}
+/**
+ * Determine whether a toplevel variable declaration declares a varying. This
+ * function operates by examining the variable's mode and the shader target,
+ * so it correctly identifies linkage variables regardless of whether they are
+ * declared using the deprecated "varying" syntax or the new "in/out" syntax.
+ *
+ * Passing a non-toplevel variable declaration (e.g. a function parameter) to
+ * this function will produce undefined results.
+ */
+static bool
+is_varying_var(ir_variable *var, _mesa_glsl_parser_targets target)
+{
+ switch (target) {
+ case vertex_shader:
+ return var->mode == ir_var_out;
+ case fragment_shader:
+ return var->mode == ir_var_in;
+ default:
+ return var->mode == ir_var_out || var->mode == ir_var_in;
+ }
+}
+
+
static void
apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
ir_variable *var,
_mesa_glsl_shader_target_name(state->target));
}
- /* From page 25 (page 31 of the PDF) of the GLSL 1.10 spec:
- *
- * "The varying qualifier can be used only with the data types
- * float, vec2, vec3, vec4, mat2, mat3, and mat4, or arrays of
- * these."
- */
- if (qual->flags.q.varying) {
- const glsl_type *non_array_type;
-
- if (var->type && var->type->is_array())
- non_array_type = var->type->fields.array;
- else
- non_array_type = var->type;
-
- if (non_array_type && non_array_type->base_type != GLSL_TYPE_FLOAT) {
- var->type = glsl_type::error_type;
- _mesa_glsl_error(loc, state,
- "varying variables must be of base type float");
- }
- }
-
/* If there is no qualifier that changes the mode of the variable, leave
* the setting alone.
*/
else if (qual->flags.q.uniform)
var->mode = ir_var_uniform;
+ if (!is_parameter && is_varying_var(var, state->target)) {
+ /* This variable is being used to link data between shader stages (in
+ * pre-glsl-1.30 parlance, it's a "varying"). Check that it has a type
+ * that is allowed for such purposes.
+ *
+ * From page 25 (page 31 of the PDF) of the GLSL 1.10 spec:
+ *
+ * "The varying qualifier can be used only with the data types
+ * float, vec2, vec3, vec4, mat2, mat3, and mat4, or arrays of
+ * these."
+ *
+ * This was relaxed in GLSL version 1.30 and GLSL ES version 3.00. From
+ * page 31 (page 37 of the PDF) of the GLSL 1.30 spec:
+ *
+ * "Fragment inputs can only be signed and unsigned integers and
+ * integer vectors, float, floating-point vectors, matrices, or
+ * arrays of these. Structures cannot be input.
+ *
+ * Similar text exists in the section on vertex shader outputs.
+ *
+ * Similar text exists in the GLSL ES 3.00 spec, except that the GLSL ES
+ * 3.00 spec claims to allow structs as well. However, this is likely
+ * an error, since section 11 of the spec ("Counting of Inputs and
+ * Outputs") enumerates all possible types of interstage linkage
+ * variables, and it does not mention structs.
+ */
+ switch (var->type->get_scalar_type()->base_type) {
+ case GLSL_TYPE_FLOAT:
+ /* Ok in all GLSL versions */
+ break;
+ case GLSL_TYPE_UINT:
+ case GLSL_TYPE_INT:
+ if (state->is_version(130, 300))
+ break;
+ _mesa_glsl_error(loc, state,
+ "varying variables must be of base type float in %s",
+ state->get_version_string());
+ break;
+ case GLSL_TYPE_STRUCT:
+ _mesa_glsl_error(loc, state,
+ "varying variables may not be of type struct");
+ break;
+ default:
+ _mesa_glsl_error(loc, state, "illegal type for a varying variable");
+ break;
+ }
+ }
+
if (state->all_invariant && (state->current_function == NULL)) {
switch (state->target) {
case vertex_shader: