diff options
-rw-r--r-- | src/compiler/glsl/ast_to_hir.cpp | 20 |
1 files changed, 20 insertions, 0 deletions
diff --git a/src/compiler/glsl/ast_to_hir.cpp b/src/compiler/glsl/ast_to_hir.cpp index 5ee7d9aaab3..7968b5def2c 100644 --- a/src/compiler/glsl/ast_to_hir.cpp +++ b/src/compiler/glsl/ast_to_hir.cpp @@ -4000,6 +4000,21 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual, * Similar text exists in the GLSL ES 3.00 spec, except that the GLSL ES * 3.00 spec allows structs as well. Varying structs are also allowed * in GLSL 1.50. + * + * From section 4.3.4 of the ARB_bindless_texture spec: + * + * "(modify third paragraph of the section to allow sampler and image + * types) ... Vertex shader inputs can only be float, + * single-precision floating-point scalars, single-precision + * floating-point vectors, matrices, signed and unsigned integers + * and integer vectors, sampler and image types." + * + * From section 4.3.6 of the ARB_bindless_texture spec: + * + * "Output variables can only be floating-point scalars, + * floating-point vectors, matrices, signed or unsigned integers or + * integer vectors, sampler or image types, or arrays or structures + * of any these." */ switch (var->type->without_array()->base_type) { case GLSL_TYPE_FLOAT: @@ -4023,6 +4038,11 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual, case GLSL_TYPE_UINT64: case GLSL_TYPE_INT64: break; + case GLSL_TYPE_SAMPLER: + case GLSL_TYPE_IMAGE: + if (state->has_bindless()) + break; + /* fallthrough */ default: _mesa_glsl_error(loc, state, "illegal type for a varying variable"); break; |