glsl/linker: always validate explicit locations for first and last interfaces

Until now, we were only doing this when linking a SSO
program. However, nothing avoids linking a non SSO program which
doesn't have both a VS and FS. In those cases, we also need to report
the usual linking errors, if happening.

v2: Use a better name for the renamed function (Timothy).

Signed-off-by: Andres Gomez <agomez@igalia.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This commit is contained in:
Andres Gomez
2019-03-08 23:21:58 +02:00
parent 6281517f3e
commit 42351c21bb
3 changed files with 17 additions and 20 deletions
+6 -8
View File
@@ -678,17 +678,15 @@ validate_explicit_variable_location(struct gl_context *ctx,
/**
* Validate explicit locations for the inputs to the first stage and the
* outputs of the last stage in an SSO program (everything in between is
* validated in cross_validate_outputs_to_inputs).
* outputs of the last stage in a program, if those are not the VS and FS
* shaders.
*/
void
validate_sso_explicit_locations(struct gl_context *ctx,
struct gl_shader_program *prog,
gl_shader_stage first_stage,
gl_shader_stage last_stage)
validate_first_and_last_interface_explicit_locations(struct gl_context *ctx,
struct gl_shader_program *prog,
gl_shader_stage first_stage,
gl_shader_stage last_stage)
{
assert(prog->SeparateShader);
/* VS inputs and FS outputs are validated in
* assign_attribute_or_color_locations()
*/
+4 -4
View File
@@ -276,10 +276,10 @@ link_varyings(struct gl_shader_program *prog, unsigned first, unsigned last,
struct gl_context *ctx, void *mem_ctx);
void
validate_sso_explicit_locations(struct gl_context *ctx,
struct gl_shader_program *prog,
gl_shader_stage first,
gl_shader_stage last);
validate_first_and_last_interface_explicit_locations(struct gl_context *ctx,
struct gl_shader_program *prog,
gl_shader_stage first,
gl_shader_stage last);
void
cross_validate_outputs_to_inputs(struct gl_context *ctx,
+7 -8
View File
@@ -5141,15 +5141,14 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
prev = i;
}
/* The cross validation of outputs/inputs above validates explicit locations
* but for SSO programs we need to do this also for the inputs in the
* first stage and outputs of the last stage included in the program, since
* there is no cross validation for these.
/* The cross validation of outputs/inputs above validates interstage
* explicit locations. We need to do this also for the inputs in the first
* stage and outputs of the last stage included in the program, since there
* is no cross validation for these.
*/
if (prog->SeparateShader)
validate_sso_explicit_locations(ctx, prog,
(gl_shader_stage) first,
(gl_shader_stage) last);
validate_first_and_last_interface_explicit_locations(ctx, prog,
(gl_shader_stage) first,
(gl_shader_stage) last);
/* Cross-validate uniform blocks between shader stages */
validate_interstage_uniform_blocks(prog, prog->_LinkedShaders);