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-rw-r--r--src/glsl/glsl_parser.yy87
1 files changed, 27 insertions, 60 deletions
diff --git a/src/glsl/glsl_parser.yy b/src/glsl/glsl_parser.yy
index b4a1652a14c..5a8f98019d1 100644
--- a/src/glsl/glsl_parser.yy
+++ b/src/glsl/glsl_parser.yy
@@ -298,7 +298,6 @@ static bool match_layout_qualifier(const char *s1, const char *s2,
%type <node> conditionopt
%type <node> for_init_statement
%type <for_rest_statement> for_rest_statement
-%type <n> integer_constant
%type <node> layout_defaults
%right THEN ELSE
@@ -1152,11 +1151,6 @@ layout_qualifier_id_list:
}
;
-integer_constant:
- INTCONSTANT { $$ = $1; }
- | UINTCONSTANT { $$ = $1; }
- ;
-
layout_qualifier_id:
any_identifier
{
@@ -1453,9 +1447,18 @@ layout_qualifier_id:
YYERROR;
}
}
- | any_identifier '=' integer_constant
+ | any_identifier '=' constant_expression
{
memset(& $$, 0, sizeof($$));
+ void *ctx = state;
+
+ if ($3->oper != ast_int_constant &&
+ $3->oper != ast_uint_constant &&
+ !state->has_enhanced_layouts()) {
+ _mesa_glsl_error(& @1, state,
+ "compile-time constant expressions require "
+ "GLSL 4.40 or ARB_enhanced_layouts");
+ }
if (match_layout_qualifier("location", $1, state) == 0) {
$$.flags.q.explicit_location = 1;
@@ -1495,18 +1498,11 @@ layout_qualifier_id:
if (match_layout_qualifier("max_vertices", $1, state) == 0) {
$$.flags.q.max_vertices = 1;
-
- if ($3 < 0) {
+ $$.max_vertices = new(ctx) ast_layout_expression(@1, $3);
+ if (!state->is_version(150, 0)) {
_mesa_glsl_error(& @3, state,
- "invalid max_vertices %d specified", $3);
- YYERROR;
- } else {
- $$.max_vertices = $3;
- if (!state->is_version(150, 0)) {
- _mesa_glsl_error(& @3, state,
- "#version 150 max_vertices qualifier "
- "specified", $3);
- }
+ "#version 150 max_vertices qualifier "
+ "specified", $3);
}
}
@@ -1527,12 +1523,7 @@ layout_qualifier_id:
for (int i = 0; i < 3; i++) {
if (match_layout_qualifier(local_size_qualifiers[i], $1,
state) == 0) {
- if ($3 <= 0) {
- _mesa_glsl_error(& @3, state,
- "invalid %s of %d specified",
- local_size_qualifiers[i], $3);
- YYERROR;
- } else if (!state->has_compute_shader()) {
+ if (!state->has_compute_shader()) {
_mesa_glsl_error(& @3, state,
"%s qualifier requires GLSL 4.30 or "
"GLSL ES 3.10 or ARB_compute_shader",
@@ -1540,7 +1531,7 @@ layout_qualifier_id:
YYERROR;
} else {
$$.flags.q.local_size |= (1 << i);
- $$.local_size[i] = $3;
+ $$.local_size[i] = new(ctx) ast_layout_expression(@1, $3);
}
break;
}
@@ -1548,48 +1539,24 @@ layout_qualifier_id:
if (match_layout_qualifier("invocations", $1, state) == 0) {
$$.flags.q.invocations = 1;
-
- if ($3 <= 0) {
- _mesa_glsl_error(& @3, state,
- "invalid invocations %d specified", $3);
- YYERROR;
- } else if ($3 > MAX_GEOMETRY_SHADER_INVOCATIONS) {
+ $$.invocations = new(ctx) ast_layout_expression(@1, $3);
+ if (!state->is_version(400, 0) &&
+ !state->ARB_gpu_shader5_enable) {
_mesa_glsl_error(& @3, state,
- "invocations (%d) exceeds "
- "GL_MAX_GEOMETRY_SHADER_INVOCATIONS", $3);
- YYERROR;
- } else {
- $$.invocations = $3;
- if (!state->is_version(400, 0) &&
- !state->ARB_gpu_shader5_enable) {
- _mesa_glsl_error(& @3, state,
- "GL_ARB_gpu_shader5 invocations "
- "qualifier specified", $3);
- }
+ "GL_ARB_gpu_shader5 invocations "
+ "qualifier specified", $3);
}
}
/* Layout qualifiers for tessellation control shaders. */
if (match_layout_qualifier("vertices", $1, state) == 0) {
$$.flags.q.vertices = 1;
-
- if ($3 <= 0) {
- _mesa_glsl_error(& @3, state,
- "invalid vertices (%d) specified", $3);
- YYERROR;
- } else if ($3 > (int)state->Const.MaxPatchVertices) {
- _mesa_glsl_error(& @3, state,
- "vertices (%d) exceeds "
- "GL_MAX_PATCH_VERTICES", $3);
- YYERROR;
- } else {
- $$.vertices = $3;
- if (!state->ARB_tessellation_shader_enable &&
- !state->is_version(400, 0)) {
- _mesa_glsl_error(& @1, state,
- "vertices qualifier requires GLSL 4.00 or "
- "ARB_tessellation_shader");
- }
+ $$.vertices = new(ctx) ast_layout_expression(@1, $3);
+ if (!state->ARB_tessellation_shader_enable &&
+ !state->is_version(400, 0)) {
+ _mesa_glsl_error(& @1, state,
+ "vertices qualifier requires GLSL 4.00 or "
+ "ARB_tessellation_shader");
}
}