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  • Iago Toral's avatar
    glsl: validate output blocks against input blocks · 89334175
    Iago Toral authored
    Until now were validating in/out blocks by listing the inputs in the
    consumer stage and then, for each output of the producer, we checked that
    it was a match if it was consumed. This method does not catch the case
    where the consumer has an input that is not present as an output in the
    producer stage, because it only generates link errors for outputs present
    in the producer stage that don't match the inputs in the consumer stage.
    The current method does catch the case were an output from the producer
    stage is not consumed, which is irrelevant and is ignored.
    
    By reversing the way we do this, we can detect this situation, so this
    patch lists the outputs of the producer stage and then validates inputs
    of the consumer stage against them. If we see an input in the consumer
    for which there is no associated output in the producer, we produce a
    link error.
    
    The only exception to this is the special built-in input block gl_in[],
    since this is implicitly generated for geometry and tessellation stages,
    but we don't generate it if the producer stage does not write to any of
    the pre-defined outputs (for example, if the vertex shader does not write
    to gl_Position, etc). Since writing to these is not mandatory, do not
    produce a link error in that case. There is a CTS tessellation test
    (GL45-CTS.tessellation_shader.program_object_properties) that has an
    empty vertex shader (so it does not produce gl_in[]) and would fail to
    link if we don't do this.
    
    This fixes the following dEQP test:
    dEQP-GLES31.functional.shaders.linkage.io_block.missing_output_block
    
    Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98245
    
    
    Reviewed-by: default avatarNicolai Hähnle <nicolai.haehnle@amd.com>
    89334175