From 54d59cfb70f270dfec1253aff540953ee653bb7e Mon Sep 17 00:00:00 2001 From: Brian Date: Thu, 26 Apr 2007 12:20:53 -0600 Subject: [PATCH] Added error check that all varying vars needed by the fragment shader are produced by vertex shader. --- src/mesa/shader/slang/slang_link.c | 43 ++++++++++++++++++++++++------ 1 file changed, 35 insertions(+), 8 deletions(-) diff --git a/src/mesa/shader/slang/slang_link.c b/src/mesa/shader/slang/slang_link.c index 5a9385571b6..d6d1c7523e5 100644 --- a/src/mesa/shader/slang/slang_link.c +++ b/src/mesa/shader/slang/slang_link.c @@ -114,18 +114,18 @@ link_varying_vars(struct gl_shader_program *shProg, struct gl_program *prog) varsRead |= (1 << inst->SrcReg[j].Index); } } - /* XXX update program OutputsWritten, InputsRead */ } if (prog->Target == GL_VERTEX_PROGRAM_ARB) { prog->OutputsWritten |= varsWritten; + /*printf("VERT OUTPUTS: 0x%x \n", varsWritten);*/ } else { assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB); prog->InputsRead |= varsRead; + /*printf("FRAG INPUTS: 0x%x\n", varsRead);*/ } - free(map); return GL_TRUE; @@ -452,6 +452,21 @@ fragment_program(struct gl_program *prog) } +/** + * Record a linking error. + */ +static void +link_error(struct gl_shader_program *shProg, const char *msg) +{ + if (shProg->InfoLog) { + _mesa_free(shProg->InfoLog); + } + shProg->InfoLog = _mesa_strdup(msg); + shProg->LinkStatus = GL_FALSE; +} + + + /** * Shader linker. Currently: * @@ -553,18 +568,30 @@ _slang_link(GLcontext *ctx, _slang_update_inputs_outputs(&shProg->VertexProgram->Base); if (!(shProg->VertexProgram->Base.OutputsWritten & (1 << VERT_RESULT_HPOS))) { /* the vertex program did not compute a vertex position */ - if (shProg->InfoLog) { - _mesa_free(shProg->InfoLog); - } - shProg->InfoLog - = _mesa_strdup("gl_Position was not written by vertex shader\n"); - shProg->LinkStatus = GL_FALSE; + link_error(shProg, + "gl_Position was not written by vertex shader\n"); return; } } if (shProg->FragmentProgram) _slang_update_inputs_outputs(&shProg->FragmentProgram->Base); + /* Check that all the varying vars needed by the fragment shader are + * actually produced by the vertex shader. + */ + if (shProg->FragmentProgram) { + const GLbitfield varyingRead + = shProg->FragmentProgram->Base.InputsRead >> FRAG_ATTRIB_VAR0; + const GLbitfield varyingWritten = shProg->VertexProgram ? + shProg->VertexProgram->Base.OutputsWritten >> VERT_RESULT_VAR0 : 0x0; + if ((varyingRead & varyingWritten) != varyingRead) { + link_error(shProg, + "Fragment program using varying vars not written by vertex shader\n"); + return; + } + } + + if (fragProg && shProg->FragmentProgram) { /* notify driver that a new fragment program has been compiled/linked */ ctx->Driver.ProgramStringNotify(ctx, GL_FRAGMENT_PROGRAM_ARB, -- 2.30.2