Gentle ping. I would appreciate feedbaçk on what (if anything) I should do to get this patch into shape.
Regards, Lars Hamre On Mon, Jun 6, 2016 at 9:00 AM, Lars Hamre <cheme...@gmail.com> wrote: > v2: > - ES version check (Tapani Pälli) > v3/v4: > - compare varying slot locations rather than names (Ilia Mirkin) > > The conditions for which certain built-in special variables > can be declared invariant were not being checked. > > GLSL ES 1.00 specification, Section "Invariance and linkage" says: > > For the built-in special variables, gl_FragCoord can > only be declared invariant if and only if gl_Position is > declared invariant. Similarly gl_PointCoord can only be > declared invariant if and only if gl_PointSize is declared > invariant. It is an error to declare gl_FrontFacing as invariant. > > This fixes the following piglit tests in spec/glsl-es-1.00/linker: > glsl-fcoord-invariant > glsl-fface-invariant > glsl-pcoord-invariant > > Signed-off-by: Lars Hamre <cheme...@gmail.com> > > --- > > NOTE: Someone with access will need to commit this after the > review process > > src/compiler/glsl/link_varyings.cpp | 39 > +++++++++++++++++++++++++++++++++++++ > 1 file changed, 39 insertions(+) > > diff --git a/src/compiler/glsl/link_varyings.cpp > b/src/compiler/glsl/link_varyings.cpp > index 34c8906..755000e 100644 > --- a/src/compiler/glsl/link_varyings.cpp > +++ b/src/compiler/glsl/link_varyings.cpp > @@ -336,6 +336,9 @@ cross_validate_outputs_to_inputs(struct gl_shader_program > *prog, > ir_variable *explicit_locations[MAX_VARYINGS_INCL_PATCH][4] = > { {NULL, NULL} }; > > + bool is_gl_position_invariant = false; > + bool is_gl_point_size_invariant = false; > + > /* Find all shader outputs in the "producer" stage. > */ > foreach_in_list(ir_instruction, node, producer->ir) { > @@ -344,6 +347,13 @@ cross_validate_outputs_to_inputs(struct > gl_shader_program *prog, > if (var == NULL || var->data.mode != ir_var_shader_out) > continue; > > + if (prog->IsES && prog->Version < 300) { > + if (var->data.location == VARYING_SLOT_POS) > + is_gl_position_invariant = var->data.invariant; > + if (var->data.location == VARYING_SLOT_PSIZ) > + is_gl_point_size_invariant = var->data.invariant; > + } > + > if (!var->data.explicit_location > || var->data.location < VARYING_SLOT_VAR0) > parameters.add_variable(var); > @@ -430,6 +440,35 @@ cross_validate_outputs_to_inputs(struct > gl_shader_program *prog, > if (input == NULL || input->data.mode != ir_var_shader_in) > continue; > > + /* > + * GLSL ES 1.00 specification, Section "Invariance and linkage" says: > + * > + * "For the built-in special variables, gl_FragCoord can > + * only be declared invariant if and only if gl_Position is > + * declared invariant. Similarly gl_PointCoord can only be > + * declared invariant if and only if gl_PointSize is declared > + * invariant. It is an error to declare gl_FrontFacing as invariant." > + */ > + if (prog->IsES && prog->Version < 300 && input->data.invariant) { > + if (input->data.location == VARYING_SLOT_FACE) { > + linker_error(prog, > + "gl_FrontFacing cannot be declared invariant"); > + return; > + } else if (!is_gl_position_invariant && > + input->data.location == VARYING_SLOT_POS) { > + linker_error(prog, > + "gl_FragCoord cannot be declared invariant " > + "unless gl_Position is also invariant"); > + return; > + } else if (!is_gl_point_size_invariant && > + input->data.location == VARYING_SLOT_PNTC) { > + linker_error(prog, > + "gl_PointCoord cannot be declared invariant " > + "unless gl_PointSize is also invariant"); > + return; > + } > + } > + > if (strcmp(input->name, "gl_Color") == 0 && input->data.used) { > const ir_variable *const front_color = > parameters.get_variable("gl_FrontColor"); > -- > 2.5.5 > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev