diff options
Diffstat (limited to 'src/compiler')
-rw-r--r-- | src/compiler/glsl/linker.cpp | 66 |
1 files changed, 66 insertions, 0 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp index 57cf7eb2a8c..3fde7e78d31 100644 --- a/src/compiler/glsl/linker.cpp +++ b/src/compiler/glsl/linker.cpp @@ -1287,6 +1287,66 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog, return true; } +/** + * Verifies the invariance of built-in special variables. + */ +static bool +validate_invariant_builtins(struct gl_shader_program *prog, + const gl_linked_shader *vert, + const gl_linked_shader *frag) +{ + const ir_variable *var_vert; + const ir_variable *var_frag; + + if (!vert || !frag) + return true; + + /* + * From OpenGL ES Shading Language 1.0 specification + * (4.6.4 Invariance and Linkage): + * "The invariance of varyings that are declared in both the vertex and + * fragment shaders must match. For the built-in special variables, + * gl_FragCoord can only be declared invariant if and only if + * gl_Position is declared invariant. Similarly gl_PointCoord can only + * be declared invariant if and only if gl_PointSize is declared + * invariant. It is an error to declare gl_FrontFacing as invariant. + * The invariance of gl_FrontFacing is the same as the invariance of + * gl_Position." + */ + var_frag = frag->symbols->get_variable("gl_FragCoord"); + if (var_frag && var_frag->data.invariant) { + var_vert = vert->symbols->get_variable("gl_Position"); + if (var_vert && !var_vert->data.invariant) { + linker_error(prog, + "fragment shader built-in `%s' has invariant qualifier, " + "but vertex shader built-in `%s' lacks invariant qualifier\n", + var_frag->name, var_vert->name); + return false; + } + } + + var_frag = frag->symbols->get_variable("gl_PointCoord"); + if (var_frag && var_frag->data.invariant) { + var_vert = vert->symbols->get_variable("gl_PointSize"); + if (var_vert && !var_vert->data.invariant) { + linker_error(prog, + "fragment shader built-in `%s' has invariant qualifier, " + "but vertex shader built-in `%s' lacks invariant qualifier\n", + var_frag->name, var_vert->name); + return false; + } + } + + var_frag = frag->symbols->get_variable("gl_FrontFacing"); + if (var_frag && var_frag->data.invariant) { + linker_error(prog, + "fragment shader built-in `%s' can not be declared as invariant\n", + var_frag->name); + return false; + } + + return true; +} /** * Populates a shaders symbol table with all global declarations @@ -5012,6 +5072,12 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) lower_named_interface_blocks(mem_ctx, prog->_LinkedShaders[i]); } + if (prog->IsES && prog->data->Version == 100) + if (!validate_invariant_builtins(prog, + prog->_LinkedShaders[MESA_SHADER_VERTEX], + prog->_LinkedShaders[MESA_SHADER_FRAGMENT])) + goto done; + /* Implement the GLSL 1.30+ rule for discard vs infinite loops Do * it before optimization because we want most of the checks to get * dropped thanks to constant propagation. |