_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->layout.flags.q.patch &&
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->layout.flags.q.patch &&
this->array_specifier == NULL &&
var_mode == ir_var_shader_out) {
_mesa_glsl_error(&loc, state, "tessellation control shader outputs must be arrays");
if (var_mode == ir_var_shader_in || var_mode == ir_var_uniform)
var->data.read_only = true;
+ var->data.patch = this->layout.flags.q.patch;
+
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 ||
memset(& $$, 0, sizeof($$));
$$.flags.q.buffer = 1;
}
+ | auxiliary_storage_qualifier interface_qualifier
+ {
+ if (!$1.flags.q.patch) {
+ _mesa_glsl_error(&@1, state, "invalid interface qualifier");
+ }
+ if ($2.has_auxiliary_storage()) {
+ _mesa_glsl_error(&@1, state, "duplicate patch qualifier");
+ }
+ $$ = $2;
+ $$.flags.q.patch = 1;
+ }
;
instance_name_opt:
temp_type_qualifier.flags.q.in = true;
temp_type_qualifier.flags.q.out = true;
temp_type_qualifier.flags.q.buffer = true;
+ temp_type_qualifier.flags.q.patch = true;
interface_type_mask = temp_type_qualifier.flags.i;
/* Get the block's interface qualifier. The interface_qualifier