From: Tapani Pälli Date: Mon, 11 Aug 2014 09:03:54 +0000 (+0300) Subject: glsl: validate output types for shader stages X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=3bbaf719940447045b4f1faae77953e15908cfec;p=mesa.git glsl: validate output types for shader stages Patch fixes Piglit test: arb_gpu_shader_fp64/preprocessor/fs-output-double.frag and adds additional validation for shader outputs. Signed-off-by: Tapani Pälli Signed-off-by: Dave Airlie Reviewed-by: Ilia Mirkin --- diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp index 7034ff02fe6..2c63de095b9 100644 --- a/src/glsl/ast_to_hir.cpp +++ b/src/glsl/ast_to_hir.cpp @@ -3621,6 +3621,51 @@ ast_declarator_list::hir(exec_list *instructions, handle_geometry_shader_input_decl(state, loc, var); } + } else if (var->data.mode == ir_var_shader_out) { + const glsl_type *check_type = var->type->without_array(); + + /* From section 4.3.6 (Output variables) of the GLSL 4.40 spec: + * + * It is a compile-time error to declare a vertex, tessellation + * evaluation, tessellation control, or geometry shader output + * that contains any of the following: + * + * * A Boolean type (bool, bvec2 ...) + * * An opaque type + */ + if (check_type->is_boolean() || check_type->contains_opaque()) + _mesa_glsl_error(&loc, state, + "%s shader output cannot have type %s", + _mesa_shader_stage_to_string(state->stage), + check_type->name); + + /* From section 4.3.6 (Output variables) of the GLSL 4.40 spec: + * + * It is a compile-time error to declare a fragment shader output + * that contains any of the following: + * + * * A Boolean type (bool, bvec2 ...) + * * A double-precision scalar or vector (double, dvec2 ...) + * * An opaque type + * * Any matrix type + * * A structure + */ + if (state->stage == MESA_SHADER_FRAGMENT) { + if (check_type->is_record() || check_type->is_matrix()) + _mesa_glsl_error(&loc, state, + "fragment shader output " + "cannot have struct or array type"); + switch (check_type->base_type) { + case GLSL_TYPE_UINT: + case GLSL_TYPE_INT: + case GLSL_TYPE_FLOAT: + break; + default: + _mesa_glsl_error(&loc, state, + "fragment shader output cannot have " + "type %s", check_type->name); + } + } } /* Integer fragment inputs must be qualified with 'flat'. In GLSL ES,