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authorTimothy Arceri <[email protected]>2015-06-10 18:46:22 +1000
committerTimothy Arceri <[email protected]>2015-06-13 08:31:09 +1000
commit3d78bdea3155ff3f19a782e0eb3a55612bfd8dd0 (patch)
treec18ec29e70253e453ca728b78ab74b8373964dc4
parentf0e772392f1c61df6e3f253dc236eb9737fb6146 (diff)
glsl: enforce output variable rules for GLSL ES 3.10
Some rules are already applied this just adds the missing ones. Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
-rw-r--r--src/glsl/ast_to_hir.cpp49
1 files changed, 49 insertions, 0 deletions
diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
index aab0c290c07..ec25e19dee6 100644
--- a/src/glsl/ast_to_hir.cpp
+++ b/src/glsl/ast_to_hir.cpp
@@ -3653,6 +3653,55 @@ ast_declarator_list::hir(exec_list *instructions,
"type %s", check_type->name);
}
}
+
+ /* From section 4.3.6 (Output Variables) of the GLSL ES 3.10 spec:
+ *
+ * It is a compile-time error to declare a vertex shader output
+ * with, or that contains, any of the following types:
+ *
+ * * A boolean type
+ * * An opaque type
+ * * An array of arrays
+ * * An array of structures
+ * * A structure containing an array
+ * * A structure containing a structure
+ *
+ * It is a compile-time error to declare a fragment shader output
+ * with, or that contains, any of the following types:
+ *
+ * * A boolean type
+ * * An opaque type
+ * * A matrix
+ * * A structure
+ * * An array of array
+ */
+ if (state->es_shader) {
+ if (var->type->is_array() &&
+ var->type->fields.array->is_array()) {
+ _mesa_glsl_error(&loc, state,
+ "%s shader output "
+ "cannot have an array of arrays",
+ _mesa_shader_stage_to_string(state->stage));
+ }
+ if (state->stage == MESA_SHADER_VERTEX) {
+ if (var->type->is_array() &&
+ var->type->fields.array->is_record()) {
+ _mesa_glsl_error(&loc, state,
+ "vertex shader output "
+ "cannot have an array of structs");
+ }
+ if (var->type->is_record()) {
+ for (unsigned i = 0; i < var->type->length; i++) {
+ if (var->type->fields.structure[i].type->is_array() ||
+ var->type->fields.structure[i].type->is_record())
+ _mesa_glsl_error(&loc, state,
+ "vertex shader output cannot have a "
+ "struct that contains an "
+ "array or struct");
+ }
+ }
+ }
+ }
}
/* Integer fragment inputs must be qualified with 'flat'. In GLSL ES,