summaryrefslogtreecommitdiffstats
path: root/src
diff options
context:
space:
mode:
authorEric Anholt <[email protected]>2012-03-19 22:43:27 -0700
committerEric Anholt <[email protected]>2012-03-21 12:07:54 -0700
commitf1c1c9eabea3c38110dc4312bc6cb4319bb82130 (patch)
treed788acb0b276a3297938231ae68f836ae45f8c25 /src
parent0bc440774489a3f7b4f61bf1161fad7dcf548596 (diff)
glsl: Don't require gl_Position to be written in GLSL 1.40.
Fixes piglit glsl-1.40/execution/tf-no-position. Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/glsl/linker.cpp35
1 files changed, 30 insertions, 5 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 39169aa10ff..471525e9e21 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -258,11 +258,36 @@ validate_vertex_shader_executable(struct gl_shader_program *prog,
if (shader == NULL)
return true;
- find_assignment_visitor find("gl_Position");
- find.run(shader->ir);
- if (!find.variable_found()) {
- linker_error(prog, "vertex shader does not write to `gl_Position'\n");
- return false;
+ /* From the GLSL 1.10 spec, page 48:
+ *
+ * "The variable gl_Position is available only in the vertex
+ * language and is intended for writing the homogeneous vertex
+ * position. All executions of a well-formed vertex shader
+ * executable must write a value into this variable. [...] The
+ * variable gl_Position is available only in the vertex
+ * language and is intended for writing the homogeneous vertex
+ * position. All executions of a well-formed vertex shader
+ * executable must write a value into this variable."
+ *
+ * while in GLSL 1.40 this text is changed to:
+ *
+ * "The variable gl_Position is available only in the vertex
+ * language and is intended for writing the homogeneous vertex
+ * position. It can be written at any time during shader
+ * execution. It may also be read back by a vertex shader
+ * after being written. This value will be used by primitive
+ * assembly, clipping, culling, and other fixed functionality
+ * operations, if present, that operate on primitives after
+ * vertex processing has occurred. Its value is undefined if
+ * the vertex shader executable does not write gl_Position."
+ */
+ if (prog->Version < 140) {
+ find_assignment_visitor find("gl_Position");
+ find.run(shader->ir);
+ if (!find.variable_found()) {
+ linker_error(prog, "vertex shader does not write to `gl_Position'\n");
+ return false;
+ }
}
prog->Vert.ClipDistanceArraySize = 0;