else
var->interpolation = INTERP_QUALIFIER_NONE;
+ if (var->interpolation != INTERP_QUALIFIER_NONE &&
+ !(state->target == vertex_shader && var->mode == ir_var_out) &&
+ !(state->target == fragment_shader && var->mode == ir_var_in)) {
+ const char *qual_string = NULL;
+ switch (var->interpolation) {
+ case INTERP_QUALIFIER_FLAT:
+ qual_string = "flat";
+ break;
+ case INTERP_QUALIFIER_NOPERSPECTIVE:
+ qual_string = "noperspective";
+ break;
+ case INTERP_QUALIFIER_SMOOTH:
+ qual_string = "smooth";
+ break;
+ }
+
+ _mesa_glsl_error(loc, state,
+ "interpolation qualifier `%s' can only be applied to "
+ "vertex shader outputs and fragment shader inputs.",
+ qual_string);
+
+ }
+
var->pixel_center_integer = qual->flags.q.pixel_center_integer;
var->origin_upper_left = qual->flags.q.origin_upper_left;
if ((qual->flags.q.origin_upper_left || qual->flags.q.pixel_center_integer)