result = new(ctx) ir_dereference_variable(var);
if (var != NULL) {
+ var->used = true;
type = result->type;
} else {
_mesa_glsl_error(& loc, state, "`%s' undeclared",
struct _mesa_glsl_parse_state *state,
YYLTYPE *loc)
{
- if (qual->flags.q.invariant)
- var->invariant = 1;
+ if (qual->flags.q.invariant) {
+ if (var->used) {
+ _mesa_glsl_error(loc, state,
+ "variable `%s' may not be redeclared "
+ "`invariant' after being used",
+ var->name);
+ } else {
+ var->invariant = 1;
+ }
+ }
/* FINISHME: Mark 'in' variables at global scope as read-only. */
if (qual->flags.q.constant || qual->flags.q.attribute
_mesa_glsl_error(& loc, state,
"`%s' cannot be marked invariant, fragment shader "
"inputs only\n", decl->identifier);
+ } else if (earlier->used) {
+ _mesa_glsl_error(& loc, state,
+ "variable `%s' may not be redeclared "
+ "`invariant' after being used",
+ earlier->name);
} else {
earlier->invariant = true;
}
this->constant_value = NULL;
this->origin_upper_left = false;
this->pixel_center_integer = false;
+ this->used = false;
if (type && type->base_type == GLSL_TYPE_SAMPLER)
this->read_only = true;
unsigned centroid:1;
unsigned invariant:1;
+ /**
+ * Has this variable been used for reading or writing?
+ *
+ * Several GLSL semantic checks require knowledge of whether or not a
+ * variable has been used. For example, it is an error to redeclare a
+ * variable as invariant after it has been used.
+ */
+ unsigned used:1;
+
/**
* Storage class of the variable.
*