return true;
}
+
+static glsl_interp_qualifier
+interpret_interpolation_qualifier(const struct ast_type_qualifier *qual,
+ ir_variable_mode mode,
+ struct _mesa_glsl_parse_state *state,
+ YYLTYPE *loc)
+{
+ glsl_interp_qualifier interpolation;
+ if (qual->flags.q.flat)
+ interpolation = INTERP_QUALIFIER_FLAT;
+ else if (qual->flags.q.noperspective)
+ interpolation = INTERP_QUALIFIER_NOPERSPECTIVE;
+ else if (qual->flags.q.smooth)
+ interpolation = INTERP_QUALIFIER_SMOOTH;
+ else
+ interpolation = INTERP_QUALIFIER_NONE;
+
+ if (interpolation != INTERP_QUALIFIER_NONE) {
+ if (mode != ir_var_shader_in && mode != ir_var_shader_out) {
+ _mesa_glsl_error(loc, state,
+ "interpolation qualifier `%s' can only be applied to "
+ "shader inputs or outputs.",
+ interpolation_string(interpolation));
+
+ }
+
+ if ((state->target == vertex_shader && mode == ir_var_shader_in) ||
+ (state->target == fragment_shader && mode == ir_var_shader_out)) {
+ _mesa_glsl_error(loc, state,
+ "interpolation qualifier `%s' cannot be applied to "
+ "vertex shader inputs or fragment shader outputs",
+ interpolation_string(interpolation));
+ }
+ }
+
+ return interpolation;
+}
+
+
static void
apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
ir_variable *var,
}
}
- if (qual->flags.q.flat)
- var->interpolation = INTERP_QUALIFIER_FLAT;
- else if (qual->flags.q.noperspective)
- var->interpolation = INTERP_QUALIFIER_NOPERSPECTIVE;
- else if (qual->flags.q.smooth)
- var->interpolation = INTERP_QUALIFIER_SMOOTH;
- else
- var->interpolation = INTERP_QUALIFIER_NONE;
-
- if (var->interpolation != INTERP_QUALIFIER_NONE) {
- ir_variable_mode mode = (ir_variable_mode) var->mode;
-
- if (mode != ir_var_shader_in && mode != ir_var_shader_out) {
- _mesa_glsl_error(loc, state,
- "interpolation qualifier `%s' can only be applied to "
- "shader inputs or outputs.",
- interpolation_string(var->interpolation));
-
- }
-
- if ((state->target == vertex_shader && mode == ir_var_shader_in) ||
- (state->target == fragment_shader && mode == ir_var_shader_out)) {
- _mesa_glsl_error(loc, state,
- "interpolation qualifier `%s' cannot be applied to "
- "vertex shader inputs or fragment shader outputs",
- interpolation_string(var->interpolation));
- }
- }
+ var->interpolation =
+ interpret_interpolation_qualifier(qual, (ir_variable_mode) var->mode,
+ state, loc);
var->pixel_center_integer = qual->flags.q.pixel_center_integer;
var->origin_upper_left = qual->flags.q.origin_upper_left;