Re: [Mesa-dev] [PATCH] glsl: don't allow invariant qualifiers for interface blocks
On 12/09/2014 02:52 AM, Eduardo Lima Mitev wrote: From: Samuel Iglesias Gonsalvez sigles...@igalia.com GLSL 1.50 and GLSL 4.40 specs, they both say the same in Interface Blocks section: If no optional qualifier is used in a member-declaration, the qualification of the member includes all in, out, patch, uniform, or buffer as determined by interface-qualifier. If optional qualifiers are used, they can include interpolation qualifiers, auxiliary storage qualifiers, and storage qualifiers and they must declare an input, output, or uniform member consistent with the interface qualifier of the block From GLSL ES 3.0, chapter 4.3.7 Interface Blocks, page 38: GLSL ES 3.0 does not support interface blocks for shader inputs or outputs. and from GLSL ES 3.0, chapter 4.6.1 The invariant qualifier, page 52. Only variables output from a shader can be candidates for invariance. This includes user-defined output variables and the built-in output variables. As only outputs can be declared as invariant, an invariant output from one shader stage will still match an input of a subsequent stage without the input being declared as invariant. From GLSL ES 1.0, chapter 4.6.1 The invariant qualifier, page 37. Only the following variables may be declared as invariant: * Built-in special variables output from the vertex shader * Varying variables output from the vertex shader * Built-in special variables input to the fragment shader * Varying variables input to the fragment shader * Built-in special variables output from the fragment shader. This patch fixes the following dEQP tests: dEQP-GLES3.functional.shaders.declarations.invalid_declarations.invariant_uniform_block_2_vertex dEQP-GLES3.functional.shaders.declarations.invalid_declarations.invariant_uniform_block_2_fragment No piglit regressions. Signed-off-by: Samuel Iglesias Gonsalvez sigles...@igalia.com v2: - Enable this check for GLSL. Signed-off-by: Samuel Iglesias Gonsalvez sigles...@igalia.com --- src/glsl/glsl_parser.yy | 35 +++ 1 file changed, 35 insertions(+) diff --git a/src/glsl/glsl_parser.yy b/src/glsl/glsl_parser.yy index 7fb8c38..9f2a0a3 100644 --- a/src/glsl/glsl_parser.yy +++ b/src/glsl/glsl_parser.yy @@ -2539,6 +2539,41 @@ basic_interface_block: interface block member does not match the interface block); } Blank line here. + /* From GLSL ES 3.0, chapter 4.3.7 Interface Blocks, page 38: + * + * GLSL ES 3.0 does not support interface blocks for shader inputs or + * outputs. + * + * And from GLSL ES 3.0, chapter 4.6.1 The invariant qualifier, page 52. + * + * Only variables output from a shader can be candidates for + * invariance. This includes user-defined output variables and the + * built-in output variables. As only outputs can be declared as + * invariant, an invariant output from one shader stage will + * still match an input of a subsequent stage without the input being + * declared as invariant. + * + * From GLSL ES 1.0, chapter 4.6.1 The invariant qualifier, page 37. + * + * Only the following variables may be declared as invariant: + * * Built-in special variables output from the vertex shader + * * Varying variables output from the vertex shader + * * Built-in special variables input to the fragment shader + * * Varying variables input to the fragment shader + * * Built-in special variables output from the fragment shader. In addition to Matt's comments about the comment... I don't think there's any reason to mention GLSL ES 1.0. There are no interface blocks in GLSL ES 1.0, and this is inside processing an interface block. With this and Matt's suggestions applied, this patch is Reviewed-by: Ian Romanick ian.d.roman...@intel.com + * + * From GLSL 4.40 and GLSL 1.50, section Interface Blocks: + * + * If no optional qualifier is used in a member-declaration, the + * qualification of the member includes all in, out, patch, uniform, + * or buffer as determined by interface-qualifier. If optional + * qualifiers are used, they can include interpolation qualifiers, + * auxiliary storage qualifiers, and storage qualifiers and they must + * declare an input, output, or uniform member consistent with the + * interface qualifier of the block + */ + if (qualifier.flags.q.invariant) +_mesa_glsl_error(@1, state, invariant qualifiers cannot be used with interface blocks members); } $$ = block; ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org
Re: [Mesa-dev] [PATCH] glsl: don't allow invariant qualifiers for interface blocks
On Wednesday 18 February 2015 11:51:45 Matt Turner wrote: On Tue, Dec 9, 2014 at 2:52 AM, Eduardo Lima Mitev el...@igalia.com wrote: From: Samuel Iglesias Gonsalvez sigles...@igalia.com GLSL 1.50 and GLSL 4.40 specs, they both say the same in Interface Blocks section: If no optional qualifier is used in a member-declaration, the qualification of the member includes all in, out, patch, uniform, or buffer as determined by interface-qualifier. If optional qualifiers are used, they can include interpolation qualifiers, auxiliary storage qualifiers, and storage qualifiers and they must declare an input, output, or uniform member consistent with the interface qualifier of the block From GLSL ES 3.0, chapter 4.3.7 Interface Blocks, page 38: GLSL ES 3.0 does not support interface blocks for shader inputs or outputs. and from GLSL ES 3.0, chapter 4.6.1 The invariant qualifier, page 52. Only variables output from a shader can be candidates for invariance. This includes user-defined output variables and the built-in output variables. As only outputs can be declared as invariant, an invariant output from one shader stage will still match an input of a subsequent stage without the input being declared as invariant. From GLSL ES 1.0, chapter 4.6.1 The invariant qualifier, page 37. Only the following variables may be declared as invariant: * Built-in special variables output from the vertex shader * Varying variables output from the vertex shader * Built-in special variables input to the fragment shader * Varying variables input to the fragment shader * Built-in special variables output from the fragment shader. This patch fixes the following dEQP tests: dEQP-GLES3.functional.shaders.declarations.invalid_declarations.invariant_ uniform_block_2_vertex dEQP-GLES3.functional.shaders.declarations.invalid_declarations.invariant _uniform_block_2_fragment No piglit regressions. Signed-off-by: Samuel Iglesias Gonsalvez sigles...@igalia.com v2: - Enable this check for GLSL. Signed-off-by: Samuel Iglesias Gonsalvez sigles...@igalia.com --- src/glsl/glsl_parser.yy | 35 +++ 1 file changed, 35 insertions(+) diff --git a/src/glsl/glsl_parser.yy b/src/glsl/glsl_parser.yy index 7fb8c38..9f2a0a3 100644 --- a/src/glsl/glsl_parser.yy +++ b/src/glsl/glsl_parser.yy @@ -2539,6 +2539,41 @@ basic_interface_block: interface block member does not match the interface block); } + /* From GLSL ES 3.0, chapter 4.3.7 Interface Blocks, page 38: + * + * GLSL ES 3.0 does not support interface blocks for shader inputs or + * outputs. + * + * And from GLSL ES 3.0, chapter 4.6.1 The invariant qualifier, page 52. + * + * Only variables output from a shader can be candidates for + * invariance. I'd snip the rest of the quote after this. I don't think it makes the point clearer, and actually just makes it harder to see the important bit. This includes user-defined output variables and the + * built-in output variables. As only outputs can be declared as + * invariant, an invariant output from one shader stage will + * still match an input of a subsequent stage without the input being + * declared as invariant. + * + * From GLSL ES 1.0, chapter 4.6.1 The invariant qualifier, page 37. + * + * Only the following variables may be declared as invariant: + * * Built-in special variables output from the vertex shader + * * Varying variables output from the vertex shader + * * Built-in special variables input to the fragment shader + * * Varying variables input to the fragment shader + * * Built-in special variables output from the fragment shader. + * + * From GLSL 4.40 and GLSL 1.50, section Interface Blocks: + * + * If no optional qualifier is used in a member-declaration, the + * qualification of the member includes all in, out, patch, uniform, + * or buffer as determined by interface-qualifier. I'd snip the quote before this. If optional + * qualifiers are used, they can include interpolation qualifiers, + * auxiliary storage qualifiers, and storage qualifiers and they must + * declare an input, output, or uniform member consistent with the + * interface qualifier of the block + */ + if (qualifier.flags.q.invariant) +_mesa_glsl_error(@1, state, invariant qualifiers cannot be used with interface blocks members); Try to line wrap this. With those comments fixed: Reviewed-by: Matt
Re: [Mesa-dev] [PATCH] glsl: don't allow invariant qualifiers for interface blocks
On Thursday 19 February 2015 11:39:13 Ian Romanick wrote: On 12/09/2014 02:52 AM, Eduardo Lima Mitev wrote: From: Samuel Iglesias Gonsalvez sigles...@igalia.com GLSL 1.50 and GLSL 4.40 specs, they both say the same in Interface Blocks section: If no optional qualifier is used in a member-declaration, the qualification of the member includes all in, out, patch, uniform, or buffer as determined by interface-qualifier. If optional qualifiers are used, they can include interpolation qualifiers, auxiliary storage qualifiers, and storage qualifiers and they must declare an input, output, or uniform member consistent with the interface qualifier of the block From GLSL ES 3.0, chapter 4.3.7 Interface Blocks, page 38: GLSL ES 3.0 does not support interface blocks for shader inputs or outputs. and from GLSL ES 3.0, chapter 4.6.1 The invariant qualifier, page 52. Only variables output from a shader can be candidates for invariance. This includes user-defined output variables and the built-in output variables. As only outputs can be declared as invariant, an invariant output from one shader stage will still match an input of a subsequent stage without the input being declared as invariant. From GLSL ES 1.0, chapter 4.6.1 The invariant qualifier, page 37. Only the following variables may be declared as invariant: * Built-in special variables output from the vertex shader * Varying variables output from the vertex shader * Built-in special variables input to the fragment shader * Varying variables input to the fragment shader * Built-in special variables output from the fragment shader. This patch fixes the following dEQP tests: dEQP-GLES3.functional.shaders.declarations.invalid_declarations.invariant_ uniform_block_2_vertex dEQP-GLES3.functional.shaders.declarations.invalid_declarations.invariant _uniform_block_2_fragment No piglit regressions. Signed-off-by: Samuel Iglesias Gonsalvez sigles...@igalia.com v2: - Enable this check for GLSL. Signed-off-by: Samuel Iglesias Gonsalvez sigles...@igalia.com --- src/glsl/glsl_parser.yy | 35 +++ 1 file changed, 35 insertions(+) diff --git a/src/glsl/glsl_parser.yy b/src/glsl/glsl_parser.yy index 7fb8c38..9f2a0a3 100644 --- a/src/glsl/glsl_parser.yy +++ b/src/glsl/glsl_parser.yy @@ -2539,6 +2539,41 @@ basic_interface_block: interface block member does not match the interface block); } Blank line here. + /* From GLSL ES 3.0, chapter 4.3.7 Interface Blocks, page 38: + * + * GLSL ES 3.0 does not support interface blocks for shader inputs or + * outputs. + * + * And from GLSL ES 3.0, chapter 4.6.1 The invariant qualifier, page 52. + * + * Only variables output from a shader can be candidates for + * invariance. This includes user-defined output variables and the + * built-in output variables. As only outputs can be declared as + * invariant, an invariant output from one shader stage will + * still match an input of a subsequent stage without the input being + * declared as invariant. + * + * From GLSL ES 1.0, chapter 4.6.1 The invariant qualifier, page 37. + * + * Only the following variables may be declared as invariant: + * * Built-in special variables output from the vertex shader + * * Varying variables output from the vertex shader + * * Built-in special variables input to the fragment shader + * * Varying variables input to the fragment shader + * * Built-in special variables output from the fragment shader. In addition to Matt's comments about the comment... I don't think there's any reason to mention GLSL ES 1.0. There are no interface blocks in GLSL ES 1.0, and this is inside processing an interface block. With this and Matt's suggestions applied, this patch is Reviewed-by: Ian Romanick ian.d.roman...@intel.com OK, I will fix them. Thanks for your review! Sam signature.asc Description: This is a digitally signed message part. ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev
Re: [Mesa-dev] [PATCH] glsl: don't allow invariant qualifiers for interface blocks
On Tue, Dec 9, 2014 at 2:52 AM, Eduardo Lima Mitev el...@igalia.com wrote: From: Samuel Iglesias Gonsalvez sigles...@igalia.com GLSL 1.50 and GLSL 4.40 specs, they both say the same in Interface Blocks section: If no optional qualifier is used in a member-declaration, the qualification of the member includes all in, out, patch, uniform, or buffer as determined by interface-qualifier. If optional qualifiers are used, they can include interpolation qualifiers, auxiliary storage qualifiers, and storage qualifiers and they must declare an input, output, or uniform member consistent with the interface qualifier of the block From GLSL ES 3.0, chapter 4.3.7 Interface Blocks, page 38: GLSL ES 3.0 does not support interface blocks for shader inputs or outputs. and from GLSL ES 3.0, chapter 4.6.1 The invariant qualifier, page 52. Only variables output from a shader can be candidates for invariance. This includes user-defined output variables and the built-in output variables. As only outputs can be declared as invariant, an invariant output from one shader stage will still match an input of a subsequent stage without the input being declared as invariant. From GLSL ES 1.0, chapter 4.6.1 The invariant qualifier, page 37. Only the following variables may be declared as invariant: * Built-in special variables output from the vertex shader * Varying variables output from the vertex shader * Built-in special variables input to the fragment shader * Varying variables input to the fragment shader * Built-in special variables output from the fragment shader. This patch fixes the following dEQP tests: dEQP-GLES3.functional.shaders.declarations.invalid_declarations.invariant_uniform_block_2_vertex dEQP-GLES3.functional.shaders.declarations.invalid_declarations.invariant_uniform_block_2_fragment No piglit regressions. Signed-off-by: Samuel Iglesias Gonsalvez sigles...@igalia.com v2: - Enable this check for GLSL. Signed-off-by: Samuel Iglesias Gonsalvez sigles...@igalia.com --- src/glsl/glsl_parser.yy | 35 +++ 1 file changed, 35 insertions(+) diff --git a/src/glsl/glsl_parser.yy b/src/glsl/glsl_parser.yy index 7fb8c38..9f2a0a3 100644 --- a/src/glsl/glsl_parser.yy +++ b/src/glsl/glsl_parser.yy @@ -2539,6 +2539,41 @@ basic_interface_block: interface block member does not match the interface block); } + /* From GLSL ES 3.0, chapter 4.3.7 Interface Blocks, page 38: + * + * GLSL ES 3.0 does not support interface blocks for shader inputs or + * outputs. + * + * And from GLSL ES 3.0, chapter 4.6.1 The invariant qualifier, page 52. + * + * Only variables output from a shader can be candidates for + * invariance. I'd snip the rest of the quote after this. I don't think it makes the point clearer, and actually just makes it harder to see the important bit. This includes user-defined output variables and the + * built-in output variables. As only outputs can be declared as + * invariant, an invariant output from one shader stage will + * still match an input of a subsequent stage without the input being + * declared as invariant. + * + * From GLSL ES 1.0, chapter 4.6.1 The invariant qualifier, page 37. + * + * Only the following variables may be declared as invariant: + * * Built-in special variables output from the vertex shader + * * Varying variables output from the vertex shader + * * Built-in special variables input to the fragment shader + * * Varying variables input to the fragment shader + * * Built-in special variables output from the fragment shader. + * + * From GLSL 4.40 and GLSL 1.50, section Interface Blocks: + * + * If no optional qualifier is used in a member-declaration, the + * qualification of the member includes all in, out, patch, uniform, + * or buffer as determined by interface-qualifier. I'd snip the quote before this. If optional + * qualifiers are used, they can include interpolation qualifiers, + * auxiliary storage qualifiers, and storage qualifiers and they must + * declare an input, output, or uniform member consistent with the + * interface qualifier of the block + */ + if (qualifier.flags.q.invariant) +_mesa_glsl_error(@1, state, invariant qualifiers cannot be used with interface blocks members); Try to line wrap this. With those comments fixed: Reviewed-by: Matt Turner matts...@gmail.com ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev
[Mesa-dev] [PATCH] glsl: don't allow invariant qualifiers for interface blocks
From: Samuel Iglesias Gonsalvez sigles...@igalia.com GLSL 1.50 and GLSL 4.40 specs, they both say the same in Interface Blocks section: If no optional qualifier is used in a member-declaration, the qualification of the member includes all in, out, patch, uniform, or buffer as determined by interface-qualifier. If optional qualifiers are used, they can include interpolation qualifiers, auxiliary storage qualifiers, and storage qualifiers and they must declare an input, output, or uniform member consistent with the interface qualifier of the block From GLSL ES 3.0, chapter 4.3.7 Interface Blocks, page 38: GLSL ES 3.0 does not support interface blocks for shader inputs or outputs. and from GLSL ES 3.0, chapter 4.6.1 The invariant qualifier, page 52. Only variables output from a shader can be candidates for invariance. This includes user-defined output variables and the built-in output variables. As only outputs can be declared as invariant, an invariant output from one shader stage will still match an input of a subsequent stage without the input being declared as invariant. From GLSL ES 1.0, chapter 4.6.1 The invariant qualifier, page 37. Only the following variables may be declared as invariant: * Built-in special variables output from the vertex shader * Varying variables output from the vertex shader * Built-in special variables input to the fragment shader * Varying variables input to the fragment shader * Built-in special variables output from the fragment shader. This patch fixes the following dEQP tests: dEQP-GLES3.functional.shaders.declarations.invalid_declarations.invariant_uniform_block_2_vertex dEQP-GLES3.functional.shaders.declarations.invalid_declarations.invariant_uniform_block_2_fragment No piglit regressions. Signed-off-by: Samuel Iglesias Gonsalvez sigles...@igalia.com v2: - Enable this check for GLSL. Signed-off-by: Samuel Iglesias Gonsalvez sigles...@igalia.com --- src/glsl/glsl_parser.yy | 35 +++ 1 file changed, 35 insertions(+) diff --git a/src/glsl/glsl_parser.yy b/src/glsl/glsl_parser.yy index 7fb8c38..9f2a0a3 100644 --- a/src/glsl/glsl_parser.yy +++ b/src/glsl/glsl_parser.yy @@ -2539,6 +2539,41 @@ basic_interface_block: interface block member does not match the interface block); } + /* From GLSL ES 3.0, chapter 4.3.7 Interface Blocks, page 38: + * + * GLSL ES 3.0 does not support interface blocks for shader inputs or + * outputs. + * + * And from GLSL ES 3.0, chapter 4.6.1 The invariant qualifier, page 52. + * + * Only variables output from a shader can be candidates for + * invariance. This includes user-defined output variables and the + * built-in output variables. As only outputs can be declared as + * invariant, an invariant output from one shader stage will + * still match an input of a subsequent stage without the input being + * declared as invariant. + * + * From GLSL ES 1.0, chapter 4.6.1 The invariant qualifier, page 37. + * + * Only the following variables may be declared as invariant: + * * Built-in special variables output from the vertex shader + * * Varying variables output from the vertex shader + * * Built-in special variables input to the fragment shader + * * Varying variables input to the fragment shader + * * Built-in special variables output from the fragment shader. + * + * From GLSL 4.40 and GLSL 1.50, section Interface Blocks: + * + * If no optional qualifier is used in a member-declaration, the + * qualification of the member includes all in, out, patch, uniform, + * or buffer as determined by interface-qualifier. If optional + * qualifiers are used, they can include interpolation qualifiers, + * auxiliary storage qualifiers, and storage qualifiers and they must + * declare an input, output, or uniform member consistent with the + * interface qualifier of the block + */ + if (qualifier.flags.q.invariant) +_mesa_glsl_error(@1, state, invariant qualifiers cannot be used with interface blocks members); } $$ = block; -- 2.1.3 ___ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev