From: Samuel Pitoiset Date: Wed, 12 Apr 2017 10:47:47 +0000 (+0200) Subject: glsl: add validate_fragment_flat_interpolation_input() X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=6bb0f75bb64e757e347cd053d94131def9a46bea;p=mesa.git glsl: add validate_fragment_flat_interpolation_input() Requested by Timothy Arceri. Signed-off-by: Samuel Pitoiset Reviewed-by: Timothy Arceri --- diff --git a/src/compiler/glsl/ast_to_hir.cpp b/src/compiler/glsl/ast_to_hir.cpp index 27dc21fffec..72706d054e5 100644 --- a/src/compiler/glsl/ast_to_hir.cpp +++ b/src/compiler/glsl/ast_to_hir.cpp @@ -2930,6 +2930,76 @@ apply_explicit_binding(struct _mesa_glsl_parse_state *state, return; } +static void +validate_fragment_flat_interpolation_input(struct _mesa_glsl_parse_state *state, + YYLTYPE *loc, + const glsl_interp_mode interpolation, + const struct glsl_type *var_type, + ir_variable_mode mode) +{ + if (state->stage != MESA_SHADER_FRAGMENT || + interpolation == INTERP_MODE_FLAT || + mode != ir_var_shader_in) + return; + + /* Integer fragment inputs must be qualified with 'flat'. In GLSL ES, + * so must integer vertex outputs. + * + * From section 4.3.4 ("Inputs") of the GLSL 1.50 spec: + * "Fragment shader inputs that are signed or unsigned integers or + * integer vectors must be qualified with the interpolation qualifier + * flat." + * + * From section 4.3.4 ("Input Variables") of the GLSL 3.00 ES spec: + * "Fragment shader inputs that are, or contain, signed or unsigned + * integers or integer vectors must be qualified with the + * interpolation qualifier flat." + * + * From section 4.3.6 ("Output Variables") of the GLSL 3.00 ES spec: + * "Vertex shader outputs that are, or contain, signed or unsigned + * integers or integer vectors must be qualified with the + * interpolation qualifier flat." + * + * Note that prior to GLSL 1.50, this requirement applied to vertex + * outputs rather than fragment inputs. That creates problems in the + * presence of geometry shaders, so we adopt the GLSL 1.50 rule for all + * desktop GL shaders. For GLSL ES shaders, we follow the spec and + * apply the restriction to both vertex outputs and fragment inputs. + * + * Note also that the desktop GLSL specs are missing the text "or + * contain"; this is presumably an oversight, since there is no + * reasonable way to interpolate a fragment shader input that contains + * an integer. See Khronos bug #15671. + */ + if (state->is_version(130, 300) + && var_type->contains_integer()) { + _mesa_glsl_error(loc, state, "if a fragment input is (or contains) " + "an integer, then it must be qualified with 'flat'"); + } + + /* Double fragment inputs must be qualified with 'flat'. + * + * From the "Overview" of the ARB_gpu_shader_fp64 extension spec: + * "This extension does not support interpolation of double-precision + * values; doubles used as fragment shader inputs must be qualified as + * "flat"." + * + * From section 4.3.4 ("Inputs") of the GLSL 4.00 spec: + * "Fragment shader inputs that are signed or unsigned integers, integer + * vectors, or any double-precision floating-point type must be + * qualified with the interpolation qualifier flat." + * + * Note that the GLSL specs are missing the text "or contain"; this is + * presumably an oversight. See Khronos bug #15671. + * + * The 'double' type does not exist in GLSL ES so far. + */ + if (state->has_double() + && var_type->contains_double()) { + _mesa_glsl_error(loc, state, "if a fragment input is (or contains) " + "a double, then it must be qualified with 'flat'"); + } +} static void validate_interpolation_qualifier(struct _mesa_glsl_parse_state *state, @@ -3016,69 +3086,8 @@ validate_interpolation_qualifier(struct _mesa_glsl_parse_state *state, "deprecated storage qualifier '%s'", i, s); } - /* Integer fragment inputs must be qualified with 'flat'. In GLSL ES, - * so must integer vertex outputs. - * - * From section 4.3.4 ("Inputs") of the GLSL 1.50 spec: - * "Fragment shader inputs that are signed or unsigned integers or - * integer vectors must be qualified with the interpolation qualifier - * flat." - * - * From section 4.3.4 ("Input Variables") of the GLSL 3.00 ES spec: - * "Fragment shader inputs that are, or contain, signed or unsigned - * integers or integer vectors must be qualified with the - * interpolation qualifier flat." - * - * From section 4.3.6 ("Output Variables") of the GLSL 3.00 ES spec: - * "Vertex shader outputs that are, or contain, signed or unsigned - * integers or integer vectors must be qualified with the - * interpolation qualifier flat." - * - * Note that prior to GLSL 1.50, this requirement applied to vertex - * outputs rather than fragment inputs. That creates problems in the - * presence of geometry shaders, so we adopt the GLSL 1.50 rule for all - * desktop GL shaders. For GLSL ES shaders, we follow the spec and - * apply the restriction to both vertex outputs and fragment inputs. - * - * Note also that the desktop GLSL specs are missing the text "or - * contain"; this is presumably an oversight, since there is no - * reasonable way to interpolate a fragment shader input that contains - * an integer. See Khronos bug #15671. - */ - if (state->is_version(130, 300) - && var_type->contains_integer() - && interpolation != INTERP_MODE_FLAT - && state->stage == MESA_SHADER_FRAGMENT - && mode == ir_var_shader_in) { - _mesa_glsl_error(loc, state, "if a fragment input is (or contains) " - "an integer, then it must be qualified with 'flat'"); - } - - /* Double fragment inputs must be qualified with 'flat'. - * - * From the "Overview" of the ARB_gpu_shader_fp64 extension spec: - * "This extension does not support interpolation of double-precision - * values; doubles used as fragment shader inputs must be qualified as - * "flat"." - * - * From section 4.3.4 ("Inputs") of the GLSL 4.00 spec: - * "Fragment shader inputs that are signed or unsigned integers, integer - * vectors, or any double-precision floating-point type must be - * qualified with the interpolation qualifier flat." - * - * Note that the GLSL specs are missing the text "or contain"; this is - * presumably an oversight. See Khronos bug #15671. - * - * The 'double' type does not exist in GLSL ES so far. - */ - if (state->has_double() - && var_type->contains_double() - && interpolation != INTERP_MODE_FLAT - && state->stage == MESA_SHADER_FRAGMENT - && mode == ir_var_shader_in) { - _mesa_glsl_error(loc, state, "if a fragment input is (or contains) " - "a double, then it must be qualified with 'flat'"); - } + validate_fragment_flat_interpolation_input(state, loc, interpolation, + var_type, mode); } static glsl_interp_mode