2e8854e36852e0d413ce38b2f2 (diff)
glsl: Make #pragma STDGL invariant(all) only modify outputs.
According to the GLSL ES 3.20, GLSL 4.50, and GLSL 1.20 specs: "To force all output variables to be invariant, use the pragma #pragma STDGL invariant(all) before all declarations in a shader." Notably, this is only supposed to affect output variables. Furthermore, "Only variables output from a shader can be candidates for invariance." It looks like this has been wrong since we first supported the pragma in 2011 (commit 86b4398cd158024f6be9fa830554a11c2a7ebe0c). Fixes dEQP-GLES2.functional.shaders.preprocessor.pragmas.pragma_fragment. v2: Now that all cases are identical (other than compute shaders, which have no output variables anyway), we can drop the switch statement entirely. We also don't need the current_function == NULL check; this was a hold over from when we had a single var_mode_out for both function parameters and shader varyings, in the bad old days. Reviewed-by: Iago Toral Quiroga <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]>
Diffstat (limited to 'src/compiler/glsl')
-rw-r--r--src/compiler/glsl/ast_to_hir.cpp26
1 files changed, 2 insertions, 24 deletions
diff --git a/src/compiler/glsl/ast_to_hir.cpp b/src/compiler/glsl/ast_to_hir.cpp
index adb613a2c78..5cdeb94720b 100644
--- a/src/compiler/glsl/ast_to_hir.cpp
+++ b/src/compiler/glsl/ast_to_hir.cpp
@@ -4077,30 +4077,8 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
}
}
- if (state->all_invariant && (state->current_function == NULL)) {
- switch (state->stage) {
- case MESA_SHADER_VERTEX:
- if (var->data.mode == ir_var_shader_out)
- var->data.invariant = true;
- break;
- case MESA_SHADER_TESS_CTRL:
- case MESA_SHADER_TESS_EVAL:
- case MESA_SHADER_GEOMETRY:
- if ((var->data.mode == ir_var_shader_in)
- || (var->data.mode == ir_var_shader_out))
- var->data.invariant = true;
- break;
- case MESA_SHADER_FRAGMENT:
- if (var->data.mode == ir_var_shader_in)
- var->data.invariant = true;
- break;
- case MESA_SHADER_COMPUTE:
- /* Invariance isn't meaningful in compute shaders. */
- break;
- default:
- break;
- }
- }
+ if (state->all_invariant && var->data.mode == ir_var_shader_out)
+ var->data.invariant = true;
var->data.interpolation =
interpret_interpolation_qualifier(qual, var->type,