The current implementation looks for array dereferences on gl_FragData and
immediately proceeds to lower them, however this is not enough because we
can have array access on vector variables too, like in this code:
out vec4 color;
void main()
{
int i;
for (i = 0; i < 4; i++)
color[i] = 1.0;
}
Fix it by making sure that the actual variable being dereferenced is an array.
Fixes a crash in:
spec/arb_gpu_shader_fp64/execution/built-in-functions/fs-ldexp-dvec4.shader_test
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
{
ir_variable *var = ir->variable_referenced();
- if (!var || var->data.mode != this->mode)
+ if (!var || var->data.mode != this->mode || !var->type->is_array())
return visit_continue;
if (this->find_frag_outputs && var->data.location == FRAG_RESULT_DATA0) {