From b2b9b22c1013ebf02aa6f0d9c1c7b5267523d973 Mon Sep 17 00:00:00 2001 From: Ian Romanick Date: Tue, 12 Oct 2010 10:51:47 -0700 Subject: [PATCH] mesa: Validate assembly shaders when GLSL shaders are used If an GLSL shader is used that does not provide all stages and assembly shaders are provided for the missing stages, validate the assembly shaders. Fixes bugzilla #30787 and piglit tests glsl-invalid-asm0[12]. NOTE: this is a candidate for the 7.9 branch. --- src/mesa/main/context.c | 52 +++++++++++++++++++++++++++++++---------- 1 file changed, 40 insertions(+), 12 deletions(-) diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c index 00132514d77..284c8b1d37b 100644 --- a/src/mesa/main/context.c +++ b/src/mesa/main/context.c @@ -137,7 +137,7 @@ #endif #include "glsl_parser_extras.h" - +#include #ifndef MESA_VERBOSE @@ -1699,11 +1699,17 @@ _mesa_set_mvp_with_dp4( GLcontext *ctx, GLboolean _mesa_valid_to_render(GLcontext *ctx, const char *where) { + bool vert_from_glsl_shader = false; + bool geom_from_glsl_shader = false; + bool frag_from_glsl_shader = false; + /* This depends on having up to date derived state (shaders) */ if (ctx->NewState) _mesa_update_state(ctx); if (ctx->Shader.CurrentProgram) { + unsigned i; + /* using shaders */ if (!ctx->Shader.CurrentProgram->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, @@ -1720,20 +1726,42 @@ _mesa_valid_to_render(GLcontext *ctx, const char *where) } } #endif - } - else { - if (ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "%s(vertex program not valid)", where); - return GL_FALSE; - } - if (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "%s(fragment program not valid)", where); - return GL_FALSE; + + /* Figure out which shader stages are provided by the GLSL program. For + * any stages that are not provided, the corresponding assembly shader + * target will be validated below. + */ + for (i = 0; i < ctx->Shader.CurrentProgram->_NumLinkedShaders; i++) { + switch (ctx->Shader.CurrentProgram->_LinkedShaders[i]->Type) { + case GL_VERTEX_SHADER: vert_from_glsl_shader = true; break; + case GL_GEOMETRY_SHADER_ARB: geom_from_glsl_shader = true; break; + case GL_FRAGMENT_SHADER: frag_from_glsl_shader = true; break; + } } } + + /* Any shader stages that are not supplied by the GLSL shader and have + * assembly shaders enabled must now be validated. + */ + if (!vert_from_glsl_shader + && ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "%s(vertex program not valid)", where); + return GL_FALSE; + } + + /* FINISHME: If GL_NV_geometry_program4 is ever supported, the current + * FINISHME: geometry program should validated here. + */ + + if (!frag_from_glsl_shader + && ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "%s(fragment program not valid)", where); + return GL_FALSE; + } + if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT, "%s(incomplete framebuffer)", where); -- 2.30.2