diff options
author | Paul Berry <[email protected]> | 2013-08-12 06:39:23 -0700 |
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committer | Paul Berry <[email protected]> | 2013-08-13 20:02:54 -0700 |
commit | 336351e971d6232bbed11d9812ebf05341b6aa36 (patch) | |
tree | 8122c301e5de036fcc8f9c142e2413e3975ebb45 | |
parent | 3b837e637efcb64bdd1db1f1281b0e321524788d (diff) |
glsl/ast: Check that geometry shader interface block inputs are arrays.
Reviewed-by: Kenneth Graunke <[email protected]>
-rw-r--r-- | src/glsl/ast_to_hir.cpp | 13 |
1 files changed, 13 insertions, 0 deletions
diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp index 49804b751e8..3610014a00c 100644 --- a/src/glsl/ast_to_hir.cpp +++ b/src/glsl/ast_to_hir.cpp @@ -4528,6 +4528,19 @@ ast_interface_block::hir(exec_list *instructions, */ assert(declared_variables.is_empty()); + /* From section 4.3.4 (Inputs) of the GLSL 1.50 spec: + * + * Geometry shader input variables get the per-vertex values written + * out by vertex shader output variables of the same names. Since a + * geometry shader operates on a set of vertices, each input varying + * variable (or input block, see interface blocks below) needs to be + * declared as an array. + */ + if (state->target == geometry_shader && !this->is_array && + var_mode == ir_var_shader_in) { + _mesa_glsl_error(&loc, state, "geometry shader inputs must be arrays"); + } + /* Page 39 (page 45 of the PDF) of section 4.3.7 in the GLSL ES 3.00 spec * says: * |