glsl: Make #pragma STDGL invariant(all) only modify outputs.

According to the GLSL ES 3.20, GLSL 4.50, and GLSL 1.20 specs:

   "To force all output variables to be invariant, use the pragma

       #pragma STDGL invariant(all)

    before all declarations in a shader."

Notably, this is only supposed to affect output variables.  Furthermore,

   "Only variables output from a shader can be candidates for invariance."

It looks like this has been wrong since we first supported the pragma in
2011 (commit 86b4398cd1).

Fixes dEQP-GLES2.functional.shaders.preprocessor.pragmas.pragma_fragment.

v2: Now that all cases are identical (other than compute shaders, which
    have no output variables anyway), we can drop the switch statement
    entirely.  We also don't need the current_function == NULL check;
    this was a hold over from when we had a single var_mode_out for both
    function parameters and shader varyings, in the bad old days.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
This commit is contained in:
Kenneth Graunke
2017-11-07 00:57:52 -08:00
parent c591b1e594
commit 688d695868
+2 -24
View File
@@ -4077,30 +4077,8 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
}
}
if (state->all_invariant && (state->current_function == NULL)) {
switch (state->stage) {
case MESA_SHADER_VERTEX:
if (var->data.mode == ir_var_shader_out)
var->data.invariant = true;
break;
case MESA_SHADER_TESS_CTRL:
case MESA_SHADER_TESS_EVAL:
case MESA_SHADER_GEOMETRY:
if ((var->data.mode == ir_var_shader_in)
|| (var->data.mode == ir_var_shader_out))
var->data.invariant = true;
break;
case MESA_SHADER_FRAGMENT:
if (var->data.mode == ir_var_shader_in)
var->data.invariant = true;
break;
case MESA_SHADER_COMPUTE:
/* Invariance isn't meaningful in compute shaders. */
break;
default:
break;
}
}
if (state->all_invariant && var->data.mode == ir_var_shader_out)
var->data.invariant = true;
var->data.interpolation =
interpret_interpolation_qualifier(qual, var->type,