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>
This commit is contained in:
Iago Toral Quiroga
2016-10-14 14:21:18 +02:00
parent 3d48353e29
commit 8785a8ff89

View File

@@ -1877,6 +1877,18 @@ add_builtin_defines(struct _mesa_glsl_parse_state *state,
}
}
/* Implements parsing checks that we can't do during parsing */
static void
do_late_parsing_checks(struct _mesa_glsl_parse_state *state)
{
if (state->stage == MESA_SHADER_COMPUTE && !state->has_compute_shader()) {
YYLTYPE loc;
memset(&loc, 0, sizeof(loc));
_mesa_glsl_error(&loc, state, "Compute shaders require "
"GLSL 4.30 or GLSL ES 3.10");
}
}
void
_mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
bool dump_ast, bool dump_hir)
@@ -1896,6 +1908,7 @@ _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader,
_mesa_glsl_lexer_ctor(state, source);
_mesa_glsl_parse(state);
_mesa_glsl_lexer_dtor(state);
do_late_parsing_checks(state);
}
if (dump_ast) {