From af243b55ac346f39acda1ad20d90e7c8cc1a33c7 Mon Sep 17 00:00:00 2001 From: Paul Berry Date: Thu, 11 Aug 2011 15:03:19 -0700 Subject: [PATCH] glsl: Make gl_ClipDistance[] implicitly sized. From the GLSL 1.30 spec, section 7.1 (Vertex Shader Special Variables): The gl_ClipDistance array is predeclared as unsized and must be sized by the shader either redeclaring it with a size or indexing it only with integral constant expressions. Fixes piglit tests clip-distance-implicit-length.vert, clip-distance-implicit-nonconst-access.vert, and {vs,fs}-clip-distance-explicitly-sized.shader_test. Reviewed-by: Kenneth Graunke Reviewed-by: Ian Romanick --- src/glsl/ir_variable.cpp | 28 ++++++++++++++++++++++++---- 1 file changed, 24 insertions(+), 4 deletions(-) diff --git a/src/glsl/ir_variable.cpp b/src/glsl/ir_variable.cpp index b8487694c51..38094568b4f 100644 --- a/src/glsl/ir_variable.cpp +++ b/src/glsl/ir_variable.cpp @@ -595,9 +595,18 @@ generate_130_vs_variables(exec_list *instructions, & builtin_130_vs_variables[i]); } + /* From the GLSL 1.30 spec, section 7.1 (Vertex Shader Special + * Variables): + * + * The gl_ClipDistance array is predeclared as unsized and must + * be sized by the shader either redeclaring it with a size or + * indexing it only with integral constant expressions. + * + * We represent this in Mesa by initially declaring the array as + * size 0. + */ const glsl_type *const clip_distance_array_type = - glsl_type::get_array_instance(glsl_type::float_type, - state->Const.MaxClipPlanes); + glsl_type::get_array_instance(glsl_type::float_type, 0); /* FINISHME: gl_ClipDistance needs a real location assigned. */ add_variable(instructions, state->symbols, @@ -802,9 +811,20 @@ generate_130_fs_variables(exec_list *instructions, { generate_120_fs_variables(instructions, state); + /* From the GLSL 1.30 spec, section 7.2 (Fragment Shader Special + * Variables): + * + * The built-in input variable gl_ClipDistance array contains linearly + * interpolated values for the vertex values written by the vertex shader + * to the gl_ClipDistance vertex output variable. This array must be + * sized in the fragment shader either implicitly or explicitly to be the + * same size as it was sized in the vertex shader. + * + * In other words, the array must be pre-declared as implicitly sized. We + * represent this in Mesa by initially declaring the array as size 0. + */ const glsl_type *const clip_distance_array_type = - glsl_type::get_array_instance(glsl_type::float_type, - state->Const.MaxClipPlanes); + glsl_type::get_array_instance(glsl_type::float_type, 0); /* FINISHME: gl_ClipDistance needs a real location assigned. */ add_variable(instructions, state->symbols, -- 2.30.2