if (!redeclaring_per_vertex)
validate_identifier(this->block_name, loc, state);
+ const glsl_type *earlier_per_vertex = NULL;
+ if (redeclaring_per_vertex) {
+ /* Find the previous declaration of gl_PerVertex. If we're redeclaring
+ * the named interface block gl_in, we can find it by looking at the
+ * previous declaration of gl_in. Otherwise we can find it by looking
+ * at the previous decalartion of any of the built-in outputs,
+ * e.g. gl_Position.
+ *
+ * Also check that the instance name and array-ness of the redeclaration
+ * are correct.
+ */
+ switch (var_mode) {
+ case ir_var_shader_in:
+ if (ir_variable *earlier_gl_in =
+ state->symbols->get_variable("gl_in")) {
+ earlier_per_vertex = earlier_gl_in->get_interface_type();
+ } else {
+ _mesa_glsl_error(&loc, state,
+ "redeclaration of gl_PerVertex input not allowed "
+ "in the %s shader",
+ _mesa_glsl_shader_target_name(state->target));
+ }
+ if (this->instance_name == NULL ||
+ strcmp(this->instance_name, "gl_in") != 0 || !this->is_array) {
+ _mesa_glsl_error(&loc, state,
+ "gl_PerVertex input must be redeclared as "
+ "gl_in[]");
+ }
+ break;
+ case ir_var_shader_out:
+ if (ir_variable *earlier_gl_Position =
+ state->symbols->get_variable("gl_Position")) {
+ earlier_per_vertex = earlier_gl_Position->get_interface_type();
+ } else {
+ _mesa_glsl_error(&loc, state,
+ "redeclaration of gl_PerVertex output not "
+ "allowed in the %s shader",
+ _mesa_glsl_shader_target_name(state->target));
+ }
+ if (this->instance_name != NULL) {
+ _mesa_glsl_error(&loc, state,
+ "gl_PerVertex input may not be redeclared with "
+ "an instance name");
+ }
+ break;
+ default:
+ _mesa_glsl_error(&loc, state,
+ "gl_PerVertex must be declared as an input or an "
+ "output");
+ break;
+ }
+
+ if (earlier_per_vertex == NULL) {
+ /* An error has already been reported. Bail out to avoid null
+ * dereferences later in this function.
+ */
+ return NULL;
+ }
+ }
+
const glsl_type *block_type =
glsl_type::get_interface_instance(fields,
num_variables,