Besides two cases in bug 98138, there are another two, tracked separately first. dEQP-GLES31.functional.shaders.linkage.uniform.block.layout_qualifier_mismatch_3.qpa: <Result StatusCode="Fail">expected linking to fail, but passed.</Result> dEQP-GLES31.functional.shaders.linkage.io_block.missing_output_block.qpa: <Result StatusCode="Fail">expected linking to fail, but passed.</Result> Mesa git top commit: 389d6dedbe75defe07216ad761569a9b94f44e58 dEQP git top commit: ca988480be945772473f9256b6ae91fa6aa62bd1 Reproduced on HSW and SKL
These seem to be two different issues so I think it is probably best to create two different bug reports. I have sent a patch for review that fixes the first one: https://lists.freedesktop.org/archives/mesa-dev/2016-October/132896.html
(In reply to Iago Toral from comment #1) > These seem to be two different issues so I think it is probably best to > create two different bug reports. > > I have sent a patch for review that fixes the first one: > https://lists.freedesktop.org/archives/mesa-dev/2016-October/132896.html This patch is now in master: commit 537dce06ec8e0fa4becd42d5e4b3d07cf722387f Author: Iago Toral Quiroga <itoral@igalia.com> Date: Fri Oct 21 13:15:41 2016 +0200 glsl: add matrix layout information to interface block types So far we have been checking that interface block definitions had matching matrix layouts by comparing the definitions of their fields, however, this does not cover the case where the interface blocks are defined with mismatching matrix layouts but don't define any field with a matrix type. In this case Mesa will not fail to link because none of the fields will inherit the mismatching layout qualifier. This patch fixes the problem in the same way we fixed it for packing layout information: we add the the layout information to the interface type and then we check it matches during the uniform block linking process. v2: Fix unit tests so they pass the new parameter to glsl_type::get_interface_instance() Fixes: dEQP-GLES31.functional.shaders.linkage.uniform.block.layout_qualifier_mismatch_3 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98245 Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com> (v1)
I have just sent another patch that fixes the second case: https://lists.freedesktop.org/archives/mesa-dev/2016-November/134315.html
(In reply to Iago Toral from comment #3) > I have just sent another patch that fixes the second case: > https://lists.freedesktop.org/archives/mesa-dev/2016-November/134315.html This should now be fixed with: commit 89334175658ffc4bae2e2b4f3efa9ea3a21cfa93 Author: Iago Toral Quiroga <itoral@igalia.com> Date: Fri Nov 4 13:37:58 2016 +0100 glsl: validate output blocks against input blocks 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: Nicolai Hähnle <nicolai.haehnle@amd.com>
Use of freedesktop.org services, including Bugzilla, is subject to our Code of Conduct. How we collect and use information is described in our Privacy Policy.