glsl: make sure that interpolateAt arguments are variables
authorIlia Mirkin <imirkin@alum.mit.edu>
Fri, 13 May 2016 03:54:36 +0000 (23:54 -0400)
committerIlia Mirkin <imirkin@alum.mit.edu>
Fri, 13 May 2016 23:17:26 +0000 (19:17 -0400)
In the case of a constant, it might have been propagated through and
variable_referenced() returns NULL. Error out in that case.

Fixes 3 dEQP tests:

dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.negative.interpolate_constant
dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_centroid.negative.interpolate_constant
dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.negative.interpolate_constant

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
Reviewed-by: Chris Forbes <chrisforbes@google.com>
src/compiler/glsl/ast_function.cpp

index 37fb3e7..4db3dd0 100644 (file)
@@ -209,7 +209,7 @@ verify_parameter_modes(_mesa_glsl_parse_state *state,
       /* Verify that shader_in parameters are shader inputs */
       if (formal->data.must_be_shader_input) {
          ir_variable *var = actual->variable_referenced();
-         if (var && var->data.mode != ir_var_shader_in) {
+         if (!var || var->data.mode != ir_var_shader_in) {
             _mesa_glsl_error(&loc, state,
                              "parameter `%s` must be a shader input",
                              formal->name);