"geometry shader input");
}
+/**
+ * Do additional processing necessary for tessellation control/evaluation shader
+ * input declarations. This covers both interface block arrays and bare input
+ * variables.
+ */
+static void
+handle_tess_shader_input_decl(struct _mesa_glsl_parse_state *state,
+ YYLTYPE loc, ir_variable *var)
+{
+ if (!var->type->is_array() && !var->data.patch) {
+ _mesa_glsl_error(&loc, state,
+ "per-vertex tessellation shader inputs must be arrays");
+ /* Avoid cascading failures. */
+ return;
+ }
+
+ if (var->data.patch)
+ return;
+
+ /* Unsized arrays are implicitly sized to gl_MaxPatchVertices. */
+ if (var->type->is_unsized_array()) {
+ var->type = glsl_type::get_array_instance(var->type->fields.array,
+ state->Const.MaxPatchVertices);
+ }
+}
+
+
/**
* Do additional processing necessary for geometry shader input declarations
* (this covers both interface blocks arrays and bare input variables).
}
}
}
+ } else if (state->stage == MESA_SHADER_TESS_CTRL ||
+ state->stage == MESA_SHADER_TESS_EVAL) {
+ handle_tess_shader_input_decl(state, loc, var);
}
} else if (var->data.mode == ir_var_shader_out) {
const glsl_type *check_type = var->type->without_array();
if (state->stage == MESA_SHADER_GEOMETRY && this->array_specifier == NULL &&
var_mode == ir_var_shader_in) {
_mesa_glsl_error(&loc, state, "geometry shader inputs must be arrays");
+ } else if ((state->stage == MESA_SHADER_TESS_CTRL ||
+ state->stage == MESA_SHADER_TESS_EVAL) &&
+ this->array_specifier == NULL &&
+ var_mode == ir_var_shader_in) {
+ _mesa_glsl_error(&loc, state, "per-vertex tessellation shader inputs must be arrays");
+ } else if (state->stage == MESA_SHADER_TESS_CTRL &&
+ this->array_specifier == NULL &&
+ var_mode == ir_var_shader_out) {
+ _mesa_glsl_error(&loc, state, "tessellation control shader outputs must be arrays");
}
+
/* Page 39 (page 45 of the PDF) of section 4.3.7 in the GLSL ES 3.00 spec
* says:
*
if (state->stage == MESA_SHADER_GEOMETRY && var_mode == ir_var_shader_in)
handle_geometry_shader_input_decl(state, loc, var);
+ else if ((state->stage == MESA_SHADER_TESS_CTRL ||
+ state->stage == MESA_SHADER_TESS_EVAL) && var_mode == ir_var_shader_in)
+ handle_tess_shader_input_decl(state, loc, var);
+ else if (state->stage == MESA_SHADER_TESS_CTRL && var_mode == ir_var_shader_out)
+ handle_tess_ctrl_shader_output_decl(state, loc, var);
if (ir_variable *earlier =
state->symbols->get_variable(this->instance_name)) {
continue;
/* Note: Not all tessellation control shader output are arrays. */
- if (!var->type->is_unsized_array())
- continue;
+ if (!var->type->is_unsized_array() || var->data.patch)
+ continue;
if (var->data.max_array_access >= num_vertices) {
_mesa_glsl_error(&loc, state,