}
+static void
+validate_interpolation_qualifier(struct _mesa_glsl_parse_state *state,
+ YYLTYPE *loc,
+ const glsl_interp_qualifier interpolation,
+ const struct ast_type_qualifier *qual,
+ const struct glsl_type *var_type,
+ ir_variable_mode mode)
+{
+ /* Interpolation qualifiers can only apply to shader inputs or outputs, but
+ * not to vertex shader inputs nor fragment shader outputs.
+ *
+ * From section 4.3 ("Storage Qualifiers") of the GLSL 1.30 spec:
+ * "Outputs from a vertex shader (out) and inputs to a fragment
+ * shader (in) can be further qualified with one or more of these
+ * interpolation qualifiers"
+ * ...
+ * "These interpolation qualifiers may only precede the qualifiers in,
+ * centroid in, out, or centroid out in a declaration. They do not apply
+ * to the deprecated storage qualifiers varying or centroid
+ * varying. They also do not apply to inputs into a vertex shader or
+ * outputs from a fragment shader."
+ *
+ * From section 4.3 ("Storage Qualifiers") of the GLSL ES 3.00 spec:
+ * "Outputs from a shader (out) and inputs to a shader (in) can be
+ * further qualified with one of these interpolation qualifiers."
+ * ...
+ * "These interpolation qualifiers may only precede the qualifiers
+ * in, centroid in, out, or centroid out in a declaration. They do
+ * not apply to inputs into a vertex shader or outputs from a
+ * fragment shader."
+ */
+ if (state->is_version(130, 300)
+ && interpolation != INTERP_QUALIFIER_NONE) {
+ const char *i = interpolation_string(interpolation);
+ 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.", i);
+
+ switch (state->stage) {
+ case MESA_SHADER_VERTEX:
+ if (mode == ir_var_shader_in) {
+ _mesa_glsl_error(loc, state,
+ "interpolation qualifier '%s' cannot be applied to "
+ "vertex shader inputs", i);
+ }
+ break;
+ case MESA_SHADER_FRAGMENT:
+ if (mode == ir_var_shader_out) {
+ _mesa_glsl_error(loc, state,
+ "interpolation qualifier '%s' cannot be applied to "
+ "fragment shader outputs", i);
+ }
+ break;
+ default:
+ break;
+ }
+ }
+
+ /* Interpolation qualifiers cannot be applied to 'centroid' and
+ * 'centroid varying'.
+ *
+ * From section 4.3 ("Storage Qualifiers") of the GLSL 1.30 spec:
+ * "interpolation qualifiers may only precede the qualifiers in,
+ * centroid in, out, or centroid out in a declaration. They do not apply
+ * to the deprecated storage qualifiers varying or centroid varying."
+ *
+ * These deprecated storage qualifiers do not exist in GLSL ES 3.00.
+ */
+ if (state->is_version(130, 0)
+ && interpolation != INTERP_QUALIFIER_NONE
+ && qual->flags.q.varying) {
+
+ const char *i = interpolation_string(interpolation);
+ const char *s;
+ if (qual->flags.q.centroid)
+ s = "centroid varying";
+ else
+ s = "varying";
+
+ _mesa_glsl_error(loc, state,
+ "qualifier '%s' cannot be applied to the "
+ "deprecated storage qualifier '%s'", i, s);
+ }
+
+ /* Integer fragment inputs must be qualified with 'flat'. In GLSL ES,
+ * so must integer vertex outputs.
+ *
+ * From section 4.3.4 ("Inputs") of the GLSL 1.50 spec:
+ * "Fragment shader inputs that are signed or unsigned integers or
+ * integer vectors must be qualified with the interpolation qualifier
+ * flat."
+ *
+ * From section 4.3.4 ("Input Variables") of the GLSL 3.00 ES spec:
+ * "Fragment shader inputs that are, or contain, signed or unsigned
+ * integers or integer vectors must be qualified with the
+ * interpolation qualifier flat."
+ *
+ * From section 4.3.6 ("Output Variables") of the GLSL 3.00 ES spec:
+ * "Vertex shader outputs that are, or contain, signed or unsigned
+ * integers or integer vectors must be qualified with the
+ * interpolation qualifier flat."
+ *
+ * Note that prior to GLSL 1.50, this requirement applied to vertex
+ * outputs rather than fragment inputs. That creates problems in the
+ * presence of geometry shaders, so we adopt the GLSL 1.50 rule for all
+ * desktop GL shaders. For GLSL ES shaders, we follow the spec and
+ * apply the restriction to both vertex outputs and fragment inputs.
+ *
+ * Note also that the desktop GLSL specs are missing the text "or
+ * contain"; this is presumably an oversight, since there is no
+ * reasonable way to interpolate a fragment shader input that contains
+ * an integer. See Khronos bug #15671.
+ */
+ if (state->is_version(130, 300)
+ && var_type->contains_integer()
+ && interpolation != INTERP_QUALIFIER_FLAT
+ && ((state->stage == MESA_SHADER_FRAGMENT && mode == ir_var_shader_in)
+ || (state->stage == MESA_SHADER_VERTEX && mode == ir_var_shader_out
+ && state->es_shader))) {
+ const char *shader_var_type = (state->stage == MESA_SHADER_VERTEX) ?
+ "vertex output" : "fragment input";
+ _mesa_glsl_error(loc, state, "if a %s is (or contains) "
+ "an integer, then it must be qualified with 'flat'",
+ shader_var_type);
+ }
+
+ /* Double fragment inputs must be qualified with 'flat'.
+ *
+ * From the "Overview" of the ARB_gpu_shader_fp64 extension spec:
+ * "This extension does not support interpolation of double-precision
+ * values; doubles used as fragment shader inputs must be qualified as
+ * "flat"."
+ *
+ * From section 4.3.4 ("Inputs") of the GLSL 4.00 spec:
+ * "Fragment shader inputs that are signed or unsigned integers, integer
+ * vectors, or any double-precision floating-point type must be
+ * qualified with the interpolation qualifier flat."
+ *
+ * Note that the GLSL specs are missing the text "or contain"; this is
+ * presumably an oversight. See Khronos bug #15671.
+ *
+ * The 'double' type does not exist in GLSL ES so far.
+ */
+ if ((state->ARB_gpu_shader_fp64_enable
+ || state->is_version(400, 0))
+ && var_type->contains_double()
+ && interpolation != INTERP_QUALIFIER_FLAT
+ && state->stage == MESA_SHADER_FRAGMENT
+ && mode == ir_var_shader_in) {
+ _mesa_glsl_error(loc, state, "if a fragment input is (or contains) "
+ "a double, then it must be qualified with 'flat'");
+ }
+}
+
static glsl_interp_qualifier
interpret_interpolation_qualifier(const struct ast_type_qualifier *qual,
+ const struct glsl_type *var_type,
ir_variable_mode mode,
struct _mesa_glsl_parse_state *state,
YYLTYPE *loc)
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->stage == MESA_SHADER_VERTEX && mode == ir_var_shader_in) ||
- (state->stage == MESA_SHADER_FRAGMENT && 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));
- }
- } else if (state->es_shader &&
- ((mode == ir_var_shader_in &&
- state->stage != MESA_SHADER_VERTEX) ||
- (mode == ir_var_shader_out &&
- state->stage != MESA_SHADER_FRAGMENT))) {
+ else if (state->es_shader &&
+ ((mode == ir_var_shader_in &&
+ state->stage != MESA_SHADER_VERTEX) ||
+ (mode == ir_var_shader_out &&
+ state->stage != MESA_SHADER_FRAGMENT)))
/* Section 4.3.9 (Interpolation) of the GLSL ES 3.00 spec says:
*
* "When no interpolation qualifier is present, smooth interpolation
* is used."
*/
interpolation = INTERP_QUALIFIER_SMOOTH;
- }
+ else
+ interpolation = INTERP_QUALIFIER_NONE;
+
+ validate_interpolation_qualifier(state, loc,
+ interpolation,
+ qual, var_type, mode);
return interpolation;
}
}
var->data.interpolation =
- interpret_interpolation_qualifier(qual, (ir_variable_mode) var->data.mode,
+ interpret_interpolation_qualifier(qual, var->type,
+ (ir_variable_mode) var->data.mode,
state, loc);
/* Does the declaration use the deprecated 'attribute' or 'varying'
var->data.how_declared = ir_var_hidden;
}
- /* Integer fragment inputs must be qualified with 'flat'. In GLSL ES,
- * so must integer vertex outputs.
- *
- * From section 4.3.4 ("Inputs") of the GLSL 1.50 spec:
- * "Fragment shader inputs that are signed or unsigned integers or
- * integer vectors must be qualified with the interpolation qualifier
- * flat."
- *
- * From section 4.3.4 ("Input Variables") of the GLSL 3.00 ES spec:
- * "Fragment shader inputs that are, or contain, signed or unsigned
- * integers or integer vectors must be qualified with the
- * interpolation qualifier flat."
- *
- * From section 4.3.6 ("Output Variables") of the GLSL 3.00 ES spec:
- * "Vertex shader outputs that are, or contain, signed or unsigned
- * integers or integer vectors must be qualified with the
- * interpolation qualifier flat."
- *
- * Note that prior to GLSL 1.50, this requirement applied to vertex
- * outputs rather than fragment inputs. That creates problems in the
- * presence of geometry shaders, so we adopt the GLSL 1.50 rule for all
- * desktop GL shaders. For GLSL ES shaders, we follow the spec and
- * apply the restriction to both vertex outputs and fragment inputs.
- *
- * Note also that the desktop GLSL specs are missing the text "or
- * contain"; this is presumably an oversight, since there is no
- * reasonable way to interpolate a fragment shader input that contains
- * an integer.
- */
- if (state->is_version(130, 300) &&
- var->type->contains_integer() &&
- var->data.interpolation != INTERP_QUALIFIER_FLAT &&
- ((state->stage == MESA_SHADER_FRAGMENT && var->data.mode == ir_var_shader_in)
- || (state->stage == MESA_SHADER_VERTEX && var->data.mode == ir_var_shader_out
- && state->es_shader))) {
- const char *var_type = (state->stage == MESA_SHADER_VERTEX) ?
- "vertex output" : "fragment input";
- _mesa_glsl_error(&loc, state, "if a %s is (or contains) "
- "an integer, then it must be qualified with 'flat'",
- var_type);
- }
-
- /* Double fragment inputs must be qualified with 'flat'. */
- if (var->type->contains_double() &&
- var->data.interpolation != INTERP_QUALIFIER_FLAT &&
- state->stage == MESA_SHADER_FRAGMENT &&
- var->data.mode == ir_var_shader_in) {
- _mesa_glsl_error(&loc, state, "if a fragment input is (or contains) "
- "a double, then it must be qualified with 'flat'",
- var_type);
- }
-
- /* Interpolation qualifiers cannot be applied to 'centroid' and
- * 'centroid varying'.
- *
- * From page 29 (page 35 of the PDF) of the GLSL 1.30 spec:
- * "interpolation qualifiers may only precede the qualifiers in,
- * centroid in, out, or centroid out in a declaration. They do not apply
- * to the deprecated storage qualifiers varying or centroid varying."
- *
- * These deprecated storage qualifiers do not exist in GLSL ES 3.00.
- */
- if (state->is_version(130, 0)
- && this->type->qualifier.has_interpolation()
- && this->type->qualifier.flags.q.varying) {
-
- const char *i = interpolation_string(var->data.interpolation);
- const char *s;
- if (this->type->qualifier.flags.q.centroid)
- s = "centroid varying";
- else
- s = "varying";
-
- _mesa_glsl_error(&loc, state,
- "qualifier '%s' cannot be applied to the "
- "deprecated storage qualifier '%s'", i, s);
- }
-
-
- /* Interpolation qualifiers can only apply to vertex shader outputs and
- * fragment shader inputs.
- *
- * From page 29 (page 35 of the PDF) of the GLSL 1.30 spec:
- * "Outputs from a vertex shader (out) and inputs to a fragment
- * shader (in) can be further qualified with one or more of these
- * interpolation qualifiers"
- *
- * From page 31 (page 37 of the PDF) of the GLSL ES 3.00 spec:
- * "These interpolation qualifiers may only precede the qualifiers
- * in, centroid in, out, or centroid out in a declaration. They do
- * not apply to inputs into a vertex shader or outputs from a
- * fragment shader."
- */
- if (state->is_version(130, 300)
- && this->type->qualifier.has_interpolation()) {
-
- const char *i = interpolation_string(var->data.interpolation);
- switch (state->stage) {
- case MESA_SHADER_VERTEX:
- if (this->type->qualifier.flags.q.in) {
- _mesa_glsl_error(&loc, state,
- "qualifier '%s' cannot be applied to vertex "
- "shader inputs", i);
- }
- break;
- case MESA_SHADER_FRAGMENT:
- if (this->type->qualifier.flags.q.out) {
- _mesa_glsl_error(&loc, state,
- "qualifier '%s' cannot be applied to fragment "
- "shader outputs", i);
- }
- break;
- default:
- break;
- }
- }
-
-
/* From section 4.3.4 of the GLSL 4.00 spec:
* "Input variables may not be declared using the patch in qualifier
* in tessellation control or geometry shaders."
fields[i].type = field_type;
fields[i].name = decl->identifier;
fields[i].interpolation =
- interpret_interpolation_qualifier(qual, var_mode, state, &loc);
+ interpret_interpolation_qualifier(qual, field_type,
+ var_mode, state, &loc);
fields[i].centroid = qual->flags.q.centroid ? 1 : 0;
fields[i].sample = qual->flags.q.sample ? 1 : 0;
fields[i].patch = qual->flags.q.patch ? 1 : 0;