Thanks, I'll appreciate if you will push the patch once test will be finished.
чт, 4 окт. 2018 г. в 9:52, Iago Toral <ito...@igalia.com>: > On Wed, 2018-10-03 at 16:24 +0300, Vadim Shovkoplias wrote: > > Hi Iago, > > I also think that compiler is the best place for the fix. But from my > understanding compiler fix will be limited to distinct shader objects (not > the shader stage). > In GLSL spec mentioned: "A program will fail to compile or link if any *shader > or stage* contains two or more functions with the same name if the name > is > associated with a subroutine type". > So if I understand the spec correctly such restriction for the shader > stage can be fixed only in linker. E.g. consider the use case when fragment > shader is linked from > two fragment shader objects. One object contains function foo() which is > associated with subroutine type and second shader object has some regular > foo() function > with the same name. I suppose compiler fix won't be able to detect this. > > > Yes, that is correct, good point. > > IMHO the best way to fix this is to implement 2 patches: > 1) One patch for linker to implement restriction for the shader stages > (already done in this patch) > 2) Another one for compiler to check the restriction for distinct shader > objects. > > What do you think ? > > > Since we need to keep the link-time check, any compile-time checks we add > would be redundant with that, so I think we should just go with the > link-time check only (your original patch) > > Once you have addressed Tapani's comment feel free to add my: > > Reviewed-by: Iago Toral Quiroga <ito...@igalia.com> > > I have sent the patch to Jenkins for testing just in case, if that comes > back clean as expected let me know if you need me to push the patch for you. > > Iago > > ср, 3 окт. 2018 г. в 13:59, Iago Toral <ito...@igalia.com>: > > Hi Vadym, > > I think this looks correct, but I was wondering if you considered > implementing this check in ir_reader::read_function_sig (ir_reader.cpp) > instead, which runs at compile time. My rationale is that given the > option, I think it is preferable to push work to compile time rather > than link time. > > Iago > > On Wed, 2018-10-03 at 11:39 +0300, Vadym Shovkoplias wrote: > > From Section 6.1.2 (Subroutines) of the GLSL 4.00 specification > > > > "A program will fail to compile or link if any shader > > or stage contains two or more functions with the same > > name if the name is associated with a subroutine type." > > > > Fixes: > > * no-overloads.vert > > > > Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=108109 > > Signed-off-by: Vadym Shovkoplias <vadym.shovkopl...@globallogic.com> > > --- > > src/compiler/glsl/linker.cpp | 40 > > ++++++++++++++++++++++++++++++++++++ > > 1 file changed, 40 insertions(+) > > > > diff --git a/src/compiler/glsl/linker.cpp > > b/src/compiler/glsl/linker.cpp > > index 3fde7e78d3..aca5488a1e 100644 > > --- a/src/compiler/glsl/linker.cpp > > +++ b/src/compiler/glsl/linker.cpp > > @@ -4639,6 +4639,45 @@ link_assign_subroutine_types(struct > > gl_shader_program *prog) > > } > > } > > > > +static void > > +verify_subroutine_associated_funcs(struct gl_shader_program *prog) > > +{ > > + unsigned mask = prog->data->linked_stages; > > + while (mask) { > > + const int i = u_bit_scan(&mask); > > + gl_program *p = prog->_LinkedShaders[i]->Program; > > + glsl_symbol_table *symbols = prog->_LinkedShaders[i]->symbols; > > + > > + /* > > + * From OpenGL ES Shading Language 4.00 specification > > + * (6.1.2 Subroutines): > > + * "A program will fail to compile or link if any shader > > + * or stage contains two or more functions with the same > > + * name if the name is associated with a subroutine type." > > + */ > > + for (unsigned j = 0; j < p->sh.NumSubroutineFunctions; j++) { > > + unsigned definitions = 0; > > + char *name = p->sh.SubroutineFunctions[j].name; > > + ir_function *fn = symbols->get_function(name); > > + > > + /* Calculate number of function definitions with the same > > name */ > > + foreach_in_list(ir_function_signature, sig, &fn- > > >signatures) { > > + if (sig->is_defined) { > > + if (++definitions > 1) { > > + linker_error(prog, "%s shader contains two or more > > function " > > + "definitions with name `%s', which is " > > + "associated with a subroutine type.\n", > > + _mesa_shader_stage_to_string(i), > > + fn->name); > > + return; > > + } > > + } > > + } > > + } > > + } > > +} > > + > > + > > static void > > set_always_active_io(exec_list *ir, ir_variable_mode io_mode) > > { > > @@ -5024,6 +5063,7 @@ link_shaders(struct gl_context *ctx, struct > > gl_shader_program *prog) > > > > check_explicit_uniform_locations(ctx, prog); > > link_assign_subroutine_types(prog); > > + verify_subroutine_associated_funcs(prog); > > > > if (!prog->data->LinkStatus) > > goto done; > >
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