We have not got any feedback from this patch yet. Can somebody review it?
Notice that there is a regression in piglit which is explained in the commit log. Sam On Monday, December 01, 2014 02:04:50 PM Eduardo Lima Mitev wrote: > From: Samuel Iglesias Gonsalvez <sigles...@igalia.com> > > GLSL ES 3.00 spec, 4.3.10 (Linking of Vertex Outputs and Fragment Inputs), > page 45 says the following: > > "The type of vertex outputs and fragment input with the same name must > match, otherwise the link command will fail. The precision does not need to > match. Only those fragment inputs statically used (i.e. read) in the > fragment shader must be declared as outputs in the vertex shader; declaring > superfluous vertex shader outputs is permissible." > [...] > "The term static use means that after preprocessing the shader includes at > least one statement that accesses the input or output, even if that > statement is never actually executed." > > And it includes a table with all the possibilities. > > Similar table or content is present in other GLSL specs: GLSL 4.40, GLSL > 1.50, etc but for more stages (vertex and geometry shaders, etc). > > This patch detects that case and returns a link error. It fixes the > following dEQP test: > > dEQP-GLES3.functional.shaders.linkage.varying.rules.illegal_usage_1 > > However, it adds a new regression in piglit because the test hasn't a > vertex shader and it checks the link status. > > bin/glslparsertest \ > tests/spec/glsl-1.50/compiler/gs-also-uses-smooth-flat-noperspective.geom > pass \ 1.50 --check-link > > This piglit test is wrong according to the spec wording above, so if this > patch is merged it should be updated. > > Signed-off-by: Samuel Iglesias Gonsalvez <sigles...@igalia.com> > --- > src/glsl/link_varyings.cpp | 16 ++++++++++++++++ > 1 file changed, 16 insertions(+) > > diff --git a/src/glsl/link_varyings.cpp b/src/glsl/link_varyings.cpp > index 1fe198a..036996f 100644 > --- a/src/glsl/link_varyings.cpp > +++ b/src/glsl/link_varyings.cpp > @@ -263,6 +263,22 @@ cross_validate_outputs_to_inputs(struct > gl_shader_program *prog, if (output != NULL) { > cross_validate_types_and_qualifiers(prog, input, output, > consumer->Stage, > producer->Stage); + } else { > + /* Check for input vars with unmatched output vars in prev > stage + * taking into account that interface blocks could have > a match + * output but with different name, so we ignore them. > + */ > + if (input->data.used && !input->data.assigned && > + !(input->is_interface_instance() || > + input->get_interface_type() || > + input->is_in_uniform_block()) && > + input->data.how_declared == ir_var_declared_normally && > + input->data.location == -1) > + linker_error(prog, > + "%s shader input `%s' " > + "has no matching output in the previous > stage\n", + > _mesa_shader_stage_to_string(consumer->Stage), + > input->name); > } > } > }
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