}
static bool
-validate_io(const struct gl_shader *input_stage,
- const struct gl_shader *output_stage, bool isES)
+validate_io(const struct gl_shader *producer,
+ const struct gl_shader *consumer, bool isES)
{
- assert(input_stage && output_stage);
+ assert(producer && consumer);
+ unsigned inputs = 0, outputs = 0;
+
+ /* From OpenGL ES 3.1 spec (Interface matching):
+ *
+ * "An output variable is considered to match an input variable in the
+ * subsequent shader if:
+ *
+ * - the two variables match in name, type, and qualification; or
+ * - the two variables are declared with the same location qualifier and
+ * match in type and qualification.
+ *
+ * ...
+ *
+ * At an interface between program objects, the set of inputs and outputs
+ * are considered to match exactly if and only if:
+ *
+ * - Every declared input variable has a matching output, as described
+ * above.
+ *
+ * - There are no user-defined output variables declared without a
+ * matching input variable declaration.
+ *
+ * - All matched input and output variables have identical precision
+ * qualification.
+ *
+ * When the set of inputs and outputs on an interface between programs
+ * matches exactly, all inputs are well-defined except when the
+ * corresponding outputs were not written in the previous shader. However,
+ * any mismatch between inputs and outputs will result in a validation
+ * failure."
+ *
+ * OpenGL Core 4.5 spec includes same paragraph as above but without check
+ * for precision and the last 'validation failure' clause. Therefore
+ * behaviour is more relaxed, input and output amount is not required by the
+ * spec to be validated.
+ *
+ * FIXME: Update once Khronos spec bug #15331 is resolved.
+ * FIXME: Add validation by type, currently information loss during varying
+ * packing makes this challenging.
+ */
+
+ /* Currently no matching done for desktop. */
+ if (!isES)
+ return true;
/* For each output in a, find input in b and do any required checks. */
- foreach_in_list(ir_instruction, out, input_stage->ir) {
+ foreach_in_list(ir_instruction, out, producer->ir) {
ir_variable *out_var = out->as_variable();
- if (!out_var || out_var->data.mode != ir_var_shader_out)
+ if (!out_var || out_var->data.mode != ir_var_shader_out ||
+ is_gl_identifier(out_var->name))
continue;
- foreach_in_list(ir_instruction, in, output_stage->ir) {
+ outputs++;
+
+ inputs = 0;
+ foreach_in_list(ir_instruction, in, consumer->ir) {
ir_variable *in_var = in->as_variable();
- if (!in_var || in_var->data.mode != ir_var_shader_in)
+ if (!in_var || in_var->data.mode != ir_var_shader_in ||
+ is_gl_identifier(in_var->name))
+ continue;
+
+ inputs++;
+
+ /* Match by location qualifier and precision.
+ *
+ * FIXME: Add explicit location matching validation here. Be careful
+ * not to match varyings with explicit locations to varyings without
+ * explicit locations.
+ */
+ if ((in_var->data.explicit_location &&
+ out_var->data.explicit_location) &&
+ in_var->data.location == out_var->data.location &&
+ in_var->data.precision == out_var->data.precision)
continue;
- if (strcmp(in_var->name, out_var->name) == 0) {
- /* Since we now only validate precision, we can skip this step for
- * desktop GLSL shaders, there precision qualifier is ignored.
- *
- * From OpenGL 4.50 Shading Language spec, section 4.7:
- * "For the purposes of determining if an output from one
- * shader stage matches an input of the next stage, the
- * precision qualifier need not match."
+ unsigned len = strlen(in_var->name);
+
+ /* Handle input swizzle in variable name. */
+ const char *dot = strchr(in_var->name, '.');
+ if (dot)
+ len = dot - in_var->name;
+
+ /* Match by name and precision. */
+ if (strncmp(in_var->name, out_var->name, len) == 0) {
+ /* From OpenGL ES 3.1 spec:
+ * "When both shaders are in separate programs, mismatched
+ * precision qualifiers will result in a program interface
+ * mismatch that will result in program pipeline validation
+ * failures, as described in section 7.4.1 (“Shader Interface
+ * Matching”) of the OpenGL ES 3.1 Specification."
*/
- if (isES) {
- /* From OpenGL ES 3.1 spec:
- * "When both shaders are in separate programs, mismatched
- * precision qualifiers will result in a program interface
- * mismatch that will result in program pipeline validation
- * failures, as described in section 7.4.1 (“Shader Interface
- * Matching”) of the OpenGL ES 3.1 Specification."
- */
- if (in_var->data.precision != out_var->data.precision)
- return false;
- }
+ if (in_var->data.precision != out_var->data.precision)
+ return false;
}
}
}
- return true;
+ return inputs == outputs;
}
/**