Begin handling some varieties of invalid declarations

This commit is contained in:
Ian Romanick
2010-04-23 15:55:19 -07:00
parent ab89927a91
commit c824e35dd0

View File

@@ -1476,6 +1476,7 @@ ast_declarator_list::hir(exec_list *instructions,
const struct glsl_type *decl_type;
const char *type_name = NULL;
ir_rvalue *result = NULL;
YYLTYPE loc = this->get_location();
/* The type specifier may contain a structure definition. Process that
* before any of the variable declarations.
@@ -1488,12 +1489,27 @@ ast_declarator_list::hir(exec_list *instructions,
*/
decl_type = this->type->specifier->glsl_type(& type_name, state);
if (is_empty_list(&this->declarations)) {
/* There are only two valid cases where the declaration list can be
* empty.
*
* 1. The declaration is setting the default precision of a built-in
* type (e.g., 'precision highp vec4;').
*
* 2. Adding 'invariant' to an existing vertex shader output.
*/
if (this->type->qualifier.invariant) {
} else if (decl_type != NULL) {
} else {
_mesa_glsl_error(& loc, state, "incomplete declaration");
}
}
foreach (ptr, &this->declarations) {
struct ast_declaration *const decl = (struct ast_declaration * )ptr;
const struct glsl_type *var_type;
struct ir_variable *var;
YYLTYPE loc = this->get_location();
/* FINISHME: Emit a warning if a variable declaration shadows a
* FINISHME: declaration at a higher scope.