glsl: Structures must have same name to be considered same type.

According to GLSL(4.2) and GLSL-ES (1.0, 3.0) spec, Structures must
have the same name to be considered same type. We currently ignore
the name check while checking if two records are same. This patch
fixes this.

Patch fixes failing tests in WebGL conformance test
'shaders-with-uniform-structs' when running Chrome on OpenGL ES.

v2: Do not force name comparison with unnamed types (Tapani)
v3: Cleanups (Matt)

Signed-off-by: Kalyan Kondapally <kalyan.kondapally@intel.com>
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83934
This commit is contained in:
Kalyan Kondapally 2014-09-22 15:11:29 +03:00 committed by Tapani Pälli
parent 1cb81d3a9b
commit e018ea81bf
2 changed files with 22 additions and 0 deletions

View File

@ -490,6 +490,20 @@ glsl_type::record_compare(const glsl_type *b) const
if (this->interface_packing != b->interface_packing)
return false;
/* From the GLSL 4.20 specification (Sec 4.2):
*
* "Structures must have the same name, sequence of type names, and
* type definitions, and field names to be considered the same type."
*
* GLSL ES behaves the same (Ver 1.00 Sec 4.2.4, Ver 3.00 Sec 4.2.5).
*
* Note that we cannot force type name check when comparing unnamed
* structure types, these have a unique name assigned during parsing.
*/
if (!this->is_anonymous() && !b->is_anonymous())
if (strcmp(this->name, b->name) != 0)
return false;
for (unsigned i = 0; i < this->length; i++) {
if (this->fields.structure[i].type != b->fields.structure[i].type)
return false;

View File

@ -488,6 +488,14 @@ struct glsl_type {
return base_type == GLSL_TYPE_ERROR;
}
/**
* Query if a type is unnamed/anonymous (named by the parser)
*/
bool is_anonymous() const
{
return !strncmp(name, "#anon", 5);
}
/**
* Get the type stripped of any arrays
*