diff options
Diffstat (limited to 'src/mesa/main/shader_query.cpp')
-rw-r--r-- | src/mesa/main/shader_query.cpp | 109 |
1 files changed, 0 insertions, 109 deletions
diff --git a/src/mesa/main/shader_query.cpp b/src/mesa/main/shader_query.cpp index 80e92748b59..81277b6175c 100644 --- a/src/mesa/main/shader_query.cpp +++ b/src/mesa/main/shader_query.cpp @@ -1371,110 +1371,6 @@ _mesa_get_program_resourceiv(struct gl_shader_program *shProg, } static bool -validate_io(const struct gl_shader *producer, - const struct gl_shader *consumer, bool isES) -{ - assert(producer && consumer); - unsigned inputs = 0, outputs = 0; - - /* From OpenGL ES 3.1 spec (Interface matching): - * - * "An output variable is considered to match an input variable in the - * subsequent shader if: - * - * - the two variables match in name, type, and qualification; or - * - the two variables are declared with the same location qualifier and - * match in type and qualification. - * - * ... - * - * At an interface between program objects, the set of inputs and outputs - * are considered to match exactly if and only if: - * - * - Every declared input variable has a matching output, as described - * above. - * - * - There are no user-defined output variables declared without a - * matching input variable declaration. - * - * - All matched input and output variables have identical precision - * qualification. - * - * When the set of inputs and outputs on an interface between programs - * matches exactly, all inputs are well-defined except when the - * corresponding outputs were not written in the previous shader. However, - * any mismatch between inputs and outputs will result in a validation - * failure." - * - * OpenGL Core 4.5 spec includes same paragraph as above but without check - * for precision and the last 'validation failure' clause. Therefore - * behaviour is more relaxed, input and output amount is not required by the - * spec to be validated. - * - * FIXME: Update once Khronos spec bug #15331 is resolved. - * FIXME: Add validation by type, currently information loss during varying - * packing makes this challenging. - */ - - /* Currently no matching done for desktop. */ - if (!isES) - return true; - - /* For each output in a, find input in b and do any required checks. */ - foreach_in_list(ir_instruction, out, producer->ir) { - ir_variable *out_var = out->as_variable(); - if (!out_var || out_var->data.mode != ir_var_shader_out || - is_gl_identifier(out_var->name)) - continue; - - outputs++; - - inputs = 0; - foreach_in_list(ir_instruction, in, consumer->ir) { - ir_variable *in_var = in->as_variable(); - if (!in_var || in_var->data.mode != ir_var_shader_in || - is_gl_identifier(in_var->name)) - continue; - - inputs++; - - /* Match by location qualifier and precision. - * - * FIXME: Add explicit location matching validation here. Be careful - * not to match varyings with explicit locations to varyings without - * explicit locations. - */ - if ((in_var->data.explicit_location && - out_var->data.explicit_location) && - in_var->data.location == out_var->data.location && - in_var->data.precision == out_var->data.precision) - continue; - - unsigned len = strlen(in_var->name); - - /* Handle input swizzle in variable name. */ - const char *dot = strchr(in_var->name, '.'); - if (dot) - len = dot - in_var->name; - - /* Match by name and precision. */ - if (strncmp(in_var->name, out_var->name, len) == 0) { - /* From OpenGL ES 3.1 spec: - * "When both shaders are in separate programs, mismatched - * precision qualifiers will result in a program interface - * mismatch that will result in program pipeline validation - * failures, as described in section 7.4.1 (“Shader Interface - * Matching”) of the OpenGL ES 3.1 Specification." - */ - if (in_var->data.precision != out_var->data.precision) - return false; - } - } - } - return inputs == outputs; -} - -static bool validate_io(struct gl_shader_program *producer, struct gl_shader_program *consumer) { @@ -1673,11 +1569,6 @@ _mesa_validate_pipeline_io(struct gl_pipeline_object *pipeline) if (shProg[idx]->_LinkedShaders[idx]->Stage == MESA_SHADER_COMPUTE) break; - if (!validate_io(shProg[prev]->_LinkedShaders[prev], - shProg[idx]->_LinkedShaders[idx], - shProg[prev]->IsES || shProg[idx]->IsES)) - return false; - if (!validate_io(shProg[prev], shProg[idx])) return false; |