+ /* Validate qualifiers:
+ *
+ * - Layout Qualifiers as per the table in Section 4.4
+ * ("Layout Qualifiers") of the GLSL 4.50 spec.
+ *
+ * - Memory Qualifiers as per Section 4.10 ("Memory Qualifiers") of the
+ * GLSL 4.50 spec:
+ *
+ * "Additionally, memory qualifiers may also be used in the declaration
+ * of shader storage blocks"
+ *
+ * Note the table in Section 4.4 says std430 is allowed on both uniform and
+ * buffer blocks however Section 4.4.5 (Uniform and Shader Storage Block
+ * Layout Qualifiers) of the GLSL 4.50 spec says:
+ *
+ * "The std430 qualifier is supported only for shader storage blocks;
+ * using std430 on a uniform block will result in a compile-time error."
+ */
+ ast_type_qualifier allowed_blk_qualifiers;
+ allowed_blk_qualifiers.flags.i = 0;
+ if (this->layout.flags.q.buffer || this->layout.flags.q.uniform) {
+ allowed_blk_qualifiers.flags.q.shared = 1;
+ allowed_blk_qualifiers.flags.q.packed = 1;
+ allowed_blk_qualifiers.flags.q.std140 = 1;
+ allowed_blk_qualifiers.flags.q.row_major = 1;
+ allowed_blk_qualifiers.flags.q.column_major = 1;
+ allowed_blk_qualifiers.flags.q.explicit_align = 1;
+ allowed_blk_qualifiers.flags.q.explicit_binding = 1;
+ if (this->layout.flags.q.buffer) {
+ allowed_blk_qualifiers.flags.q.buffer = 1;
+ allowed_blk_qualifiers.flags.q.std430 = 1;
+ allowed_blk_qualifiers.flags.q.coherent = 1;
+ allowed_blk_qualifiers.flags.q._volatile = 1;
+ allowed_blk_qualifiers.flags.q.restrict_flag = 1;
+ allowed_blk_qualifiers.flags.q.read_only = 1;
+ allowed_blk_qualifiers.flags.q.write_only = 1;
+ } else {
+ allowed_blk_qualifiers.flags.q.uniform = 1;
+ }
+ } else {
+ /* Interface block */
+ assert(this->layout.flags.q.in || this->layout.flags.q.out);
+
+ allowed_blk_qualifiers.flags.q.explicit_location = 1;
+ if (this->layout.flags.q.out) {
+ allowed_blk_qualifiers.flags.q.out = 1;
+ if (state->stage == MESA_SHADER_GEOMETRY ||
+ state->stage == MESA_SHADER_TESS_CTRL ||
+ state->stage == MESA_SHADER_TESS_EVAL ||
+ state->stage == MESA_SHADER_VERTEX ) {
+ allowed_blk_qualifiers.flags.q.explicit_xfb_offset = 1;
+ allowed_blk_qualifiers.flags.q.explicit_xfb_buffer = 1;
+ allowed_blk_qualifiers.flags.q.xfb_buffer = 1;
+ allowed_blk_qualifiers.flags.q.explicit_xfb_stride = 1;
+ allowed_blk_qualifiers.flags.q.xfb_stride = 1;
+ if (state->stage == MESA_SHADER_GEOMETRY) {
+ allowed_blk_qualifiers.flags.q.stream = 1;
+ allowed_blk_qualifiers.flags.q.explicit_stream = 1;
+ }
+ if (state->stage == MESA_SHADER_TESS_CTRL) {
+ allowed_blk_qualifiers.flags.q.patch = 1;
+ }
+ }
+ } else {
+ allowed_blk_qualifiers.flags.q.in = 1;
+ if (state->stage == MESA_SHADER_TESS_EVAL) {
+ allowed_blk_qualifiers.flags.q.patch = 1;
+ }
+ }