diff options
author | Timothy Arceri <[email protected]> | 2018-06-14 11:00:24 +1000 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2018-06-19 12:09:56 +1000 |
commit | 725b1a406dbe98d7cd187b0dcdfdd0933977de89 (patch) | |
tree | 388d90d9c8b72a4b0d3d724b137147af48b7e2de /src/compiler/glsl | |
parent | 781c23ece62cc9bf0f28035572be7a4eadf23d42 (diff) |
mesa/util: add allow_glsl_relaxed_es driconfig override
This relaxes a number of ES shader restrictions allowing shaders
to follow more desktop GLSL like rules.
This initial implementation relaxes the following:
- allows linking ES shaders with desktop shaders
- allows mismatching precision qualifiers
- always enables standard derivative builtins
These relaxations allow Google Earth VR shaders to compile.
Reviewed-by: Dave Airlie <[email protected]>
Diffstat (limited to 'src/compiler/glsl')
-rw-r--r-- | src/compiler/glsl/builtin_functions.cpp | 3 | ||||
-rw-r--r-- | src/compiler/glsl/linker.cpp | 22 |
2 files changed, 15 insertions, 10 deletions
diff --git a/src/compiler/glsl/builtin_functions.cpp b/src/compiler/glsl/builtin_functions.cpp index efe90346d0e..7119903795f 100644 --- a/src/compiler/glsl/builtin_functions.cpp +++ b/src/compiler/glsl/builtin_functions.cpp @@ -446,7 +446,8 @@ fs_oes_derivatives(const _mesa_glsl_parse_state *state) { return state->stage == MESA_SHADER_FRAGMENT && (state->is_version(110, 300) || - state->OES_standard_derivatives_enable); + state->OES_standard_derivatives_enable || + state->ctx->Const.AllowGLSLRelaxedES); } static bool diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp index e4bf634abe8..487a1ffcb05 100644 --- a/src/compiler/glsl/linker.cpp +++ b/src/compiler/glsl/linker.cpp @@ -894,7 +894,7 @@ validate_intrastage_arrays(struct gl_shader_program *prog, * Perform validation of global variables used across multiple shaders */ static void -cross_validate_globals(struct gl_shader_program *prog, +cross_validate_globals(struct gl_context *ctx, struct gl_shader_program *prog, struct exec_list *ir, glsl_symbol_table *variables, bool uniforms_only) { @@ -1115,7 +1115,8 @@ cross_validate_globals(struct gl_shader_program *prog, /* Check the precision qualifier matches for uniform variables on * GLSL ES. */ - if (prog->IsES && !var->get_interface_type() && + if (!ctx->Const.AllowGLSLRelaxedES && + prog->IsES && !var->get_interface_type() && existing->data.precision != var->data.precision) { if ((existing->data.used && var->data.used) || prog->data->Version >= 300) { linker_error(prog, "declarations for %s `%s` have " @@ -1168,15 +1169,16 @@ cross_validate_globals(struct gl_shader_program *prog, * Perform validation of uniforms used across multiple shader stages */ static void -cross_validate_uniforms(struct gl_shader_program *prog) +cross_validate_uniforms(struct gl_context *ctx, + struct gl_shader_program *prog) { glsl_symbol_table variables; for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { if (prog->_LinkedShaders[i] == NULL) continue; - cross_validate_globals(prog, prog->_LinkedShaders[i]->ir, &variables, - true); + cross_validate_globals(ctx, prog, prog->_LinkedShaders[i]->ir, + &variables, true); } } @@ -2210,7 +2212,8 @@ link_intrastage_shaders(void *mem_ctx, for (unsigned i = 0; i < num_shaders; i++) { if (shader_list[i] == NULL) continue; - cross_validate_globals(prog, shader_list[i]->ir, &variables, false); + cross_validate_globals(ctx, prog, shader_list[i]->ir, &variables, + false); } if (!prog->data->LinkStatus) @@ -4807,7 +4810,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) min_version = MIN2(min_version, prog->Shaders[i]->Version); max_version = MAX2(max_version, prog->Shaders[i]->Version); - if (prog->Shaders[i]->IsES != prog->Shaders[0]->IsES) { + if (!ctx->Const.AllowGLSLRelaxedES && + prog->Shaders[i]->IsES != prog->Shaders[0]->IsES) { linker_error(prog, "all shaders must use same shading " "language version\n"); goto done; @@ -4825,7 +4829,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) /* In desktop GLSL, different shader versions may be linked together. In * GLSL ES, all shader versions must be the same. */ - if (prog->Shaders[0]->IsES && min_version != max_version) { + if (!ctx->Const.AllowGLSLRelaxedES && min_version != max_version) { linker_error(prog, "all shaders must use same shading " "language version\n"); goto done; @@ -4951,7 +4955,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) * performed, then locations are assigned for uniforms, attributes, and * varyings. */ - cross_validate_uniforms(prog); + cross_validate_uniforms(ctx, prog); if (!prog->data->LinkStatus) goto done; |