On Mon, Dec 01, 2014 at 02:04:50PM +0100, 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);
The current code isn't wrong, but it made things somewhat confusing for me when reviewing. I don't think there is ever a case where input->data.assigned is valid. Inputs are supposed to be read only, and so they would never be assigned. How about instead: assert(!input->data.assigned); I am also not certain if how_declared is correct. It seems like we shouldn't get this far if that wasn't true, but I am not an expert (and I can't see it being wrong). With the data.assigned change, it's Reviewed-by: Ben Widawsky <b...@bwidawsk.net> > } > } > } > -- > 2.1.3 > > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > http://lists.freedesktop.org/mailman/listinfo/mesa-dev -- Ben Widawsky, Intel Open Source Technology Center _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev