glsl: validate output types for shader stages
Patch fixes Piglit test:
arb_gpu_shader_fp64/preprocessor/fs-output-double.frag
and adds additional validation for shader outputs.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
index 7034ff0..2c63de0 100644
--- a/src/glsl/ast_to_hir.cpp
+++ b/src/glsl/ast_to_hir.cpp
@@ -3621,6 +3621,51 @@
handle_geometry_shader_input_decl(state, loc, var);
}
+ } else if (var->data.mode == ir_var_shader_out) {
+ const glsl_type *check_type = var->type->without_array();
+
+ /* From section 4.3.6 (Output variables) of the GLSL 4.40 spec:
+ *
+ * It is a compile-time error to declare a vertex, tessellation
+ * evaluation, tessellation control, or geometry shader output
+ * that contains any of the following:
+ *
+ * * A Boolean type (bool, bvec2 ...)
+ * * An opaque type
+ */
+ if (check_type->is_boolean() || check_type->contains_opaque())
+ _mesa_glsl_error(&loc, state,
+ "%s shader output cannot have type %s",
+ _mesa_shader_stage_to_string(state->stage),
+ check_type->name);
+
+ /* From section 4.3.6 (Output variables) of the GLSL 4.40 spec:
+ *
+ * It is a compile-time error to declare a fragment shader output
+ * that contains any of the following:
+ *
+ * * A Boolean type (bool, bvec2 ...)
+ * * A double-precision scalar or vector (double, dvec2 ...)
+ * * An opaque type
+ * * Any matrix type
+ * * A structure
+ */
+ if (state->stage == MESA_SHADER_FRAGMENT) {
+ if (check_type->is_record() || check_type->is_matrix())
+ _mesa_glsl_error(&loc, state,
+ "fragment shader output "
+ "cannot have struct or array type");
+ switch (check_type->base_type) {
+ case GLSL_TYPE_UINT:
+ case GLSL_TYPE_INT:
+ case GLSL_TYPE_FLOAT:
+ break;
+ default:
+ _mesa_glsl_error(&loc, state,
+ "fragment shader output cannot have "
+ "type %s", check_type->name);
+ }
+ }
}
/* Integer fragment inputs must be qualified with 'flat'. In GLSL ES,