GLSL ES 3.00 spec, chapter 4.6.1 "The Invariant Qualifier",
Only variables output from a shader can be candidates for invariance. This
includes user-defined output variables and the built-in output variables.
As only outputs can be declared as invariant, an invariant output from one
shader stage will still match an input of a subsequent stage without the
input being declared as invariant.
This patch fixes the following dEQP tests:
dEQP-GLES3.functional.shaders.qualification_order.variables.valid.invariant_interp_storage_precision
dEQP-GLES3.functional.shaders.qualification_order.variables.valid.invariant_interp_storage
dEQP-GLES3.functional.shaders.qualification_order.variables.valid.invariant_storage_precision
dEQP-GLES3.functional.shaders.qualification_order.variables.valid.invariant_storage
dEQP-GLES3.functional.shaders.qualification_order.variables.invalid.invariant_interp_storage_precision_invariant_input
dEQP-GLES3.functional.shaders.qualification_order.variables.invalid.invariant_interp_storage_invariant_input
dEQP-GLES3.functional.shaders.qualification_order.variables.invalid.invariant_storage_precision_invariant_input
dEQP-GLES3.functional.shaders.qualification_order.variables.invalid.invariant_storage_invariant_input
No piglit regressions observed.
v2:
- Add spec content in the code
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
$$ = $2;
$$.flags.q.invariant = 1;
+
+ /* GLSL ES 3.00 spec, section 4.6.1 "The Invariant Qualifier":
+ *
+ * "Only variables output from a shader can be candidates for invariance.
+ * This includes user-defined output variables and the built-in output
+ * variables. As only outputs can be declared as invariant, an invariant
+ * output from one shader stage will still match an input of a subsequent
+ * stage without the input being declared as invariant."
+ */
+ if (state->es_shader && state->language_version >= 300 && $$.flags.q.in)
+ _mesa_glsl_error(&@1, state, "invariant qualifiers cannot be used with shader inputs");
}
| interpolation_qualifier type_qualifier
{
return;
}
- if (input->data.invariant != output->data.invariant) {
+ if (!prog->IsES && input->data.invariant != output->data.invariant) {
linker_error(prog,
"%s shader output `%s' %s invariant qualifier, "
"but %s shader input %s invariant qualifier\n",