glsl: link bindless layout qualifiers

From section 4.4.6 of the ARB_bindless_texture spec:

   "If both bindless_sampler and bound_sampler, or bindless_image
    and bound_image, are declared at global scope in any
    compilation unit, a link- time error will be generated."

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Samuel Pitoiset
2017-03-21 13:31:05 +01:00
parent d6810ea286
commit d550024a7e

View File

@@ -1664,6 +1664,49 @@ link_xfb_stride_layout_qualifiers(struct gl_context *ctx,
}
}
/**
* Check for conflicting bindless/bound sampler/image layout qualifiers at
* global scope.
*/
static void
link_bindless_layout_qualifiers(struct gl_shader_program *prog,
struct gl_program *gl_prog,
struct gl_shader **shader_list,
unsigned num_shaders)
{
bool bindless_sampler, bindless_image;
bool bound_sampler, bound_image;
bindless_sampler = bindless_image = false;
bound_sampler = bound_image = false;
for (unsigned i = 0; i < num_shaders; i++) {
struct gl_shader *shader = shader_list[i];
if (shader->bindless_sampler)
bindless_sampler = true;
if (shader->bindless_image)
bindless_image = true;
if (shader->bound_sampler)
bound_sampler = true;
if (shader->bound_image)
bound_image = true;
if ((bindless_sampler && bound_sampler) ||
(bindless_image && bound_image)) {
/* From section 4.4.6 of the ARB_bindless_texture spec:
*
* "If both bindless_sampler and bound_sampler, or bindless_image
* and bound_image, are declared at global scope in any
* compilation unit, a link- time error will be generated."
*/
linker_error(prog, "both bindless_sampler and bound_sampler, or "
"bindless_image and bound_image, can't be declared at "
"global scope");
}
}
}
/**
* Performs the cross-validation of tessellation control shader vertices and
* layout qualifiers for the attached tessellation control shaders,
@@ -2223,6 +2266,7 @@ link_intrastage_shaders(void *mem_ctx,
link_cs_input_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
link_xfb_stride_layout_qualifiers(ctx, prog, linked, shader_list,
num_shaders);
link_bindless_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
populate_symbol_table(linked);