/* Check that the types match between stages.
*/
const glsl_type *type_to_match = input->type;
- if (consumer_stage == MESA_SHADER_GEOMETRY) {
- assert(type_to_match->is_array()); /* Enforced by ast_to_hir */
- type_to_match = type_to_match->element_type();
+
+ /* VS -> GS, VS -> TCS, VS -> TES, TES -> GS */
+ const bool extra_array_level = (producer_stage == MESA_SHADER_VERTEX &&
+ consumer_stage != MESA_SHADER_FRAGMENT) ||
+ consumer_stage == MESA_SHADER_GEOMETRY;
+ if (extra_array_level) {
+ assert(type_to_match->is_array());
+ type_to_match = type_to_match->fields.array;
}
+
if (type_to_match != output->type) {
/* There is a bit of a special case for gl_TexCoord. This
* built-in is unsized by default. Applications that variable
return;
}
+ if (input->data.patch != output->data.patch) {
+ linker_error(prog,
+ "%s shader output `%s' %s patch qualifier, "
+ "but %s shader input %s patch qualifier\n",
+ _mesa_shader_stage_to_string(producer_stage),
+ output->name,
+ (output->data.patch) ? "has" : "lacks",
+ _mesa_shader_stage_to_string(consumer_stage),
+ (input->data.patch) ? "has" : "lacks");
+ return;
+ }
+
if (!prog->IsES && input->data.invariant != output->data.invariant) {
linker_error(prog,
"%s shader output `%s' %s invariant qualifier, "
return;
}
- if (input->data.interpolation != output->data.interpolation) {
+ /* GLSL >= 4.40 removes text requiring interpolation qualifiers
+ * to match cross stage, they must only match within the same stage.
+ *
+ * From page 84 (page 90 of the PDF) of the GLSL 4.40 spec:
+ *
+ * "It is a link-time error if, within the same stage, the interpolation
+ * qualifiers of variables of the same name do not match.
+ *
+ */
+ if (input->data.interpolation != output->data.interpolation &&
+ prog->Version < 440) {
linker_error(prog,
"%s shader output `%s' specifies %s "
"interpolation qualifier, "
*
* Therefore, the packing class depends only on the interpolation type.
*/
- unsigned packing_class = var->data.centroid | (var->data.sample << 1);
+ unsigned packing_class = var->data.centroid | (var->data.sample << 1) |
+ (var->data.patch << 2);
packing_class *= 4;
packing_class += var->data.interpolation;
return packing_class;
const unsigned output_components = output_vectors * 4;
if (output_components > max_output_components) {
if (ctx->API == API_OPENGLES2 || prog->IsES)
- linker_error(prog, "shader uses too many output vectors "
+ linker_error(prog, "%s shader uses too many output vectors "
"(%u > %u)\n",
+ _mesa_shader_stage_to_string(producer->Stage),
output_vectors,
max_output_components / 4);
else
- linker_error(prog, "shader uses too many output components "
+ linker_error(prog, "%s shader uses too many output components "
"(%u > %u)\n",
+ _mesa_shader_stage_to_string(producer->Stage),
output_components,
max_output_components);
const unsigned input_components = input_vectors * 4;
if (input_components > max_input_components) {
if (ctx->API == API_OPENGLES2 || prog->IsES)
- linker_error(prog, "shader uses too many input vectors "
+ linker_error(prog, "%s shader uses too many input vectors "
"(%u > %u)\n",
+ _mesa_shader_stage_to_string(consumer->Stage),
input_vectors,
max_input_components / 4);
else
- linker_error(prog, "shader uses too many input components "
+ linker_error(prog, "%s shader uses too many input components "
"(%u > %u)\n",
+ _mesa_shader_stage_to_string(consumer->Stage),
input_components,
max_input_components);