From: Timothy Arceri Date: Wed, 10 Jun 2015 08:46:22 +0000 (+1000) Subject: glsl: enforce output variable rules for GLSL ES 3.10 X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=3d78bdea3155ff3f19a782e0eb3a55612bfd8dd0;p=mesa.git glsl: enforce output variable rules for GLSL ES 3.10 Some rules are already applied this just adds the missing ones. Reviewed-by: Samuel Iglesias Gonsálvez --- diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp index aab0c290c07..ec25e19dee6 100644 --- a/src/glsl/ast_to_hir.cpp +++ b/src/glsl/ast_to_hir.cpp @@ -3653,6 +3653,55 @@ ast_declarator_list::hir(exec_list *instructions, "type %s", check_type->name); } } + + /* From section 4.3.6 (Output Variables) of the GLSL ES 3.10 spec: + * + * It is a compile-time error to declare a vertex shader output + * with, or that contains, any of the following types: + * + * * A boolean type + * * An opaque type + * * An array of arrays + * * An array of structures + * * A structure containing an array + * * A structure containing a structure + * + * It is a compile-time error to declare a fragment shader output + * with, or that contains, any of the following types: + * + * * A boolean type + * * An opaque type + * * A matrix + * * A structure + * * An array of array + */ + if (state->es_shader) { + if (var->type->is_array() && + var->type->fields.array->is_array()) { + _mesa_glsl_error(&loc, state, + "%s shader output " + "cannot have an array of arrays", + _mesa_shader_stage_to_string(state->stage)); + } + if (state->stage == MESA_SHADER_VERTEX) { + if (var->type->is_array() && + var->type->fields.array->is_record()) { + _mesa_glsl_error(&loc, state, + "vertex shader output " + "cannot have an array of structs"); + } + if (var->type->is_record()) { + for (unsigned i = 0; i < var->type->length; i++) { + if (var->type->fields.structure[i].type->is_array() || + var->type->fields.structure[i].type->is_record()) + _mesa_glsl_error(&loc, state, + "vertex shader output cannot have a " + "struct that contains an " + "array or struct"); + } + } + } + } } /* Integer fragment inputs must be qualified with 'flat'. In GLSL ES,