diff options
Diffstat (limited to 'src/glsl')
-rw-r--r-- | src/glsl/ast_to_hir.cpp | 66 |
1 files changed, 66 insertions, 0 deletions
diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp index 80ea8bc4af6..e24914b832a 100644 --- a/src/glsl/ast_to_hir.cpp +++ b/src/glsl/ast_to_hir.cpp @@ -57,6 +57,10 @@ #include "program/hash_table.h" #include "ir.h" +static void +detect_conflicting_assignments(struct _mesa_glsl_parse_state *state, + exec_list *instructions); + void _mesa_ast_to_hir(exec_list *instructions, struct _mesa_glsl_parse_state *state) { @@ -87,6 +91,7 @@ _mesa_ast_to_hir(exec_list *instructions, struct _mesa_glsl_parse_state *state) ast->hir(instructions, state); detect_recursion_unlinked(state, instructions); + detect_conflicting_assignments(state, instructions); state->toplevel_ir = NULL; } @@ -4017,3 +4022,64 @@ ast_struct_specifier::hir(exec_list *instructions, */ return NULL; } + +static void +detect_conflicting_assignments(struct _mesa_glsl_parse_state *state, + exec_list *instructions) +{ + bool gl_FragColor_assigned = false; + bool gl_FragData_assigned = false; + bool user_defined_fs_output_assigned = false; + ir_variable *user_defined_fs_output = NULL; + + /* It would be nice to have proper location information. */ + YYLTYPE loc; + memset(&loc, 0, sizeof(loc)); + + foreach_list(node, instructions) { + ir_variable *var = ((ir_instruction *)node)->as_variable(); + + if (!var) + continue; + + if (strcmp(var->name, "gl_FragColor") == 0) + gl_FragColor_assigned = var->assigned; + else if (strcmp(var->name, "gl_FragData") == 0) + gl_FragData_assigned = var->assigned; + else if (strncmp(var->name, "gl_", 3) != 0) { + if (state->target == fragment_shader && + (var->mode == ir_var_out || var->mode == ir_var_inout)) { + user_defined_fs_output_assigned = true; + user_defined_fs_output = var; + } + } + } + + /* From the GLSL 1.30 spec: + * + * "If a shader statically assigns a value to gl_FragColor, it + * may not assign a value to any element of gl_FragData. If a + * shader statically writes a value to any element of + * gl_FragData, it may not assign a value to + * gl_FragColor. That is, a shader may assign values to either + * gl_FragColor or gl_FragData, but not both. Multiple shaders + * linked together must also consistently write just one of + * these variables. Similarly, if user declared output + * variables are in use (statically assigned to), then the + * built-in variables gl_FragColor and gl_FragData may not be + * assigned to. These incorrect usages all generate compile + * time errors." + */ + if (gl_FragColor_assigned && gl_FragData_assigned) { + _mesa_glsl_error(&loc, state, "fragment shader writes to both " + "`gl_FragColor' and `gl_FragData'\n"); + } else if (gl_FragColor_assigned && user_defined_fs_output_assigned) { + _mesa_glsl_error(&loc, state, "fragment shader writes to both " + "`gl_FragColor' and `%s'\n", + user_defined_fs_output->name); + } else if (gl_FragData_assigned && user_defined_fs_output_assigned) { + _mesa_glsl_error(&loc, state, "fragment shader writes to both " + "`gl_FragData' and `%s'\n", + user_defined_fs_output->name); + } +} |