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authorPaul Berry <stereotype441@gmail.com>2013-10-22 14:54:10 -0700
committerPaul Berry <stereotype441@gmail.com>2013-10-24 22:01:04 -0700
commit81a50679661c2b9e4535114bb6010042dd05dc5a (patch)
tree05a381872584cfccf070b5ab5ef72ba3e91c22c9 /src/glsl
parentf65feb5335331ed0960d3fd62a70d0d0aaf23ab7 (diff)
glsl: Extract interpretation of interpolation to its own function.
In future patches, we will need this in order to interpret interpolation qualifiers that appear inside interface blocks. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
Diffstat (limited to 'src/glsl')
-rw-r--r--src/glsl/ast_to_hir.cpp70
1 files changed, 42 insertions, 28 deletions
diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
index 908816701b0..a98b341f586 100644
--- a/src/glsl/ast_to_hir.cpp
+++ b/src/glsl/ast_to_hir.cpp
@@ -1961,6 +1961,45 @@ validate_binding_qualifier(struct _mesa_glsl_parse_state *state,
return true;
}
+
+static glsl_interp_qualifier
+interpret_interpolation_qualifier(const struct ast_type_qualifier *qual,
+ ir_variable_mode mode,
+ struct _mesa_glsl_parse_state *state,
+ YYLTYPE *loc)
+{
+ glsl_interp_qualifier interpolation;
+ if (qual->flags.q.flat)
+ interpolation = INTERP_QUALIFIER_FLAT;
+ else if (qual->flags.q.noperspective)
+ 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->target == vertex_shader && mode == ir_var_shader_in) ||
+ (state->target == fragment_shader && 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));
+ }
+ }
+
+ return interpolation;
+}
+
+
static void
apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
ir_variable *var,
@@ -2095,34 +2134,9 @@ apply_type_qualifier_to_variable(const struct ast_type_qualifier *qual,
}
}
- if (qual->flags.q.flat)
- var->interpolation = INTERP_QUALIFIER_FLAT;
- else if (qual->flags.q.noperspective)
- var->interpolation = INTERP_QUALIFIER_NOPERSPECTIVE;
- else if (qual->flags.q.smooth)
- var->interpolation = INTERP_QUALIFIER_SMOOTH;
- else
- var->interpolation = INTERP_QUALIFIER_NONE;
-
- if (var->interpolation != INTERP_QUALIFIER_NONE) {
- ir_variable_mode mode = (ir_variable_mode) var->mode;
-
- 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(var->interpolation));
-
- }
-
- if ((state->target == vertex_shader && mode == ir_var_shader_in) ||
- (state->target == fragment_shader && 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(var->interpolation));
- }
- }
+ var->interpolation =
+ interpret_interpolation_qualifier(qual, (ir_variable_mode) var->mode,
+ state, loc);
var->pixel_center_integer = qual->flags.q.pixel_center_integer;
var->origin_upper_left = qual->flags.q.origin_upper_left;