On Wednesday 18 February 2015 12:00:39 Matt Turner wrote: > On Mon, Dec 1, 2014 at 5:04 AM, Eduardo Lima Mitev <el...@igalia.com> wrote: > > From: Samuel Iglesias Gonsalvez <sigles...@igalia.com> > > > > Create a new search function to look for matching built-in functions by > > name and use it for built-in function redefinition or overload in GLSL ES > > 3.00. > > > > GLSL ES 3.0 spec, chapter 6.1 "Function Definitions", page 71 > > > > "A shader cannot redefine or overload built-in functions." > > > > In case of GLSL ES 1.0 spec, chapter 6.1 "Function Definitions", page 54 > > > > "Function names can be overloaded. This allows the same function name to > > be > > used for multiple functions, as long as the argument list types differ. If > > functions’ names and argument types match, then their return type and > > parameter qualifiers must also match. Function signature matching is based > > on parameter type only, no qualifiers are used. Overloading is used > > heavily in the built-in functions. When overloaded functions (or indeed > > any functions) are resolved, an exact match for the function's signature > > is sought. This includes exact match of array size as well. No promotion > > or demotion of the return type or input argument types is done. All > > expected combination of inputs and outputs must be defined as separate > > functions." > > > > So this check is specific to GLSL ES 3.00. > > > > This patch fixes the following dEQP tests: > > > > dEQP-GLES3.functional.shaders.functions.invalid.overload_builtin_function_ > > vertex > > dEQP-GLES3.functional.shaders.functions.invalid.overload_builtin_function > > _fragment > > dEQP-GLES3.functional.shaders.functions.invalid.redefine_builtin_function > > _vertex > > dEQP-GLES3.functional.shaders.functions.invalid.redefine_builtin_function > > _fragment > > > > No piglit regressions. > > > > Signed-off-by: Samuel Iglesias Gonsalvez <sigles...@igalia.com> > > --- > > > > src/glsl/ast_to_hir.cpp | 22 ++++++++++++++++++++++ > > src/glsl/builtin_functions.cpp | 11 +++++++++++ > > src/glsl/ir.h | 4 ++++ > > 3 files changed, 37 insertions(+) > > > > diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp > > index fe1e129..b7074bc 100644 > > --- a/src/glsl/ast_to_hir.cpp > > +++ b/src/glsl/ast_to_hir.cpp > > @@ -4167,6 +4167,28 @@ ast_function::hir(exec_list *instructions, > > > > return NULL; > > > > } > > > > } > > > > + } else { > > + /* From GLSL ES 3.0 spec, chapter 6.1 "Function Definitions", > > page 71: + * > > + * "A shader cannot redefine or overload built-in functions." > > + * > > + * While in GLSL ES 1.0 spec, chapter 6.1 "Function > > Definitions", page + * 54, this is allowed: > > + * > > + * "Function names can be overloaded. [...] Overloading is used > > heavily + * in the built-in functions." > > I don't think that quote is really explicitly saying that you can > overload built-in functions. It's just saying that built-in functions > contain many overloads. > > It doesn't, however, prohibit the user from adding overloads of their own. > > I'd probably replace the spec citation with just a statement that the > GLSL ES 1.0 spec doesn't prohibit overloading built-in functions, > since it really doesn't say anything explicitly about the topic. > > > + * > > + */ > > + if (state->es_shader && state->language_version >= 300) { > > + /* Local shader has no exact candidates; check the built-ins. > > */ + _mesa_glsl_initialize_builtin_functions(); > > + if (_mesa_glsl_find_builtin_function_by_name(state, name)) { > > + YYLTYPE loc = this->get_location(); > > + _mesa_glsl_error(& loc, state, > > + "A shader cannot redefine or overload > > built-in " + "function `%s' in GLSL ES > > 3.00", name); + } > > + } > > > > } > > > > } > > > > diff --git a/src/glsl/builtin_functions.cpp > > b/src/glsl/builtin_functions.cpp index bb7fbcd..f5052d3 100644 > > --- a/src/glsl/builtin_functions.cpp > > +++ b/src/glsl/builtin_functions.cpp > > @@ -4618,6 +4618,17 @@ > > _mesa_glsl_find_builtin_function(_mesa_glsl_parse_state *state,> > > return s; > > > > } > > > > +ir_function * > > +_mesa_glsl_find_builtin_function_by_name(_mesa_glsl_parse_state *state, > > + const char *name) > > +{ > > + ir_function * f; > > Remove the space after the *. > > As far as I can tell, this patch looks correct. Confirmation from Ken > would be nice as well. > > (This behavior should have been the default in all versions of GLSL as > far as I'm concerned) > > Reviewed-by: Matt Turner <matts...@gmail.com>
Following Kenneth's comments, I will send an updated version of it for review. Also, I will modify the GLSL ES 1.0 spec citation following what Kenneth says in his reply. Because of these changes, I am not going to add your R-b yet. Thanks for your review! Sam
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