var->data.matrix_layout = matrix_layout == GLSL_MATRIX_LAYOUT_INHERITED
? GLSL_MATRIX_LAYOUT_COLUMN_MAJOR : matrix_layout;
+ if (var_mode == ir_var_shader_in || var_mode == ir_var_uniform)
+ var->data.read_only = true;
+
if (state->stage == MESA_SHADER_GEOMETRY && var_mode == ir_var_shader_in)
handle_geometry_shader_input_decl(state, loc, var);
var->data.sample = fields[i].sample;
var->init_interface_type(block_type);
+ if (var_mode == ir_var_shader_in || var_mode == ir_var_uniform)
+ var->data.read_only = true;
+
if (fields[i].matrix_layout == GLSL_MATRIX_LAYOUT_INHERITED) {
var->data.matrix_layout = matrix_layout == GLSL_MATRIX_LAYOUT_INHERITED
? GLSL_MATRIX_LAYOUT_COLUMN_MAJOR : matrix_layout;