ir_variable *var,
struct _mesa_glsl_parse_state *state,
YYLTYPE *loc,
- bool ubo_qualifiers_valid)
+ bool ubo_qualifiers_valid,
+ bool is_parameter)
{
if (qual->flags.q.invariant) {
if (var->used) {
}
apply_type_qualifier_to_variable(& this->type->qualifier, var, state,
- & loc, this->ubo_qualifiers_valid);
+ & loc, this->ubo_qualifiers_valid, false);
if (this->type->qualifier.flags.q.invariant) {
if ((state->target == vertex_shader) && !(var->mode == ir_var_out ||
* for function parameters the default mode is 'in'.
*/
apply_type_qualifier_to_variable(& this->type->qualifier, var, state, & loc,
- false);
+ false, true);
/* From page 17 (page 23 of the PDF) of the GLSL 1.20 spec:
*