+static void
+handle_tess_ctrl_shader_output_decl(struct _mesa_glsl_parse_state *state,
+ YYLTYPE loc, ir_variable *var)
+{
+ unsigned num_vertices = 0;
+
+ if (state->tcs_output_vertices_specified) {
+ num_vertices = state->out_qualifier->vertices;
+ }
+
+ if (!var->type->is_array() && !var->data.patch) {
+ _mesa_glsl_error(&loc, state,
+ "tessellation control shader outputs must be arrays");
+
+ /* To avoid cascading failures, short circuit the checks below. */
+ return;
+ }
+
+ if (var->data.patch)
+ return;
+
+ validate_layout_qualifier_vertex_count(state, loc, var, num_vertices,
+ &state->tcs_output_size,
+ "tessellation control shader output");
+}
+
+/**
+ * Do additional processing necessary for tessellation control/evaluation shader
+ * input declarations. This covers both interface block arrays and bare input
+ * variables.
+ */
+static void
+handle_tess_shader_input_decl(struct _mesa_glsl_parse_state *state,
+ YYLTYPE loc, ir_variable *var)
+{
+ if (!var->type->is_array() && !var->data.patch) {
+ _mesa_glsl_error(&loc, state,
+ "per-vertex tessellation shader inputs must be arrays");
+ /* Avoid cascading failures. */
+ return;
+ }
+
+ if (var->data.patch)
+ return;
+
+ /* Unsized arrays are implicitly sized to gl_MaxPatchVertices. */
+ if (var->type->is_unsized_array()) {
+ var->type = glsl_type::get_array_instance(var->type->fields.array,
+ state->Const.MaxPatchVertices);
+ }
+}
+
+
+/**
+ * Do additional processing necessary for geometry shader input declarations
+ * (this covers both interface blocks arrays and bare input variables).
+ */
+static void
+handle_geometry_shader_input_decl(struct _mesa_glsl_parse_state *state,
+ YYLTYPE loc, ir_variable *var)
+{
+ unsigned num_vertices = 0;
+
+ if (state->gs_input_prim_type_specified) {
+ num_vertices = vertices_per_prim(state->in_qualifier->prim_type);
+ }
+
+ /* Geometry shader input variables must be arrays. Caller should have
+ * reported an error for this.
+ */
+ if (!var->type->is_array()) {
+ assert(state->error);
+
+ /* To avoid cascading failures, short circuit the checks below. */
+ return;
+ }
+
+ validate_layout_qualifier_vertex_count(state, loc, var, num_vertices,
+ &state->gs_input_size,
+ "geometry shader input");
+}