glsl: Only allow invariant on shader in/out between stages.
Previously this was special-cased for VS and FS; it never got updated when geometry shaders came along. Generalize using is_varying_var() so this won't be broken again with tessellation. Note that there are two copies of the logic for `invariant`: It can be present as part of a new declaration, and also as a redeclaration of an existing variable or block member. Fixes the four new piglits: spec/glsl-1.50/compiler/invariant-qualifier-*.geom Note for stable: This won't quite pick cleanly due to whitespace and state->target -> state->stage renames. Should be straightforward adjustments though. Cc: "10.0 10.1" <mesa-stable@lists.freedesktop.org> Signed-off-by: Chris Forbes <chrisf@ijw.co.nz> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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+8
-23
@@ -3065,16 +3065,10 @@ ast_declarator_list::hir(exec_list *instructions,
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_mesa_glsl_error(& loc, state,
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"undeclared variable `%s' cannot be marked "
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"invariant", decl->identifier);
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} else if ((state->stage == MESA_SHADER_VERTEX)
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&& (earlier->data.mode != ir_var_shader_out)) {
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_mesa_glsl_error(& loc, state,
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"`%s' cannot be marked invariant, vertex shader "
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"outputs only", decl->identifier);
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} else if ((state->stage == MESA_SHADER_FRAGMENT)
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&& (earlier->data.mode != ir_var_shader_in)) {
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_mesa_glsl_error(& loc, state,
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"`%s' cannot be marked invariant, fragment shader "
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"inputs only", decl->identifier);
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} else if (!is_varying_var(earlier, state->stage)) {
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_mesa_glsl_error(&loc, state,
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"`%s' cannot be marked invariant; interfaces between "
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"shader stages only.", decl->identifier);
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} else if (earlier->data.used) {
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_mesa_glsl_error(& loc, state,
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"variable `%s' may not be redeclared "
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@@ -3250,19 +3244,10 @@ ast_declarator_list::hir(exec_list *instructions,
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& loc, false);
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if (this->type->qualifier.flags.q.invariant) {
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if ((state->stage == MESA_SHADER_VERTEX) &&
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var->data.mode != ir_var_shader_out) {
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_mesa_glsl_error(& loc, state,
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"`%s' cannot be marked invariant, vertex shader "
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"outputs only", var->name);
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} else if ((state->stage == MESA_SHADER_FRAGMENT) &&
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var->data.mode != ir_var_shader_in) {
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/* FINISHME: Note that this doesn't work for invariant on
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* a function signature inval
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*/
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_mesa_glsl_error(& loc, state,
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"`%s' cannot be marked invariant, fragment shader "
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"inputs only", var->name);
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if (!is_varying_var(var, state->stage)) {
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_mesa_glsl_error(&loc, state,
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"`%s' cannot be marked invariant; interfaces between "
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"shader stages only", var->name);
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}
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}
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