On 16 October 2013 13:50, Ian Romanick <i...@freedesktop.org> wrote:

> On 10/16/2013 01:46 PM, Ian Romanick wrote:
> > On 10/16/2013 07:43 AM, Paul Berry wrote:
> >> On 16 October 2013 00:26, Jordan Justen <jljus...@gmail.com> wrote:
> >>> Also, perhaps we should log a spec bug to ask the spec to clarify this?
> >>
> >> IMHO, the intent is already clear from the fact that all the
> >> redeclaration examples in the spec include the in/out qualifier.  The
> >> fact that the NVIDIA compiler sometimes misbehaves if in/out is absent
> >> seems like adequate confirmation to me.  Spec bugs frequently take weeks
> >> or months to get resolved, so I guess I'm having trouble convincing
> >> myself that it's worth it in this case.
> >>
> >> Anyone else want to weigh in with an opinion on this?  Idr?
> >
> > I think the spec is already clear, and NVIDIA's implementation is just
> > buggy.
>
> Arg... but let me be clear.  It is already explicitly an error to do:
>
> in vec4 foo;
> vec4 foo;
>
> or
>
> vec4 foo;
> centroid in vec4 foo;
>
> or
>
> in vec4 foo;
> centroid in vec4 foo;  // this one is okay.
>

Actually my reading of GLSL 1.50 is that only built-ins can be redeclared
for purposes of changing their interpolation qualifiers.  So I think this
is illegal too.  Does that change your opinion?


> vec4 foo;              // this one is not.
>
> There is no reason to believe built-in variables should have a different
> set of rules.  Right?
>
>
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