Reject shaders using attribute aliasing.
The current code rejects any shaders that use more than the caps
allow, but a bug would crash us before the check. We don't support
aliasing in shaders that use a lot of uniforms because this
causes problems with the D3D back-end, currently. This changes the
crash in the dEQP aliasing tests to a link error.
See dEQP-GLES2.functional.attribute_location.bind_aliasing.*
BUG=angleproject:901
Change-Id: I6906d3345abe9f89cfa0aa6cec4be26b5b2851d0
Reviewed-on: https://chromium-review.googlesource.com/266928
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Brandon Jones <bajones@chromium.org>
diff --git a/src/libANGLE/renderer/ProgramImpl.h b/src/libANGLE/renderer/ProgramImpl.h
index b26c604..f837930 100644
--- a/src/libANGLE/renderer/ProgramImpl.h
+++ b/src/libANGLE/renderer/ProgramImpl.h
@@ -102,14 +102,13 @@
const std::vector<gl::VariableLocation> &getUniformIndices() const { return mUniformIndex; }
const std::vector<gl::UniformBlock*> &getUniformBlocks() const { return mUniformBlocks; }
const std::vector<gl::LinkedVarying> &getTransformFeedbackLinkedVaryings() const { return mTransformFeedbackLinkedVaryings; }
- const sh::Attribute *getShaderAttributes() const { return mShaderAttributes; }
+ const std::vector<sh::Attribute> getShaderAttributes() { return mShaderAttributes; }
const SemanticIndexArray &getSemanticIndexes() const { return mSemanticIndex; }
std::vector<gl::LinkedUniform*> &getUniforms() { return mUniforms; }
std::vector<gl::VariableLocation> &getUniformIndices() { return mUniformIndex; }
std::vector<gl::UniformBlock*> &getUniformBlocks() { return mUniformBlocks; }
std::vector<gl::LinkedVarying> &getTransformFeedbackLinkedVaryings() { return mTransformFeedbackLinkedVaryings; }
- sh::Attribute *getShaderAttributes() { return mShaderAttributes; }
SemanticIndexArray &getSemanticIndexes() { return mSemanticIndex; }
gl::LinkedUniform *getUniformByLocation(GLint location) const;
@@ -120,6 +119,9 @@
GLuint getUniformIndex(const std::string &name) const;
GLuint getUniformBlockIndex(const std::string &name) const;
+ void setShaderAttribute(size_t index, const sh::Attribute &attrib);
+ void setShaderAttribute(size_t index, GLenum type, GLenum precision, const std::string &name, GLint size, int location);
+
virtual void reset();
protected:
@@ -129,7 +131,9 @@
std::vector<gl::LinkedVarying> mTransformFeedbackLinkedVaryings;
SemanticIndexArray mSemanticIndex;
- sh::Attribute mShaderAttributes[gl::MAX_VERTEX_ATTRIBS];
+
+ private:
+ std::vector<sh::Attribute> mShaderAttributes;
};
}