validate_src(&instr->src[i].src, state);
}
+ if (instr->texture != NULL)
+ validate_deref_var(instr, instr->texture, state);
+
if (instr->sampler != NULL)
validate_deref_var(instr, instr->sampler, state);
static void
validate_call_instr(nir_call_instr *instr, validate_state *state)
{
- if (instr->return_deref == NULL)
+ if (instr->return_deref == NULL) {
assert(glsl_type_is_void(instr->callee->return_type));
- else
+ } else {
assert(instr->return_deref->deref.type == instr->callee->return_type);
+ validate_deref_var(instr, instr->return_deref, state);
+ }
assert(instr->num_params == instr->callee->num_params);
assert(instr->callee->params[i].type == instr->params[i]->deref.type);
validate_deref_var(instr, instr->params[i], state);
}
-
- validate_deref_var(instr, instr->return_deref, state);
}
static void
static void
validate_var_decl(nir_variable *var, bool is_global, validate_state *state)
{
- assert(is_global != (var->data.mode == nir_var_local));
+ assert(is_global == nir_variable_is_global(var));
/*
* TODO validate some things ir_validate.cpp does (requires more GLSL type
assert(impl->cf_node.parent == NULL);
assert(impl->num_params == impl->function->num_params);
- for (unsigned i = 0; i < impl->num_params; i++)
+ for (unsigned i = 0; i < impl->num_params; i++) {
assert(impl->params[i]->type == impl->function->params[i].type);
+ assert(impl->params[i]->data.location == i);
+ validate_var_decl(impl->params[i], false, state);
+ }
- if (glsl_type_is_void(impl->function->return_type))
+ if (glsl_type_is_void(impl->function->return_type)) {
assert(impl->return_var == NULL);
- else
+ } else {
assert(impl->return_var->type == impl->function->return_type);
+ assert(impl->return_var->data.location == -1);
+ validate_var_decl(impl->return_var, false, state);
+ }
assert(exec_list_is_empty(&impl->end_block->instr_list));
assert(impl->end_block->successors[0] == NULL);
validate_var_decl(var, true, &state);
}
+ exec_list_validate(&shader->shared);
+ nir_foreach_variable(var, &shader->shared) {
+ validate_var_decl(var, true, &state);
+ }
+
exec_list_validate(&shader->globals);
nir_foreach_variable(var, &shader->globals) {
validate_var_decl(var, true, &state);