glsl: don't attempt to link empty program
Previously an empty program would go through the entire link_shaders() function and we would have to be careful not to cause a segfault. In core profile also now set link_status to false by generating an error, it was previously set to true. From Section 7.3 (PROGRAM OBJECTS) of the OpenGL 4.5 spec: "Linking can fail for a variety of reasons as specified in the OpenGL Shading Language Specification, as well as any of the following reasons: - No shader objects are attached to program." V2: Only generate an error in core profile and add spec quote (Ian) V3: generate error in ES too, remove previous check which was only applying the rule to GL 4.5/ES 3.1 and above. My understand is that this spec change is clarifying previously undefined behaviour and therefore should be applied retrospectively. The ES CTS tests for this are in ES 2 I suspect it was passing because it would have generated an error for not having both a vertex and fragment shader. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@@ -4106,15 +4106,34 @@ disable_varying_optimizations_for_sso(struct gl_shader_program *prog)
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void
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link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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{
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prog->LinkStatus = true; /* All error paths will set this to false */
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prog->Validated = false;
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prog->_Used = false;
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/* Section 7.3 (Program Objects) of the OpenGL 4.5 Core Profile spec says:
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*
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* "Linking can fail for a variety of reasons as specified in the
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* OpenGL Shading Language Specification, as well as any of the
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* following reasons:
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*
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* - No shader objects are attached to program."
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*
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* The Compatibility Profile specification does not list the error. In
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* Compatibility Profile missing shader stages are replaced by
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* fixed-function. This applies to the case where all stages are
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* missing.
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*/
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if (prog->NumShaders == 0) {
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if (ctx->API != API_OPENGL_COMPAT)
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linker_error(prog, "no shaders attached to the program\n");
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return;
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}
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tfeedback_decl *tfeedback_decls = NULL;
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unsigned num_tfeedback_decls = prog->TransformFeedback.NumVarying;
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void *mem_ctx = ralloc_context(NULL); // temporary linker context
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prog->LinkStatus = true; /* All error paths will set this to false */
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prog->Validated = false;
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prog->_Used = false;
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prog->ARB_fragment_coord_conventions_enable = false;
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/* Separate the shaders into groups based on their type.
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@@ -4163,25 +4182,6 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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prog->Version = max_version;
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prog->IsES = is_es_prog;
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/* From OpenGL 4.5 Core specification (7.3 Program Objects):
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* "Linking can fail for a variety of reasons as specified in the OpenGL
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* Shading Language Specification, as well as any of the following
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* reasons:
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*
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* * No shader objects are attached to program.
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*
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* ..."
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*
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* Same rule applies for OpenGL ES >= 3.1.
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*/
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if (prog->NumShaders == 0 &&
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((ctx->API == API_OPENGL_CORE && ctx->Version >= 45) ||
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(ctx->API == API_OPENGLES2 && ctx->Version >= 31))) {
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linker_error(prog, "No shader objects are attached to program.\n");
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goto done;
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}
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/* Some shaders have to be linked with some other shaders present.
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*/
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if (num_shaders[MESA_SHADER_GEOMETRY] > 0 &&
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