--- /dev/null
+/*
+ * Copyright © 2013 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+
+/**
+ * \file link_interface_blocks.cpp
+ * Linker support for GLSL's interface blocks.
+ */
+
+#include "ir.h"
+#include "glsl_symbol_table.h"
+#include "linker.h"
+#include "main/macros.h"
+
+bool
+validate_intrastage_interface_blocks(const gl_shader **shader_list,
+ unsigned num_shaders)
+{
+ glsl_symbol_table interfaces;
+
+ for (unsigned int i = 0; i < num_shaders; i++) {
+ if (shader_list[i] == NULL)
+ continue;
+
+ foreach_list(node, shader_list[i]->ir) {
+ ir_variable *var = ((ir_instruction *) node)->as_variable();
+ if (!var)
+ continue;
+
+ const glsl_type *iface_type = var->interface_type;
+
+ if (iface_type == NULL)
+ continue;
+
+ const glsl_type *old_iface_type =
+ interfaces.get_interface(iface_type->name,
+ (enum ir_variable_mode) var->mode);
+
+ if (old_iface_type == NULL) {
+ /* This is the first time we've seen the interface, so save
+ * it into our symbol table.
+ */
+ interfaces.add_interface(iface_type->name, iface_type,
+ (enum ir_variable_mode) var->mode);
+ } else if (old_iface_type != iface_type) {
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
if (!cross_validate_globals(prog, shader_list, num_shaders, false))
return NULL;
+ /* Check that interface blocks defined in multiple shaders are consistent.
+ */
+ if (!validate_intrastage_interface_blocks((const gl_shader **)shader_list,
+ num_shaders))
+ return NULL;
+
/* Check that uniform blocks between shaders for a stage agree. */
const int num_uniform_blocks =
link_uniform_blocks(mem_ctx, prog, shader_list, num_shaders,