From 05234e707bb811e3807d260c1c6cac59a4f1820f Mon Sep 17 00:00:00 2001 From: Paul Berry Date: Wed, 10 Apr 2013 07:04:33 -0700 Subject: [PATCH] glsl: Require geometry shader inputs to be arrays. Reviewed-by: Ian Romanick Reviewed-by: Kenneth Graunke --- src/glsl/ast_to_hir.cpp | 15 ++++++++++++++- 1 file changed, 14 insertions(+), 1 deletion(-) diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp index 4b5645221a4..10c5425e8ee 100644 --- a/src/glsl/ast_to_hir.cpp +++ b/src/glsl/ast_to_hir.cpp @@ -2816,7 +2816,20 @@ ast_declarator_list::hir(exec_list *instructions, "cannot have array type")) { error_emitted = true; } - } + } else if (state->target == geometry_shader) { + /* From section 4.3.4 (Inputs) of the GLSL 1.50 spec: + * + * Geometry shader input variables get the per-vertex values + * written out by vertex shader output variables of the same + * names. Since a geometry shader operates on a set of + * vertices, each input varying variable (or input block, see + * interface blocks below) needs to be declared as an array. + */ + if (!var->type->is_array()) { + _mesa_glsl_error(&loc, state, + "geometry shader inputs must be arrays"); + } + } } /* Integer fragment inputs must be qualified with 'flat'. In GLSL ES, -- 2.30.2