From: Kenneth Graunke Date: Mon, 2 Jan 2017 10:56:52 +0000 (-0800) Subject: glsl: Update ES 3.2 shader output restrictions. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=bc7f1eddbdefaf8f6c094668d6218df61cb6113f;p=mesa.git glsl: Update ES 3.2 shader output restrictions. This disallows fancy varyings in tessellation and geometry shaders, as required by ES 3.2. Fixes: dEQP-GLES31.functional.tessellation.user_defined_io.negative.per_patch_array_of_structs dEQP-GLES31.functional.tessellation.user_defined_io.negative.per_patch_structs_containing_arrays (Not a candidate for stable branches as it only disallows things which should be working as desktop GL allows them.) v2: Update error messages to not say "vertex shader" (caught by Iago). Signed-off-by: Kenneth Graunke Reviewed-by: Iago Toral Quiroga --- diff --git a/src/compiler/glsl/ast_to_hir.cpp b/src/compiler/glsl/ast_to_hir.cpp index 9c633863b19..ce620fab827 100644 --- a/src/compiler/glsl/ast_to_hir.cpp +++ b/src/compiler/glsl/ast_to_hir.cpp @@ -5039,6 +5039,24 @@ ast_declarator_list::hir(exec_list *instructions, * * A matrix * * A structure * * An array of array + * + * ES 3.20 updates this to apply to tessellation and geometry shaders + * as well. Because there are per-vertex arrays in the new stages, + * it strikes the "array of..." rules and replaces them with these: + * + * * For per-vertex-arrayed variables (applies to tessellation + * control, tessellation evaluation and geometry shaders): + * + * * Per-vertex-arrayed arrays of arrays + * * Per-vertex-arrayed arrays of structures + * + * * For non-per-vertex-arrayed variables: + * + * * An array of arrays + * * An array of structures + * + * which basically says to unwrap the per-vertex aspect and apply + * the old rules. */ if (state->es_shader) { if (var->type->is_array() && @@ -5048,21 +5066,29 @@ ast_declarator_list::hir(exec_list *instructions, "cannot have an array of arrays", _mesa_shader_stage_to_string(state->stage)); } - if (state->stage == MESA_SHADER_VERTEX) { - if (var->type->is_array() && - var->type->fields.array->is_record()) { + if (state->stage <= MESA_SHADER_GEOMETRY) { + const glsl_type *type = var->type; + + if (state->stage == MESA_SHADER_TESS_CTRL && + !var->data.patch && var->type->is_array()) { + type = var->type->fields.array; + } + + if (type->is_array() && type->fields.array->is_record()) { _mesa_glsl_error(&loc, state, - "vertex shader output " - "cannot have an array of structs"); + "%s shader output cannot have " + "an array of structs", + _mesa_shader_stage_to_string(state->stage)); } - if (var->type->is_record()) { - for (unsigned i = 0; i < var->type->length; i++) { - if (var->type->fields.structure[i].type->is_array() || - var->type->fields.structure[i].type->is_record()) + if (type->is_record()) { + for (unsigned i = 0; i < type->length; i++) { + if (type->fields.structure[i].type->is_array() || + type->fields.structure[i].type->is_record()) _mesa_glsl_error(&loc, state, - "vertex shader output cannot have a " + "%s shader output cannot have a " "struct that contains an " - "array or struct"); + "array or struct", + _mesa_shader_stage_to_string(state->stage)); } } }