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