glsl: check if any of the named builtins are available first
_mesa_glsl_has_builtin_function is used to determine whether any variant of a builtin are available, for the purpose of enforcing the GLSL ES 3.00+ rule that overloads or overrides of builtins are disallowed. However the builtin_builder contains information on all builtins, irrespective of parse state, or versions, or extension enablement. As a result we would say that a builtin existed even if it was not actually available. To resolve this, first check if at least one signature is available for a builtin before returning true. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101666 Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Cc: mesa-stable@lists.freedesktop.org Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com> Acked-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@ -5916,7 +5916,7 @@ ast_function::hir(exec_list *instructions,
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/* Local shader has no exact candidates; check the built-ins. */
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_mesa_glsl_initialize_builtin_functions();
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if (state->language_version >= 300 &&
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_mesa_glsl_has_builtin_function(name)) {
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_mesa_glsl_has_builtin_function(state, name)) {
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YYLTYPE loc = this->get_location();
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_mesa_glsl_error(& loc, state,
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"A shader cannot redefine or overload built-in "
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@ -6227,14 +6227,23 @@ _mesa_glsl_find_builtin_function(_mesa_glsl_parse_state *state,
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}
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bool
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_mesa_glsl_has_builtin_function(const char *name)
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_mesa_glsl_has_builtin_function(_mesa_glsl_parse_state *state, const char *name)
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{
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ir_function *f;
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bool ret = false;
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mtx_lock(&builtins_lock);
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f = builtins.shader->symbols->get_function(name);
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if (f != NULL) {
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foreach_in_list(ir_function_signature, sig, &f->signatures) {
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if (sig->is_builtin_available(state)) {
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ret = true;
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break;
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}
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}
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}
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mtx_unlock(&builtins_lock);
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return f != NULL;
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return ret;
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}
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gl_shader *
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@ -32,7 +32,8 @@ _mesa_glsl_find_builtin_function(_mesa_glsl_parse_state *state,
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const char *name, exec_list *actual_parameters);
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extern bool
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_mesa_glsl_has_builtin_function(const char *name);
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_mesa_glsl_has_builtin_function(_mesa_glsl_parse_state *state,
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const char *name);
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extern gl_shader *
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_mesa_glsl_get_builtin_function_shader(void);
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