On Mon, 2016-01-25 at 16:58 -0800, Ian Romanick wrote: > On 01/25/2016 04:46 PM, Timothy Arceri wrote: > > Previously an empty program would go through the entire > > link_shaders() function and we would have to be careful > > not to cause a segfault. > > > > In core profile also now set link_status to false by > > generating an error, it was previously set to true. > > > > > From Section 7.3 (PROGRAM OBJECTS) of the OpenGL 4.5 spec: > > > > "Linking can fail for a variety of reasons as specified in the > > OpenGL Shading Language Specification, as well as any of the > > following reasons: > > > > - No shader objects are attached to program." > > > > V2: Only generate an error in core profile and add spec quote (Ian) > > > > V3: generate error in ES too, remove previous check which was only > > applying the rule to GL 4.5/ES 3.1 and above. My understand is that > > this spec change is clarifying previously undefined behaviour and > > therefore should be applied retrospectively. The ES CTS tests for > > this are in ES 2 I suspect it was passing because it would have > > generated an error for not having both a vertex and fragment > > shader. > > > > Cc: Ian Romanick <i...@freedesktop.org> > > Cc: Tapani Pälli <tapani.pa...@intel.com> > > Cc: Ilia Mirkin <imir...@alum.mit.edu> > > --- > > src/glsl/linker.cpp | 43 ++++++++++++++++++++++------------------- > > -- > > 1 file changed, 22 insertions(+), 21 deletions(-) > > > > diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp > > index 6657777..79039a0 100644 > > --- a/src/glsl/linker.cpp > > +++ b/src/glsl/linker.cpp > > @@ -4105,14 +4105,34 @@ > > disable_varying_optimizations_for_sso(struct gl_shader_program > > *prog) > > void > > link_shaders(struct gl_context *ctx, struct gl_shader_program > > *prog) > > { > > + prog->Validated = false; > > + prog->_Used = false; > > + > > + /* Section 7.3 (Program Objects) of the OpenGL 4.5 Core Profile > > spec says: > > + * > > + * "Linking can fail for a variety of reasons as specified > > in the > > + * OpenGL Shading Language Specification, as well as any of > > the > > + * following reasons: > > + * > > + * - No shader objects are attached to program." > > + * > > + * The Compatibility Profile specification does not list the > > error. In > > + * Compatibility Profile missing shader stages are replaced by > > + * fixed-function. This applies to the case where all stages > > are > > + * missing. > > + */ > > + if (prog->NumShaders == 0) { > > + if (ctx->API != API_OPENGL_COMPAT) > > + linker_error(prog, "no shaders attached to the > > program\n"); > > + return; > > Does glsl-link-empty-prog-02 still pass? Since prog->LinkStatus is > false, I think that will cause problems. Won't glUseProgram generate > GL_INVALID_OPERATION?
It does pass, seems something sets the link flag to true before we get here. Maybe the fallback code? Anyway it makes sense to also move the prog->LinkStatus = true; to the top so I've done that locally. > > > + } > > + > > tfeedback_decl *tfeedback_decls = NULL; > > unsigned num_tfeedback_decls = prog- > > >TransformFeedback.NumVarying; > > > > void *mem_ctx = ralloc_context(NULL); // temporary linker > > context > > > > prog->LinkStatus = true; /* All error paths will set this to > > false */ > > - prog->Validated = false; > > - prog->_Used = false; > > > > prog->ARB_fragment_coord_conventions_enable = false; > > > > @@ -4162,25 +4182,6 @@ link_shaders(struct gl_context *ctx, struct > > gl_shader_program *prog) > > prog->Version = max_version; > > prog->IsES = is_es_prog; > > > > - /* From OpenGL 4.5 Core specification (7.3 Program Objects): > > - * "Linking can fail for a variety of reasons as specified > > in the OpenGL > > - * Shading Language Specification, as well as any of the > > following > > - * reasons: > > - * > > - * * No shader objects are attached to program. > > - * > > - * ..." > > - * > > - * Same rule applies for OpenGL ES >= 3.1. > > - */ > > - > > - if (prog->NumShaders == 0 && > > - ((ctx->API == API_OPENGL_CORE && ctx->Version >= 45) || > > - (ctx->API == API_OPENGLES2 && ctx->Version >= 31))) { > > - linker_error(prog, "No shader objects are attached to > > program.\n"); > > - goto done; > > - } > > - > > /* Some shaders have to be linked with some other shaders > > present. > > */ > > if (num_shaders[MESA_SHADER_GEOMETRY] > 0 && > > > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev