diff options
author | Ian Romanick <[email protected]> | 2010-07-01 20:39:08 -0700 |
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committer | Ian Romanick <[email protected]> | 2010-07-01 20:39:08 -0700 |
commit | 6f0823da09384cc1b557385b9e19a9cc7e901ad7 (patch) | |
tree | 7e1d03ad34015d45ab095feb715ebde65c45c3fa /src/glsl/ast_to_hir.cpp | |
parent | 3832706f81d7f5310882eda6d7ef0c3e39593b18 (diff) |
glsl2: Support AST-to-IR translation of invariant keyword
Diffstat (limited to 'src/glsl/ast_to_hir.cpp')
-rw-r--r-- | src/glsl/ast_to_hir.cpp | 84 |
1 files changed, 70 insertions, 14 deletions
diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp index 3a7fcf16c52..3bd0bd65913 100644 --- a/src/glsl/ast_to_hir.cpp +++ b/src/glsl/ast_to_hir.cpp @@ -1550,29 +1550,73 @@ ast_declarator_list::hir(exec_list *instructions, ir_rvalue *result = NULL; YYLTYPE loc = this->get_location(); + /* From page 46 (page 52 of the PDF) of the GLSL 1.50 spec: + * + * "To ensure that a particular output variable is invariant, it is + * necessary to use the invariant qualifier. It can either be used to + * qualify a previously declared variable as being invariant + * + * invariant gl_Position; // make existing gl_Position be invariant" + * + * In these cases the parser will set the 'invariant' flag in the declarator + * list, and the type will be NULL. + */ + if (this->invariant) { + assert(this->type == NULL); + + if (state->current_function != NULL) { + _mesa_glsl_error(& loc, state, + "All uses of `invariant' keyword must be at global " + "scope\n"); + } + + foreach_list_typed (ast_declaration, decl, link, &this->declarations) { + assert(!decl->is_array); + assert(decl->array_size == NULL); + assert(decl->initializer == NULL); + + ir_variable *const earlier = + state->symbols->get_variable(decl->identifier); + if (earlier == NULL) { + _mesa_glsl_error(& loc, state, + "Undeclared variable `%s' cannot be marked " + "invariant\n", decl->identifier); + } else if ((state->target == vertex_shader) + && (earlier->mode != ir_var_out)) { + _mesa_glsl_error(& loc, state, + "`%s' cannot be marked invariant, vertex shader " + "outputs only\n", decl->identifier); + } else if ((state->target == fragment_shader) + && (earlier->mode != ir_var_in)) { + _mesa_glsl_error(& loc, state, + "`%s' cannot be marked invariant, fragment shader " + "inputs only\n", decl->identifier); + } else { + earlier->invariant = true; + } + } + + /* Invariant redeclarations do not have r-values. + */ + return NULL; + } + + assert(this->type != NULL); + assert(!this->invariant); + /* The type specifier may contain a structure definition. Process that * before any of the variable declarations. */ (void) this->type->specifier->hir(instructions, state); - /* FINISHME: Handle vertex shader "invariant" declarations that do not - * FINISHME: include a type. These re-declare built-in variables to be - * FINISHME: invariant. - */ - decl_type = this->type->specifier->glsl_type(& type_name, state); if (this->declarations.is_empty()) { - /* There are only two valid cases where the declaration list can be - * empty. - * - * 1. The declaration is setting the default precision of a built-in - * type (e.g., 'precision highp vec4;'). - * - * 2. Adding 'invariant' to an existing vertex shader output. + /* The only valid case where the declaration list can be empty is when + * the declaration is setting the default precision of a built-in type + * (e.g., 'precision highp vec4;'). */ - if (this->type->qualifier.invariant) { - } else if (decl_type != NULL) { + if (decl_type != NULL) { } else { _mesa_glsl_error(& loc, state, "incomplete declaration"); } @@ -1636,6 +1680,18 @@ ast_declarator_list::hir(exec_list *instructions, apply_type_qualifier_to_variable(& this->type->qualifier, var, state, & loc); + if (this->type->qualifier.invariant) { + if ((state->target == vertex_shader) && !var->shader_out) { + _mesa_glsl_error(& loc, state, + "`%s' cannot be marked invariant, vertex shader " + "outputs only\n", var->name); + } else if ((state->target == fragment_shader) && !var->shader_in) { + _mesa_glsl_error(& loc, state, + "`%s' cannot be marked invariant, fragment shader " + "inputs only\n", var->name); + } + } + if (state->current_function != NULL) { const char *mode = NULL; const char *extra = ""; |