glsl: fail compilation of compute shaders when unsupported
Generally, we only check for the presence of compute shaders during parsing when we find any language (like layout qualifiers) that are specific to compute shaders, however, it is possible to define an empty compute shader does not use any language specific to compute shaders at all and we should fail the compilation anyway. dEQP checks this. This patch adds a check for compute shader availability after we have parsed the source code. At this point we know the effective GLSL version and also extensions enabled in the shader. Fixes a subcase of the following dEQP tests: dEQP-GLES31.functional.debug.negative_coverage.callbacks.shader.compile_compute_shader dEQP-GLES31.functional.debug.negative_coverage.get_error.shader.compile_compute_shader dEQP-GLES31.functional.debug.negative_coverage.log.shader.compile_compute_shader The tests still fail because there is one more subcase that fails that needs another fix. Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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@@ -1877,6 +1877,18 @@ add_builtin_defines(struct _mesa_glsl_parse_state *state,
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}
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}
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/* Implements parsing checks that we can't do during parsing */
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static void
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do_late_parsing_checks(struct _mesa_glsl_parse_state *state)
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{
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if (state->stage == MESA_SHADER_COMPUTE && !state->has_compute_shader()) {
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YYLTYPE loc;
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memset(&loc, 0, sizeof(loc));
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_mesa_glsl_error(&loc, state, "Compute shaders require "
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"GLSL 4.30 or GLSL ES 3.10");
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}
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}
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void
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_mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
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bool dump_ast, bool dump_hir)
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@@ -1896,6 +1908,7 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
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_mesa_glsl_lexer_ctor(state, source);
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_mesa_glsl_parse(state);
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_mesa_glsl_lexer_dtor(state);
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do_late_parsing_checks(state);
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}
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if (dump_ast) {
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