instructions->push_tail(var);
if (decl->initializer != NULL) {
+ YYLTYPE initializer_loc = decl->initializer->get_location();
+
/* From page 24 (page 30 of the PDF) of the GLSL 1.10 spec:
*
* "All uniform variables are read-only and are initialized either
*/
if ((state->language_version <= 110)
&& (var->mode == ir_var_uniform)) {
- YYLTYPE loc = decl->initializer->get_location();
+ _mesa_glsl_error(& initializer_loc, state,
+ "cannot initialize uniforms in GLSL 1.10");
+ }
+
+ if (var->type->is_sampler()) {
+ _mesa_glsl_error(& initializer_loc, state,
+ "cannot initialize samplers");
+ }
- _mesa_glsl_error(& loc, state, "uniform initializers forbidden in "
- "GLSL 1.10");
+ if ((var->mode == ir_var_in) && (state->current_function == NULL)) {
+ _mesa_glsl_error(& initializer_loc, state,
+ "cannot initialize %s shader input / %s",
+ (state->target == vertex_shader)
+ ? "vertex" : "fragment",
+ (state->target == vertex_shader)
+ ? "attribute" : "varying");
}
ir_dereference *const lhs = new ir_dereference(var);