glsl2: Fail linking where the FS reads a varying that the VS doesn't write.
Fixes: glsl1-varying read but not written glsl1-varying var mismatch
This commit is contained in:
@@ -1061,7 +1061,8 @@ assign_attribute_locations(gl_shader_program *prog, unsigned max_attribute_index
|
||||
|
||||
|
||||
void
|
||||
assign_varying_locations(gl_shader *producer, gl_shader *consumer)
|
||||
assign_varying_locations(struct gl_shader_program *prog,
|
||||
gl_shader *producer, gl_shader *consumer)
|
||||
{
|
||||
/* FINISHME: Set dynamically when geometry shader support is added. */
|
||||
unsigned output_index = VERT_RESULT_VAR0;
|
||||
@@ -1128,11 +1129,32 @@ assign_varying_locations(gl_shader *producer, gl_shader *consumer)
|
||||
if ((var == NULL) || (var->mode != ir_var_in))
|
||||
continue;
|
||||
|
||||
/* An 'in' variable is only really a shader input if its value is written
|
||||
* by the previous stage.
|
||||
*/
|
||||
var->shader_in = (var->location != -1);
|
||||
var->mode = ir_var_auto;
|
||||
if (var->location == -1) {
|
||||
if (prog->Version <= 120) {
|
||||
/* On page 25 (page 31 of the PDF) of the GLSL 1.20 spec:
|
||||
*
|
||||
* Only those varying variables used (i.e. read) in
|
||||
* the fragment shader executable must be written to
|
||||
* by the vertex shader executable; declaring
|
||||
* superfluous varying variables in a vertex shader is
|
||||
* permissible.
|
||||
*
|
||||
* We interpret this text as meaning that the VS must
|
||||
* write the variable for the FS to read it. See
|
||||
* "glsl1-varying read but not written" in piglit.
|
||||
*/
|
||||
|
||||
linker_error_printf(prog, "fragment shader varying %s not written "
|
||||
"by vertex shader\n.", var->name);
|
||||
prog->LinkStatus = false;
|
||||
}
|
||||
|
||||
/* An 'in' variable is only really a shader input if its
|
||||
* value is written by the previous stage.
|
||||
*/
|
||||
var->shader_in = false;
|
||||
var->mode = ir_var_auto;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1294,7 +1316,8 @@ link_shaders(struct gl_shader_program *prog)
|
||||
goto done;
|
||||
|
||||
for (unsigned i = 1; i < prog->_NumLinkedShaders; i++)
|
||||
assign_varying_locations(prog->_LinkedShaders[i - 1],
|
||||
assign_varying_locations(prog,
|
||||
prog->_LinkedShaders[i - 1],
|
||||
prog->_LinkedShaders[i]);
|
||||
|
||||
/* FINISHME: Assign fragment shader output locations. */
|
||||
|
Reference in New Issue
Block a user