* Similar text exists in the GLSL ES 3.00 spec, except that the GLSL ES
* 3.00 spec allows structs as well. Varying structs are also allowed
* in GLSL 1.50.
+ *
+ * From section 4.3.4 of the ARB_bindless_texture spec:
+ *
+ * "(modify third paragraph of the section to allow sampler and image
+ * types) ... Vertex shader inputs can only be float,
+ * single-precision floating-point scalars, single-precision
+ * floating-point vectors, matrices, signed and unsigned integers
+ * and integer vectors, sampler and image types."
+ *
+ * From section 4.3.6 of the ARB_bindless_texture spec:
+ *
+ * "Output variables can only be floating-point scalars,
+ * floating-point vectors, matrices, signed or unsigned integers or
+ * integer vectors, sampler or image types, or arrays or structures
+ * of any these."
*/
switch (var->type->without_array()->base_type) {
case GLSL_TYPE_FLOAT:
case GLSL_TYPE_UINT64:
case GLSL_TYPE_INT64:
break;
+ case GLSL_TYPE_SAMPLER:
+ case GLSL_TYPE_IMAGE:
+ if (state->has_bindless())
+ break;
+ /* fallthrough */
default:
_mesa_glsl_error(loc, state, "illegal type for a varying variable");
break;