From: Iago Toral Quiroga Date: Fri, 20 Oct 2017 08:46:10 +0000 (+0200) Subject: glsl/linker: generalize validate_explicit_variable_location for SSO X-Git-Tag: upstream/18.1.0~4767 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=bdaf0589785138f91cd485fd698274a33b7d33d5;p=platform%2Fupstream%2Fmesa.git glsl/linker: generalize validate_explicit_variable_location for SSO For non-SSO programs, we only need to validate outputs, since the cross validation of outputs to inputs will ensure that we produce linker errors for invalid inputs too. Hoever, for the SSO path there is no output to input validation, so we need to validate inputs explicitly. Generalize the function so it can handle this as well. Also, notice that vertex shader inputs and fragment shader outputs are already validated in assign_attribute_or_color_locations() for both SSO and non-SSO paths, so we should not try to validate that here again (in fact, the function would require explicit paths to handle these two cases properly). Reviewed-by: Timothy Arceri Reviewed-by: Ilia Mirkin --- diff --git a/src/compiler/glsl/link_varyings.cpp b/src/compiler/glsl/link_varyings.cpp index 64c9a28..02a48f7 100644 --- a/src/compiler/glsl/link_varyings.cpp +++ b/src/compiler/glsl/link_varyings.cpp @@ -545,8 +545,22 @@ validate_explicit_variable_location(struct gl_context *ctx, unsigned idx = compute_variable_location_slot(var, sh->Stage); unsigned slot_limit = idx + num_elements; - unsigned slot_max = - ctx->Const.Program[sh->Stage].MaxOutputComponents / 4; + /* Vertex shader inputs and fragment shader outputs are validated in + * assign_attribute_or_color_locations() so we should not attempt to + * validate them again here. + */ + unsigned slot_max; + if (var->data.mode == ir_var_shader_out) { + assert(sh->Stage != MESA_SHADER_FRAGMENT); + slot_max = + ctx->Const.Program[sh->Stage].MaxOutputComponents / 4; + } else { + assert(var->data.mode == ir_var_shader_in); + assert(sh->Stage != MESA_SHADER_VERTEX); + slot_max = + ctx->Const.Program[sh->Stage].MaxInputComponents / 4; + } + if (slot_limit > slot_max) { linker_error(prog, "Invalid location %u in %s shader\n",