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-rw-r--r--src/mesa/main/shader_query.cpp45
1 files changed, 23 insertions, 22 deletions
diff --git a/src/mesa/main/shader_query.cpp b/src/mesa/main/shader_query.cpp
index 79a91b5b6bd..5d15006bb30 100644
--- a/src/mesa/main/shader_query.cpp
+++ b/src/mesa/main/shader_query.cpp
@@ -1369,7 +1369,7 @@ _mesa_get_program_resourceiv(struct gl_shader_program *shProg,
static bool
validate_io(const struct gl_shader *input_stage,
- const struct gl_shader *output_stage)
+ const struct gl_shader *output_stage, bool isES)
{
assert(input_stage && output_stage);
@@ -1385,15 +1385,25 @@ validate_io(const struct gl_shader *input_stage,
continue;
if (strcmp(in_var->name, out_var->name) == 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."
+ /* Since we now only validate precision, we can skip this step for
+ * desktop GLSL shaders, there precision qualifier is ignored.
+ *
+ * From OpenGL 4.50 Shading Language spec, section 4.7:
+ * "For the purposes of determining if an output from one
+ * shader stage matches an input of the next stage, the
+ * precision qualifier need not match."
*/
- if (in_var->data.precision != out_var->data.precision)
- return false;
+ if (isES) {
+ /* 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;
+ }
}
}
}
@@ -1420,19 +1430,10 @@ _mesa_validate_pipeline_io(struct gl_pipeline_object *pipeline)
for (idx = prev + 1; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) {
if (shProg[idx]) {
- /* Since we now only validate precision, we can skip this step for
- * desktop GLSL shaders, there precision qualifier is ignored.
- *
- * From OpenGL 4.50 Shading Language spec, section 4.7:
- * "For the purposes of determining if an output from one shader
- * stage matches an input of the next stage, the precision
- * qualifier need not match."
- */
- if (shProg[prev]->IsES || shProg[idx]->IsES) {
- if (!validate_io(shProg[prev]->_LinkedShaders[prev],
- shProg[idx]->_LinkedShaders[idx]))
- return false;
- }
+ if (!validate_io(shProg[prev]->_LinkedShaders[prev],
+ shProg[idx]->_LinkedShaders[idx],
+ shProg[prev]->IsES || shProg[idx]->IsES))
+ return false;
prev = idx;
}
}