mesa: refuse to compile SPIR-V shaders or link mixed shaders
Note that gl_shader::CompileStatus will also indicate whether a shader has been successfully specialized. v2: Use the 'spirv_data' member of gl_shader to know if it is a SPIR-V shader, instead of a dedicated flag. (Timothy Arceri) v3: Use bool instead of GLboolean. (Ian Romanick) Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:

committed by
Eduardo Lima Mitev

parent
4ccd00d762
commit
accb7d4390
@@ -3083,6 +3083,7 @@ void
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_mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
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{
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unsigned int i;
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bool spirv;
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_mesa_clear_shader_program_data(ctx, prog);
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@@ -3092,7 +3093,21 @@ _mesa_glsl_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
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for (i = 0; i < prog->NumShaders; i++) {
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if (!prog->Shaders[i]->CompileStatus) {
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linker_error(prog, "linking with uncompiled shader");
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linker_error(prog, "linking with uncompiled/unspecialized shader");
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}
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if (!i) {
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spirv = (prog->Shaders[i]->spirv_data != NULL);
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} else if (spirv && !prog->Shaders[i]->spirv_data) {
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/* The GL_ARB_gl_spirv spec adds a new bullet point to the list of
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* reasons LinkProgram can fail:
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*
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* "All the shader objects attached to <program> do not have the
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* same value for the SPIR_V_BINARY_ARB state."
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*/
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linker_error(prog,
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"not all attached shaders have the same "
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"SPIR_V_BINARY_ARB state");
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}
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}
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