Fix interpolant ES error

The restriction of no swizzling and no struct fields as an interpolant
were not being checked when using the ES profile.

Fixes #3277.
This commit is contained in:
Nathaniel Cesario 2023-09-12 14:35:50 -06:00 committed by arcady-lunarg
parent a8d39f97cd
commit 52c59ecd3d
7 changed files with 655 additions and 27 deletions

View File

@ -0,0 +1,501 @@
glsl.interpOp.error.frag
ERROR: 0:39: 'interpolateAtCentroid' : first argument must be an interpolant, or interpolant-array element. Using the field of a named struct as an interpolant argument is not allowed (ES-only).
ERROR: 0:40: 'interpolateAtCentroid' : first argument must be an interpolant, or interpolant-array element
ERROR: 0:41: 'interpolateAtCentroid' : first argument must be an interpolant, or interpolant-array element. Using the field of a named struct as an interpolant argument is not allowed (ES-only).
ERROR: 0:54: 'interpolateAtSample' : first argument must be an interpolant, or interpolant-array element. Using the field of a named struct as an interpolant argument is not allowed (ES-only).
ERROR: 0:55: 'interpolateAtSample' : first argument must be an interpolant, or interpolant-array element
ERROR: 0:56: 'interpolateAtSample' : first argument must be an interpolant, or interpolant-array element. Using the field of a named struct as an interpolant argument is not allowed (ES-only).
ERROR: 0:69: 'interpolateAtOffset' : first argument must be an interpolant, or interpolant-array element. Using the field of a named struct as an interpolant argument is not allowed (ES-only).
ERROR: 0:70: 'interpolateAtOffset' : first argument must be an interpolant, or interpolant-array element
ERROR: 0:71: 'interpolateAtOffset' : first argument must be an interpolant, or interpolant-array element. Using the field of a named struct as an interpolant argument is not allowed (ES-only).
ERROR: 9 compilation errors. No code generated.
Shader version: 320
ERROR: node is still EOpNull!
0:27 Function Definition: main( ( global void)
0:27 Function Parameters:
0:32 Sequence
0:32 Sequence
0:32 move second child to first child ( temp mediump 4-component vector of float)
0:32 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:32 Construct vec4 ( temp mediump 4-component vector of float)
0:32 interpolateAtCentroid ( global highp float)
0:32 'v' (layout( location=2) smooth in highp float)
0:33 move second child to first child ( temp mediump 4-component vector of float)
0:33 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:33 Construct vec4 ( temp mediump 4-component vector of float)
0:33 interpolateAtCentroid ( global highp float)
0:33 x: direct index for structure ( in highp float)
0:33 'anon@0' (layout( location=3) in block{ in highp float x, in 1-element array of highp 4-component vector of float xyz, in structure{ global highp 4-component vector of float s_v} s0})
0:33 Constant:
0:33 0 (const uint)
0:34 move second child to first child ( temp mediump 4-component vector of float)
0:34 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:34 Construct vec4 ( temp mediump 4-component vector of float)
0:34 interpolateAtCentroid ( global highp float)
0:34 direct index (layout( location=7) smooth temp highp float)
0:34 'z' (layout( location=7) smooth in 1-element array of highp float)
0:34 Constant:
0:34 0 (const int)
0:35 move second child to first child ( temp highp 4-component vector of float)
0:35 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:35 interpolateAtCentroid ( global highp 4-component vector of float)
0:35 'w' (layout( location=8) smooth in highp 4-component vector of float)
0:36 move second child to first child ( temp highp 4-component vector of float)
0:36 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:36 interpolateAtCentroid ( global highp 4-component vector of float)
0:36 direct index ( temp highp 4-component vector of float)
0:36 xyz: direct index for structure ( in 1-element array of highp 4-component vector of float)
0:36 'anon@0' (layout( location=3) in block{ in highp float x, in 1-element array of highp 4-component vector of float xyz, in structure{ global highp 4-component vector of float s_v} s0})
0:36 Constant:
0:36 1 (const uint)
0:36 Constant:
0:36 0 (const int)
0:39 move second child to first child ( temp mediump 4-component vector of float)
0:39 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:39 Construct vec4 ( temp mediump 4-component vector of float)
0:39 interpolateAtCentroid ( global highp float)
0:39 a: direct index for structure ( global highp float)
0:39 'v_var' (layout( location=0) smooth in structure{ global highp float a, global highp float b})
0:39 Constant:
0:39 0 (const int)
0:40 move second child to first child ( temp mediump 4-component vector of float)
0:40 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:40 Construct vec4 ( temp mediump 4-component vector of float)
0:40 interpolateAtCentroid ( global highp float)
0:40 direct index ( temp highp float)
0:40 'w' (layout( location=8) smooth in highp 4-component vector of float)
0:40 Constant:
0:40 0 (const int)
0:41 move second child to first child ( temp mediump 4-component vector of float)
0:41 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:41 Construct vec4 ( temp mediump 4-component vector of float)
0:41 interpolateAtCentroid ( global highp 4-component vector of float)
0:41 s_v: direct index for structure ( global highp 4-component vector of float)
0:41 s0: direct index for structure ( in structure{ global highp 4-component vector of float s_v})
0:41 'anon@0' (layout( location=3) in block{ in highp float x, in 1-element array of highp 4-component vector of float xyz, in structure{ global highp 4-component vector of float s_v} s0})
0:41 Constant:
0:41 2 (const uint)
0:41 Constant:
0:41 0 (const int)
0:47 Sequence
0:47 move second child to first child ( temp mediump 4-component vector of float)
0:47 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:47 Construct vec4 ( temp mediump 4-component vector of float)
0:47 interpolateAtSample ( global highp float)
0:47 'v' (layout( location=2) smooth in highp float)
0:47 Constant:
0:47 0 (const int)
0:48 move second child to first child ( temp mediump 4-component vector of float)
0:48 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:48 Construct vec4 ( temp mediump 4-component vector of float)
0:48 interpolateAtSample ( global highp float)
0:48 x: direct index for structure ( in highp float)
0:48 'anon@0' (layout( location=3) in block{ in highp float x, in 1-element array of highp 4-component vector of float xyz, in structure{ global highp 4-component vector of float s_v} s0})
0:48 Constant:
0:48 0 (const uint)
0:48 Constant:
0:48 0 (const int)
0:49 move second child to first child ( temp mediump 4-component vector of float)
0:49 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:49 Construct vec4 ( temp mediump 4-component vector of float)
0:49 interpolateAtSample ( global highp float)
0:49 direct index (layout( location=7) smooth temp highp float)
0:49 'z' (layout( location=7) smooth in 1-element array of highp float)
0:49 Constant:
0:49 0 (const int)
0:49 Constant:
0:49 0 (const int)
0:50 move second child to first child ( temp highp 4-component vector of float)
0:50 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:50 interpolateAtSample ( global highp 4-component vector of float)
0:50 'w' (layout( location=8) smooth in highp 4-component vector of float)
0:50 Constant:
0:50 0 (const int)
0:51 move second child to first child ( temp highp 4-component vector of float)
0:51 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:51 interpolateAtSample ( global highp 4-component vector of float)
0:51 direct index ( temp highp 4-component vector of float)
0:51 xyz: direct index for structure ( in 1-element array of highp 4-component vector of float)
0:51 'anon@0' (layout( location=3) in block{ in highp float x, in 1-element array of highp 4-component vector of float xyz, in structure{ global highp 4-component vector of float s_v} s0})
0:51 Constant:
0:51 1 (const uint)
0:51 Constant:
0:51 0 (const int)
0:51 Constant:
0:51 0 (const int)
0:54 move second child to first child ( temp mediump 4-component vector of float)
0:54 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:54 Construct vec4 ( temp mediump 4-component vector of float)
0:54 interpolateAtSample ( global highp float)
0:54 a: direct index for structure ( global highp float)
0:54 'v_var' (layout( location=0) smooth in structure{ global highp float a, global highp float b})
0:54 Constant:
0:54 0 (const int)
0:54 Constant:
0:54 0 (const int)
0:55 move second child to first child ( temp mediump 4-component vector of float)
0:55 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:55 Construct vec4 ( temp mediump 4-component vector of float)
0:55 interpolateAtSample ( global highp float)
0:55 direct index ( temp highp float)
0:55 'w' (layout( location=8) smooth in highp 4-component vector of float)
0:55 Constant:
0:55 0 (const int)
0:55 Constant:
0:55 0 (const int)
0:56 move second child to first child ( temp mediump 4-component vector of float)
0:56 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:56 Construct vec4 ( temp mediump 4-component vector of float)
0:56 interpolateAtSample ( global highp 4-component vector of float)
0:56 s_v: direct index for structure ( global highp 4-component vector of float)
0:56 s0: direct index for structure ( in structure{ global highp 4-component vector of float s_v})
0:56 'anon@0' (layout( location=3) in block{ in highp float x, in 1-element array of highp 4-component vector of float xyz, in structure{ global highp 4-component vector of float s_v} s0})
0:56 Constant:
0:56 2 (const uint)
0:56 Constant:
0:56 0 (const int)
0:56 Constant:
0:56 0 (const int)
0:62 Sequence
0:62 move second child to first child ( temp mediump 4-component vector of float)
0:62 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:62 Construct vec4 ( temp mediump 4-component vector of float)
0:62 interpolateAtOffset ( global highp float)
0:62 'v' (layout( location=2) smooth in highp float)
0:62 Constant:
0:62 0.000000
0:62 0.000000
0:63 move second child to first child ( temp mediump 4-component vector of float)
0:63 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:63 Construct vec4 ( temp mediump 4-component vector of float)
0:63 interpolateAtOffset ( global highp float)
0:63 x: direct index for structure ( in highp float)
0:63 'anon@0' (layout( location=3) in block{ in highp float x, in 1-element array of highp 4-component vector of float xyz, in structure{ global highp 4-component vector of float s_v} s0})
0:63 Constant:
0:63 0 (const uint)
0:63 Constant:
0:63 0.000000
0:63 0.000000
0:64 move second child to first child ( temp mediump 4-component vector of float)
0:64 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:64 Construct vec4 ( temp mediump 4-component vector of float)
0:64 interpolateAtOffset ( global highp float)
0:64 direct index (layout( location=7) smooth temp highp float)
0:64 'z' (layout( location=7) smooth in 1-element array of highp float)
0:64 Constant:
0:64 0 (const int)
0:64 Constant:
0:64 0.000000
0:64 0.000000
0:65 move second child to first child ( temp highp 4-component vector of float)
0:65 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:65 interpolateAtOffset ( global highp 4-component vector of float)
0:65 'w' (layout( location=8) smooth in highp 4-component vector of float)
0:65 Constant:
0:65 0.000000
0:65 0.000000
0:66 move second child to first child ( temp highp 4-component vector of float)
0:66 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:66 interpolateAtOffset ( global highp 4-component vector of float)
0:66 direct index ( temp highp 4-component vector of float)
0:66 xyz: direct index for structure ( in 1-element array of highp 4-component vector of float)
0:66 'anon@0' (layout( location=3) in block{ in highp float x, in 1-element array of highp 4-component vector of float xyz, in structure{ global highp 4-component vector of float s_v} s0})
0:66 Constant:
0:66 1 (const uint)
0:66 Constant:
0:66 0 (const int)
0:66 Constant:
0:66 0.000000
0:66 0.000000
0:69 move second child to first child ( temp mediump 4-component vector of float)
0:69 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:69 Construct vec4 ( temp mediump 4-component vector of float)
0:69 interpolateAtOffset ( global highp float)
0:69 a: direct index for structure ( global highp float)
0:69 'v_var' (layout( location=0) smooth in structure{ global highp float a, global highp float b})
0:69 Constant:
0:69 0 (const int)
0:69 Constant:
0:69 0.000000
0:69 0.000000
0:70 move second child to first child ( temp mediump 4-component vector of float)
0:70 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:70 Construct vec4 ( temp mediump 4-component vector of float)
0:70 interpolateAtOffset ( global highp float)
0:70 direct index ( temp highp float)
0:70 'w' (layout( location=8) smooth in highp 4-component vector of float)
0:70 Constant:
0:70 0 (const int)
0:70 Constant:
0:70 0.000000
0:70 0.000000
0:71 move second child to first child ( temp mediump 4-component vector of float)
0:71 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:71 Construct vec4 ( temp mediump 4-component vector of float)
0:71 interpolateAtOffset ( global highp 4-component vector of float)
0:71 s_v: direct index for structure ( global highp 4-component vector of float)
0:71 s0: direct index for structure ( in structure{ global highp 4-component vector of float s_v})
0:71 'anon@0' (layout( location=3) in block{ in highp float x, in 1-element array of highp 4-component vector of float xyz, in structure{ global highp 4-component vector of float s_v} s0})
0:71 Constant:
0:71 2 (const uint)
0:71 Constant:
0:71 0 (const int)
0:71 Constant:
0:71 0.000000
0:71 0.000000
0:? Linker Objects
0:? 'v_var' (layout( location=0) smooth in structure{ global highp float a, global highp float b})
0:? 'v' (layout( location=2) smooth in highp float)
0:? 'anon@0' (layout( location=3) in block{ in highp float x, in 1-element array of highp 4-component vector of float xyz, in structure{ global highp 4-component vector of float s_v} s0})
0:? 'z' (layout( location=7) smooth in 1-element array of highp float)
0:? 'w' (layout( location=8) smooth in highp 4-component vector of float)
0:? 'fragColor' (layout( location=0) out mediump 4-component vector of float)
Linked fragment stage:
Shader version: 320
ERROR: node is still EOpNull!
0:27 Function Definition: main( ( global void)
0:27 Function Parameters:
0:32 Sequence
0:32 Sequence
0:32 move second child to first child ( temp mediump 4-component vector of float)
0:32 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:32 Construct vec4 ( temp mediump 4-component vector of float)
0:32 interpolateAtCentroid ( global highp float)
0:32 'v' (layout( location=2) smooth in highp float)
0:33 move second child to first child ( temp mediump 4-component vector of float)
0:33 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:33 Construct vec4 ( temp mediump 4-component vector of float)
0:33 interpolateAtCentroid ( global highp float)
0:33 x: direct index for structure ( in highp float)
0:33 'anon@0' (layout( location=3) in block{ in highp float x, in 1-element array of highp 4-component vector of float xyz, in structure{ global highp 4-component vector of float s_v} s0})
0:33 Constant:
0:33 0 (const uint)
0:34 move second child to first child ( temp mediump 4-component vector of float)
0:34 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:34 Construct vec4 ( temp mediump 4-component vector of float)
0:34 interpolateAtCentroid ( global highp float)
0:34 direct index (layout( location=7) smooth temp highp float)
0:34 'z' (layout( location=7) smooth in 1-element array of highp float)
0:34 Constant:
0:34 0 (const int)
0:35 move second child to first child ( temp highp 4-component vector of float)
0:35 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:35 interpolateAtCentroid ( global highp 4-component vector of float)
0:35 'w' (layout( location=8) smooth in highp 4-component vector of float)
0:36 move second child to first child ( temp highp 4-component vector of float)
0:36 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:36 interpolateAtCentroid ( global highp 4-component vector of float)
0:36 direct index ( temp highp 4-component vector of float)
0:36 xyz: direct index for structure ( in 1-element array of highp 4-component vector of float)
0:36 'anon@0' (layout( location=3) in block{ in highp float x, in 1-element array of highp 4-component vector of float xyz, in structure{ global highp 4-component vector of float s_v} s0})
0:36 Constant:
0:36 1 (const uint)
0:36 Constant:
0:36 0 (const int)
0:39 move second child to first child ( temp mediump 4-component vector of float)
0:39 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:39 Construct vec4 ( temp mediump 4-component vector of float)
0:39 interpolateAtCentroid ( global highp float)
0:39 a: direct index for structure ( global highp float)
0:39 'v_var' (layout( location=0) smooth in structure{ global highp float a, global highp float b})
0:39 Constant:
0:39 0 (const int)
0:40 move second child to first child ( temp mediump 4-component vector of float)
0:40 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:40 Construct vec4 ( temp mediump 4-component vector of float)
0:40 interpolateAtCentroid ( global highp float)
0:40 direct index ( temp highp float)
0:40 'w' (layout( location=8) smooth in highp 4-component vector of float)
0:40 Constant:
0:40 0 (const int)
0:41 move second child to first child ( temp mediump 4-component vector of float)
0:41 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:41 Construct vec4 ( temp mediump 4-component vector of float)
0:41 interpolateAtCentroid ( global highp 4-component vector of float)
0:41 s_v: direct index for structure ( global highp 4-component vector of float)
0:41 s0: direct index for structure ( in structure{ global highp 4-component vector of float s_v})
0:41 'anon@0' (layout( location=3) in block{ in highp float x, in 1-element array of highp 4-component vector of float xyz, in structure{ global highp 4-component vector of float s_v} s0})
0:41 Constant:
0:41 2 (const uint)
0:41 Constant:
0:41 0 (const int)
0:47 Sequence
0:47 move second child to first child ( temp mediump 4-component vector of float)
0:47 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:47 Construct vec4 ( temp mediump 4-component vector of float)
0:47 interpolateAtSample ( global highp float)
0:47 'v' (layout( location=2) smooth in highp float)
0:47 Constant:
0:47 0 (const int)
0:48 move second child to first child ( temp mediump 4-component vector of float)
0:48 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:48 Construct vec4 ( temp mediump 4-component vector of float)
0:48 interpolateAtSample ( global highp float)
0:48 x: direct index for structure ( in highp float)
0:48 'anon@0' (layout( location=3) in block{ in highp float x, in 1-element array of highp 4-component vector of float xyz, in structure{ global highp 4-component vector of float s_v} s0})
0:48 Constant:
0:48 0 (const uint)
0:48 Constant:
0:48 0 (const int)
0:49 move second child to first child ( temp mediump 4-component vector of float)
0:49 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:49 Construct vec4 ( temp mediump 4-component vector of float)
0:49 interpolateAtSample ( global highp float)
0:49 direct index (layout( location=7) smooth temp highp float)
0:49 'z' (layout( location=7) smooth in 1-element array of highp float)
0:49 Constant:
0:49 0 (const int)
0:49 Constant:
0:49 0 (const int)
0:50 move second child to first child ( temp highp 4-component vector of float)
0:50 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:50 interpolateAtSample ( global highp 4-component vector of float)
0:50 'w' (layout( location=8) smooth in highp 4-component vector of float)
0:50 Constant:
0:50 0 (const int)
0:51 move second child to first child ( temp highp 4-component vector of float)
0:51 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:51 interpolateAtSample ( global highp 4-component vector of float)
0:51 direct index ( temp highp 4-component vector of float)
0:51 xyz: direct index for structure ( in 1-element array of highp 4-component vector of float)
0:51 'anon@0' (layout( location=3) in block{ in highp float x, in 1-element array of highp 4-component vector of float xyz, in structure{ global highp 4-component vector of float s_v} s0})
0:51 Constant:
0:51 1 (const uint)
0:51 Constant:
0:51 0 (const int)
0:51 Constant:
0:51 0 (const int)
0:54 move second child to first child ( temp mediump 4-component vector of float)
0:54 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:54 Construct vec4 ( temp mediump 4-component vector of float)
0:54 interpolateAtSample ( global highp float)
0:54 a: direct index for structure ( global highp float)
0:54 'v_var' (layout( location=0) smooth in structure{ global highp float a, global highp float b})
0:54 Constant:
0:54 0 (const int)
0:54 Constant:
0:54 0 (const int)
0:55 move second child to first child ( temp mediump 4-component vector of float)
0:55 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:55 Construct vec4 ( temp mediump 4-component vector of float)
0:55 interpolateAtSample ( global highp float)
0:55 direct index ( temp highp float)
0:55 'w' (layout( location=8) smooth in highp 4-component vector of float)
0:55 Constant:
0:55 0 (const int)
0:55 Constant:
0:55 0 (const int)
0:56 move second child to first child ( temp mediump 4-component vector of float)
0:56 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:56 Construct vec4 ( temp mediump 4-component vector of float)
0:56 interpolateAtSample ( global highp 4-component vector of float)
0:56 s_v: direct index for structure ( global highp 4-component vector of float)
0:56 s0: direct index for structure ( in structure{ global highp 4-component vector of float s_v})
0:56 'anon@0' (layout( location=3) in block{ in highp float x, in 1-element array of highp 4-component vector of float xyz, in structure{ global highp 4-component vector of float s_v} s0})
0:56 Constant:
0:56 2 (const uint)
0:56 Constant:
0:56 0 (const int)
0:56 Constant:
0:56 0 (const int)
0:62 Sequence
0:62 move second child to first child ( temp mediump 4-component vector of float)
0:62 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:62 Construct vec4 ( temp mediump 4-component vector of float)
0:62 interpolateAtOffset ( global highp float)
0:62 'v' (layout( location=2) smooth in highp float)
0:62 Constant:
0:62 0.000000
0:62 0.000000
0:63 move second child to first child ( temp mediump 4-component vector of float)
0:63 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:63 Construct vec4 ( temp mediump 4-component vector of float)
0:63 interpolateAtOffset ( global highp float)
0:63 x: direct index for structure ( in highp float)
0:63 'anon@0' (layout( location=3) in block{ in highp float x, in 1-element array of highp 4-component vector of float xyz, in structure{ global highp 4-component vector of float s_v} s0})
0:63 Constant:
0:63 0 (const uint)
0:63 Constant:
0:63 0.000000
0:63 0.000000
0:64 move second child to first child ( temp mediump 4-component vector of float)
0:64 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:64 Construct vec4 ( temp mediump 4-component vector of float)
0:64 interpolateAtOffset ( global highp float)
0:64 direct index (layout( location=7) smooth temp highp float)
0:64 'z' (layout( location=7) smooth in 1-element array of highp float)
0:64 Constant:
0:64 0 (const int)
0:64 Constant:
0:64 0.000000
0:64 0.000000
0:65 move second child to first child ( temp highp 4-component vector of float)
0:65 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:65 interpolateAtOffset ( global highp 4-component vector of float)
0:65 'w' (layout( location=8) smooth in highp 4-component vector of float)
0:65 Constant:
0:65 0.000000
0:65 0.000000
0:66 move second child to first child ( temp highp 4-component vector of float)
0:66 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:66 interpolateAtOffset ( global highp 4-component vector of float)
0:66 direct index ( temp highp 4-component vector of float)
0:66 xyz: direct index for structure ( in 1-element array of highp 4-component vector of float)
0:66 'anon@0' (layout( location=3) in block{ in highp float x, in 1-element array of highp 4-component vector of float xyz, in structure{ global highp 4-component vector of float s_v} s0})
0:66 Constant:
0:66 1 (const uint)
0:66 Constant:
0:66 0 (const int)
0:66 Constant:
0:66 0.000000
0:66 0.000000
0:69 move second child to first child ( temp mediump 4-component vector of float)
0:69 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:69 Construct vec4 ( temp mediump 4-component vector of float)
0:69 interpolateAtOffset ( global highp float)
0:69 a: direct index for structure ( global highp float)
0:69 'v_var' (layout( location=0) smooth in structure{ global highp float a, global highp float b})
0:69 Constant:
0:69 0 (const int)
0:69 Constant:
0:69 0.000000
0:69 0.000000
0:70 move second child to first child ( temp mediump 4-component vector of float)
0:70 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:70 Construct vec4 ( temp mediump 4-component vector of float)
0:70 interpolateAtOffset ( global highp float)
0:70 direct index ( temp highp float)
0:70 'w' (layout( location=8) smooth in highp 4-component vector of float)
0:70 Constant:
0:70 0 (const int)
0:70 Constant:
0:70 0.000000
0:70 0.000000
0:71 move second child to first child ( temp mediump 4-component vector of float)
0:71 'fragColor' (layout( location=0) out mediump 4-component vector of float)
0:71 Construct vec4 ( temp mediump 4-component vector of float)
0:71 interpolateAtOffset ( global highp 4-component vector of float)
0:71 s_v: direct index for structure ( global highp 4-component vector of float)
0:71 s0: direct index for structure ( in structure{ global highp 4-component vector of float s_v})
0:71 'anon@0' (layout( location=3) in block{ in highp float x, in 1-element array of highp 4-component vector of float xyz, in structure{ global highp 4-component vector of float s_v} s0})
0:71 Constant:
0:71 2 (const uint)
0:71 Constant:
0:71 0 (const int)
0:71 Constant:
0:71 0.000000
0:71 0.000000
0:? Linker Objects
0:? 'v_var' (layout( location=0) smooth in structure{ global highp float a, global highp float b})
0:? 'v' (layout( location=2) smooth in highp float)
0:? 'anon@0' (layout( location=3) in block{ in highp float x, in 1-element array of highp 4-component vector of float xyz, in structure{ global highp 4-component vector of float s_v} s0})
0:? 'z' (layout( location=7) smooth in 1-element array of highp float)
0:? 'w' (layout( location=8) smooth in highp 4-component vector of float)
0:? 'fragColor' (layout( location=0) out mediump 4-component vector of float)

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@ -0,0 +1,73 @@
#version 320 es
struct S
{
highp float a;
highp float b;
};
layout(location = 0) in S v_var;
layout(location = 2) in highp float v;
struct S0 {
highp vec4 s_v;
};
layout(location = 3) in FIn {
highp float x;
highp vec4 xyz[1];
S0 s0;
};
layout(location = 7) in highp float z[1];
layout(location = 8) in highp vec4 w;
layout(location = 0) out mediump vec4 fragColor;
void main (void)
{
// Centroid
{
// valid
fragColor = vec4(interpolateAtCentroid(v));
fragColor = vec4(interpolateAtCentroid(x));
fragColor = vec4(interpolateAtCentroid(z[0]));
fragColor = interpolateAtCentroid(w);
fragColor = interpolateAtCentroid(xyz[0]);
//// invalid
fragColor = vec4(interpolateAtCentroid(v_var.a));
fragColor = vec4(interpolateAtCentroid(w.x));
fragColor = vec4(interpolateAtCentroid(s0.s_v));
}
// Sample
{
// valid
fragColor = vec4(interpolateAtSample(v, 0));
fragColor = vec4(interpolateAtSample(x, 0));
fragColor = vec4(interpolateAtSample(z[0], 0));
fragColor = interpolateAtSample(w, 0);
fragColor = interpolateAtSample(xyz[0], 0);
// invalid
fragColor = vec4(interpolateAtSample(v_var.a, 0));
fragColor = vec4(interpolateAtSample(w.x, 0));
fragColor = vec4(interpolateAtSample(s0.s_v, 0));
}
// Offset
{
// valid
fragColor = vec4(interpolateAtOffset(v, vec2(0)));
fragColor = vec4(interpolateAtOffset(x, vec2(0)));
fragColor = vec4(interpolateAtOffset(z[0], vec2(0)));
fragColor = interpolateAtOffset(w, vec2(0));
fragColor = interpolateAtOffset(xyz[0], vec2(0));
// invalid
fragColor = vec4(interpolateAtOffset(v_var.a, vec2(0)));
fragColor = vec4(interpolateAtOffset(w.x, vec2(0)));
fragColor = vec4(interpolateAtOffset(s0.s_v, vec2(0)));
}
}

View File

@ -2647,28 +2647,42 @@ TIntermTyped* TIntermediate::addSwizzle(TSwizzleSelectors<selectorType>& selecto
// 'swizzleOkay' says whether or not it is okay to consider a swizzle
// a valid part of the dereference chain.
//
// 'BufferReferenceOk' says if type is buffer_reference, the routine stop to find the most left node.
// 'bufferReferenceOk' says if type is buffer_reference, the routine will stop to find the most left node.
//
// 'proc' is an optional function to run on each node that is processed during the traversal. 'proc' must
// return true to continue the traversal, or false to end the traversal early.
//
const TIntermTyped* TIntermediate::findLValueBase(const TIntermTyped* node, bool swizzleOkay , bool bufferReferenceOk)
const TIntermTyped* TIntermediate::traverseLValueBase(const TIntermTyped* node, bool swizzleOkay,
bool bufferReferenceOk,
std::function<bool(const TIntermNode&)> proc)
{
do {
const TIntermBinary* binary = node->getAsBinaryNode();
if (binary == nullptr)
if (binary == nullptr) {
if (proc) {
proc(*node);
}
return node;
}
TOperator op = binary->getOp();
if (op != EOpIndexDirect && op != EOpIndexIndirect && op != EOpIndexDirectStruct && op != EOpVectorSwizzle && op != EOpMatrixSwizzle)
if (op != EOpIndexDirect && op != EOpIndexIndirect && op != EOpIndexDirectStruct && op != EOpVectorSwizzle &&
op != EOpMatrixSwizzle)
return nullptr;
if (! swizzleOkay) {
if (!swizzleOkay) {
if (op == EOpVectorSwizzle || op == EOpMatrixSwizzle)
return nullptr;
if ((op == EOpIndexDirect || op == EOpIndexIndirect) &&
(binary->getLeft()->getType().isVector() || binary->getLeft()->getType().isScalar()) &&
! binary->getLeft()->getType().isArray())
!binary->getLeft()->getType().isArray())
return nullptr;
}
node = node->getAsBinaryNode()->getLeft();
if (proc) {
if (!proc(*node)) {
return node;
}
}
node = binary->getLeft();
if (bufferReferenceOk && node->isReference())
return node;
} while (true);

View File

@ -208,7 +208,7 @@ bool TParseContextBase::lValueErrorCheck(const TSourceLoc& loc, const char* op,
//
// If we get here, we have an error and a message.
//
const TIntermTyped* leftMostTypeNode = TIntermediate::findLValueBase(node, true);
const TIntermTyped* leftMostTypeNode = TIntermediate::traverseLValueBase(node, true);
if (symNode)
error(loc, " l-value required", op, "\"%s\" (%s)", symbol, message);
@ -234,7 +234,7 @@ void TParseContextBase::rValueErrorCheck(const TSourceLoc& loc, const char* op,
const TIntermSymbol* symNode = node->getAsSymbolNode();
if (node->getQualifier().isWriteOnly()) {
const TIntermTyped* leftMostTypeNode = TIntermediate::findLValueBase(node, true);
const TIntermTyped* leftMostTypeNode = TIntermediate::traverseLValueBase(node, true);
if (symNode != nullptr)
error(loc, "can't read from writeonly object: ", op, symNode->getName().c_str());

View File

@ -2571,7 +2571,7 @@ void TParseContext::builtInOpCheck(const TSourceLoc& loc, const TFunction& fnCan
requireExtensions(loc, 1, &E_GL_EXT_shader_atomic_float2, fnCandidate.getName().c_str());
}
const TIntermTyped* base = TIntermediate::findLValueBase(arg0, true , true);
const TIntermTyped* base = TIntermediate::traverseLValueBase(arg0, true, true);
const char* errMsg = "Only l-values corresponding to shader block storage or shared variables can be used with "
"atomic memory functions.";
if (base) {
@ -2591,20 +2591,57 @@ void TParseContext::builtInOpCheck(const TSourceLoc& loc, const TFunction& fnCan
case EOpInterpolateAtCentroid:
case EOpInterpolateAtSample:
case EOpInterpolateAtOffset:
case EOpInterpolateAtVertex:
// Make sure the first argument is an interpolant, or an array element of an interpolant
case EOpInterpolateAtVertex: {
if (arg0->getType().getQualifier().storage != EvqVaryingIn) {
// It might still be an array element.
// Traverse down the left branch of arg0 to ensure this argument is a valid interpolant.
//
// We could check more, but the semantics of the first argument are already met; the
// only way to turn an array into a float/vec* is array dereference and swizzle.
// For desktop GL >4.3 we effectively only need to ensure that arg0 represents an l-value from an
// input declaration.
//
// ES and desktop 4.3 and earlier: swizzles may not be used
// desktop 4.4 and later: swizzles may be used
bool swizzleOkay = (!isEsProfile()) && (version >= 440);
const TIntermTyped* base = TIntermediate::findLValueBase(arg0, swizzleOkay);
if (base == nullptr || base->getType().getQualifier().storage != EvqVaryingIn)
error(loc, "first argument must be an interpolant, or interpolant-array element", fnCandidate.getName().c_str(), "");
// For desktop GL <= 4.3 and ES, we must also ensure that swizzling is not used
//
// For ES, we must also ensure that a field selection operator (i.e., '.') is not used on a named
// struct.
const bool esProfile = isEsProfile();
const bool swizzleOkay = !esProfile && (version >= 440);
std::string interpolantErrorMsg = "first argument must be an interpolant, or interpolant-array element";
bool isValid = true; // Assume that the interpolant is valid until we find a condition making it invalid
bool isIn = false; // Checks whether or not the interpolant is a shader input
bool structAccessOp = false; // Whether or not the previous node in the chain is a struct accessor
TIntermediate::traverseLValueBase(
arg0, swizzleOkay, false,
[&isValid, &isIn, &interpolantErrorMsg, esProfile, &structAccessOp](const TIntermNode& n) -> bool {
auto* type = n.getAsTyped();
if (type) {
if (type->getType().getQualifier().storage == EvqVaryingIn) {
isIn = true;
}
// If a field accessor was used, it can only be used to access a field with an input block, not a struct.
if (structAccessOp && (type->getType().getBasicType() != EbtBlock)) {
interpolantErrorMsg +=
". Using the field of a named struct as an interpolant argument is not "
"allowed (ES-only).";
isValid = false;
}
}
// ES has different requirements for interpolants than GL
if (esProfile) {
// Swizzling will be taken care of by the 'swizzleOkay' argument passsed to traverseLValueBase,
// so we only ned to check whether or not a field accessor has been used with a named struct.
auto* binary = n.getAsBinaryNode();
if (binary && (binary->getOp() == EOpIndexDirectStruct)) {
structAccessOp = true;
}
}
// Don't continue traversing if we know we have an invalid interpolant at this point.
return isValid;
});
if (!isIn || !isValid) {
error(loc, interpolantErrorMsg.c_str(), fnCandidate.getName().c_str(), "");
}
}
if (callNode.getOp() == EOpInterpolateAtVertex) {
@ -2620,7 +2657,7 @@ void TParseContext::builtInOpCheck(const TSourceLoc& loc, const TFunction& fnCan
}
}
}
break;
} break;
case EOpEmitStreamVertex:
case EOpEndStreamPrimitive:

View File

@ -43,11 +43,12 @@
#include "../Public/ShaderLang.h"
#include "Versions.h"
#include <algorithm>
#include <array>
#include <functional>
#include <set>
#include <string>
#include <vector>
#include <algorithm>
#include <set>
#include <array>
class TInfoSink;
@ -572,7 +573,8 @@ public:
TIntermTyped* foldSwizzle(TIntermTyped* node, TSwizzleSelectors<TVectorSelector>& fields, const TSourceLoc&);
// Tree ops
static const TIntermTyped* findLValueBase(const TIntermTyped*, bool swizzleOkay , bool BufferReferenceOk = false);
static const TIntermTyped* traverseLValueBase(const TIntermTyped*, bool swizzleOkay, bool bufferReferenceOk = false,
std::function<bool(const TIntermNode&)> proc = {});
// Linkage related
void addSymbolLinkageNodes(TIntermAggregate*& linkage, EShLanguage, TSymbolTable&);

View File

@ -299,7 +299,8 @@ INSTANTIATE_TEST_SUITE_P(
"EndStreamPrimitive.geom",
"floatBitsToInt.vert",
"coord_conventions.frag",
"gl_FragCoord.frag"
"gl_FragCoord.frag",
"glsl.interpOp.error.frag",
})),
FileNameAsCustomTestSuffix
);