[Mesa-dev] [PATCH] glsl: make sure that interpolateAt arguments are variables
Ilia Mirkin
imirkin at alum.mit.edu
Fri May 13 03:55:49 UTC 2016
In the case of a constant, it might have been propagated through and
variable_referenced() returns NULL. Error out in that case.
Fixes 3 dEQP tests:
dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.negative.interpolate_constant
dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_centroid.negative.interpolate_constant
dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_offset.negative.interpolate_constant
Signed-off-by: Ilia Mirkin <imirkin at alum.mit.edu>
---
src/compiler/glsl/ast_function.cpp | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/src/compiler/glsl/ast_function.cpp b/src/compiler/glsl/ast_function.cpp
index 37fb3e79..4db3dd0 100644
--- a/src/compiler/glsl/ast_function.cpp
+++ b/src/compiler/glsl/ast_function.cpp
@@ -209,7 +209,7 @@ verify_parameter_modes(_mesa_glsl_parse_state *state,
/* Verify that shader_in parameters are shader inputs */
if (formal->data.must_be_shader_input) {
ir_variable *var = actual->variable_referenced();
- if (var && var->data.mode != ir_var_shader_in) {
+ if (!var || var->data.mode != ir_var_shader_in) {
_mesa_glsl_error(&loc, state,
"parameter `%s` must be a shader input",
formal->name);
--
2.7.3
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