this->max_vertices = q.max_vertices;
}
+ if (q.flags.q.invocations) {
+ if (this->flags.q.invocations && this->invocations != q.invocations) {
+ _mesa_glsl_error(loc, state,
+ "geometry shader set conflicting invocations "
+ "(%d and %d)", this->invocations, q.invocations);
+ return false;
+ }
+ this->invocations = q.invocations;
+ }
+
if (state->stage == MESA_SHADER_GEOMETRY &&
state->has_explicit_attrib_stream()) {
if (q.flags.q.stream && q.stream >= state->ctx->Const.MaxVertexStreams) {
valid_in_mask.flags.q.invocations = 1;
break;
case MESA_SHADER_FRAGMENT:
- if (q.flags.q.early_fragment_tests) {
- state->early_fragment_tests = true;
- } else {
- _mesa_glsl_error(loc, state, "invalid input layout qualifier");
- }
+ valid_in_mask.flags.q.early_fragment_tests = 1;
break;
case MESA_SHADER_COMPUTE:
create_cs_ast |=
this->invocations = q.invocations;
}
+ if (q.flags.q.early_fragment_tests) {
+ state->fs_early_fragment_tests = true;
+ }
+
if (create_gs_ast) {
node = new(mem_ctx) ast_gs_input_layout(*loc, q.prim_type);
} else if (create_cs_ast) {