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authorAnuj Phogat <[email protected]>2014-02-05 15:01:58 -0800
committerAnuj Phogat <[email protected]>2014-05-01 10:58:39 -0700
commit35f11e85cbe82b4bb77535e84e5515a5c49f67a6 (patch)
tree5e1ac993a4b9367808313b68f0ac77f3735ebfc7 /src/glsl/ast_to_hir.cpp
parenta751adf07117ec4b3659fe60d0a833ebfcd4f840 (diff)
glsl: Link error if fs defines conflicting qualifiers for gl_FragCoord
GLSL 1.50 spec says: "If gl_FragCoord is redeclared in any fragment shader in a program, it must be redeclared in all the fragment shaders in that program that have a static use gl_FragCoord. All redeclarations of gl_FragCoord in all fragment shaders in a single program must have the same set of qualifiers." This patch causes the shader link to fail if we have multiple fragment shaders with conflicting layout qualifiers for gl_FragCoord. V2: Restructure the code and add conditions to correctly handle the following case: fragment shader 1: layout(origin_upper_left) in vec4 gl_FragCoord; void main() { foo(); gl_FragColor = gl_FragData; } fragment shader 2: layout(pixel_center_integer) in vec4 gl_FragCoord; void foo() { } V3: Allow linking in the following case: fragment shader 1: void main() { foo(); gl_FragColor = gl_FragCoord; } fragment shader 2: in vec4 gl_FragCoord; void foo() { ... } Signed-off-by: Anuj Phogat <[email protected]> Cc: <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/glsl/ast_to_hir.cpp')
-rw-r--r--src/glsl/ast_to_hir.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
index f257a248680..7516c33e1df 100644
--- a/src/glsl/ast_to_hir.cpp
+++ b/src/glsl/ast_to_hir.cpp
@@ -123,6 +123,11 @@ _mesa_ast_to_hir(exec_list *instructions, struct _mesa_glsl_parse_state *state)
instructions->push_head(var);
}
+ /* Figure out if gl_FragCoord is actually used in fragment shader */
+ ir_variable *const var = state->symbols->get_variable("gl_FragCoord");
+ if (var != NULL)
+ state->fs_uses_gl_fragcoord = var->data.used;
+
/* From section 7.1 (Built-In Language Variables) of the GLSL 4.10 spec:
*
* If multiple shaders using members of a built-in block belonging to