diff options
Diffstat (limited to 'src/glsl')
-rw-r--r-- | src/glsl/ast_to_hir.cpp | 48 |
1 files changed, 32 insertions, 16 deletions
diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp index 2ff44ada777..92065f5b730 100644 --- a/src/glsl/ast_to_hir.cpp +++ b/src/glsl/ast_to_hir.cpp @@ -2821,30 +2821,46 @@ ast_declarator_list::hir(exec_list *instructions, } } - /* Integer vertex outputs must be qualified with 'flat'. + /* Integer fragment inputs must be qualified with 'flat'. In GLSL ES, + * so must integer vertex outputs. * - * From section 4.3.6 of the GLSL 1.30 spec: - * "If a vertex output is a signed or unsigned integer or integer - * vector, then it must be qualified with the interpolation qualifier + * From section 4.3.4 ("Inputs") of the GLSL 1.50 spec: + * "Fragment shader inputs that are signed or unsigned integers or + * integer vectors must be qualified with the interpolation qualifier * flat." * - * From section 4.3.4 of the GLSL 3.00 ES spec: + * From section 4.3.4 ("Input Variables") of the GLSL 3.00 ES spec: * "Fragment shader inputs that are, or contain, signed or unsigned * integers or integer vectors must be qualified with the * interpolation qualifier flat." * - * Since vertex outputs and fragment inputs must have matching - * qualifiers, these two requirements are equivalent. + * From section 4.3.6 ("Output Variables") of the GLSL 3.00 ES spec: + * "Vertex shader outputs that are, or contain, signed or unsigned + * integers or integer vectors must be qualified with the + * interpolation qualifier flat." + * + * Note that prior to GLSL 1.50, this requirement applied to vertex + * outputs rather than fragment inputs. That creates problems in the + * presence of geometry shaders, so we adopt the GLSL 1.50 rule for all + * desktop GL shaders. For GLSL ES shaders, we follow the spec and + * apply the restriction to both vertex outputs and fragment inputs. + * + * Note also that the desktop GLSL specs are missing the text "or + * contain"; this is presumably an oversight, since there is no + * reasonable way to interpolate a fragment shader input that contains + * an integer. */ - if (state->is_version(130, 300) - && state->target == vertex_shader - && state->current_function == NULL - && var->type->contains_integer() - && var->mode == ir_var_shader_out - && var->interpolation != INTERP_QUALIFIER_FLAT) { - - _mesa_glsl_error(&loc, state, "If a vertex output is (or contains) " - "an integer, then it must be qualified with 'flat'"); + if (state->is_version(130, 300) && + var->type->contains_integer() && + var->interpolation != INTERP_QUALIFIER_FLAT && + ((state->target == fragment_shader && var->mode == ir_var_shader_in) + || (state->target == vertex_shader && var->mode == ir_var_shader_out + && state->es_shader))) { + const char *var_type = (state->target == vertex_shader) ? + "vertex output" : "fragment input"; + _mesa_glsl_error(&loc, state, "If a %s is (or contains) " + "an integer, then it must be qualified with 'flat'", + var_type); } |