glsl: Error check redeclarations of gl_PerVertex.

This patch verifies that:

- The gl_PerVertex input interface block may only be redeclared in a
  geometry shader, and that it may only be redeclared as gl_in[].

- The gl_PerVertex output interface block may only be redeclared in a
  vertex or geometry shader, and that it may only be redeclared as a
  non-array without an interface name.

- gl_PerVertex may not be redeclared as any other type of interface
  block (i.e. as a uniform interface block).

As a side-effect, the code now keeps track of what the previous
declaration of gl_PerVertex was--this will be needed in future
patches.

Fixes piglit tests:
- spec/glsl-1.50/compiler/gs-redeclares-pervertex-in-with-incorrect-name.geom
- spec/glsl-1.50/compiler/gs-redeclares-pervertex-out-as-array.geom
- spec/glsl-1.50/compiler/gs-redeclares-pervertex-out-with-instance-name.geom

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Paul Berry 2013-10-02 11:21:04 -07:00
parent 3c83c96dcd
commit 79f515251a
1 changed files with 60 additions and 0 deletions

View File

@ -4654,6 +4654,66 @@ ast_interface_block::hir(exec_list *instructions,
if (!redeclaring_per_vertex)
validate_identifier(this->block_name, loc, state);
const glsl_type *earlier_per_vertex = NULL;
if (redeclaring_per_vertex) {
/* Find the previous declaration of gl_PerVertex. If we're redeclaring
* the named interface block gl_in, we can find it by looking at the
* previous declaration of gl_in. Otherwise we can find it by looking
* at the previous decalartion of any of the built-in outputs,
* e.g. gl_Position.
*
* Also check that the instance name and array-ness of the redeclaration
* are correct.
*/
switch (var_mode) {
case ir_var_shader_in:
if (ir_variable *earlier_gl_in =
state->symbols->get_variable("gl_in")) {
earlier_per_vertex = earlier_gl_in->get_interface_type();
} else {
_mesa_glsl_error(&loc, state,
"redeclaration of gl_PerVertex input not allowed "
"in the %s shader",
_mesa_glsl_shader_target_name(state->target));
}
if (this->instance_name == NULL ||
strcmp(this->instance_name, "gl_in") != 0 || !this->is_array) {
_mesa_glsl_error(&loc, state,
"gl_PerVertex input must be redeclared as "
"gl_in[]");
}
break;
case ir_var_shader_out:
if (ir_variable *earlier_gl_Position =
state->symbols->get_variable("gl_Position")) {
earlier_per_vertex = earlier_gl_Position->get_interface_type();
} else {
_mesa_glsl_error(&loc, state,
"redeclaration of gl_PerVertex output not "
"allowed in the %s shader",
_mesa_glsl_shader_target_name(state->target));
}
if (this->instance_name != NULL) {
_mesa_glsl_error(&loc, state,
"gl_PerVertex input may not be redeclared with "
"an instance name");
}
break;
default:
_mesa_glsl_error(&loc, state,
"gl_PerVertex must be declared as an input or an "
"output");
break;
}
if (earlier_per_vertex == NULL) {
/* An error has already been reported. Bail out to avoid null
* dereferences later in this function.
*/
return NULL;
}
}
const glsl_type *block_type =
glsl_type::get_interface_instance(fields,
num_variables,