Fix #1879: Check for valid variable before checking for unsized arrays.

The order of error checking was not quite being correct (maybe there is no correct
ordering, when many checks must be done and they affect each other).
So, check for block-name reuse twice.
This commit is contained in:
John Kessenich
2019-09-05 02:26:39 -06:00
parent 34953810a6
commit 664ad418f8
4 changed files with 17 additions and 7 deletions

View File

@@ -47,4 +47,5 @@ void barWxyz()
int primitiveID()
{
return gl_PrimitiveID;
gl_PerFragment; // ERROR, block name can't get reused
}

View File

@@ -3,7 +3,9 @@ ERROR: 0:4: 'redeclaration' : cannot redeclare with different qualification: gl_
ERROR: 0:5: 'redeclaration' : cannot redeclare with different qualification: gl_FragCoord
ERROR: 0:6: 'layout qualifier' : can only apply origin_upper_left and pixel_center_origin to gl_FragCoord
ERROR: 0:14: 'gl_FragCoord' : cannot redeclare after use
ERROR: 4 compilation errors. No code generated.
ERROR: 0:50: 'gl_PerFragment' : cannot be used (maybe an instance name is needed)
ERROR: 0:50: 'gl_PerFragment' : undeclared identifier
ERROR: 6 compilation errors. No code generated.
Shader version: 150
@@ -106,6 +108,7 @@ ERROR: node is still EOpNull!
0:49 Sequence
0:49 Branch: Return with expression
0:49 'gl_PrimitiveID' ( flat in int PrimitiveID)
0:50 'gl_PerFragment' ( temp float)
0:? Linker Objects
0:? 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
0:? 'foo' ( smooth in 4-component vector of float)