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authorTimothy Arceri <[email protected]>2015-06-12 16:03:56 +1000
committerTimothy Arceri <[email protected]>2015-06-13 08:31:15 +1000
commit94d669b0d2f56d58a494a40f9e8acdef01306496 (patch)
tree50f8c7a9dc86dd0d0f3abf036d72c5afbe0cb679
parent3d78bdea3155ff3f19a782e0eb3a55612bfd8dd0 (diff)
glsl: enforce fragment shader input restrictions in GLSL ES 3.10
Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
-rw-r--r--src/glsl/ast_to_hir.cpp45
1 files changed, 45 insertions, 0 deletions
diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
index ec25e19dee6..1c2c7b56efa 100644
--- a/src/glsl/ast_to_hir.cpp
+++ b/src/glsl/ast_to_hir.cpp
@@ -3607,6 +3607,51 @@ ast_declarator_list::hir(exec_list *instructions,
}
handle_geometry_shader_input_decl(state, loc, var);
+ } else if (state->stage == MESA_SHADER_FRAGMENT) {
+ /* From section 4.3.4 (Input Variables) of the GLSL ES 3.10 spec:
+ *
+ * It is a compile-time error to declare a fragment shader
+ * input 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
+ */
+ if (state->es_shader) {
+ const glsl_type *check_type = var->type->without_array();
+ if (check_type->is_boolean() ||
+ check_type->contains_opaque()) {
+ _mesa_glsl_error(&loc, state,
+ "fragment shader input cannot have type %s",
+ check_type->name);
+ }
+ 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 (var->type->is_array() &&
+ var->type->fields.array->is_record()) {
+ _mesa_glsl_error(&loc, state,
+ "fragment shader input "
+ "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,
+ "fragement shader input cannot have "
+ "a struct that contains an "
+ "array or struct");
+ }
+ }
+ }
}
} else if (var->data.mode == ir_var_shader_out) {
const glsl_type *check_type = var->type->without_array();